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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 quasiPolynesian 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)
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 Players Handbook, with all the key rules at hand, a GMs 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 cant 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 youre off.

These Rules
What youve 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 wont have much trouble. Well be putting out a number of simple, printable adventures for your DINOPIRATES enjoyment. Stay tuned!

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.

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

Character Creation

Attributes
Material power, size, carrying capacity

Combat
Attacks
Roll 2d10 and meet or exceed the targets Armor Class. Note bonuses for preferred arenas or class talents. Remember a light weapon rolls 3d10 and drops the lowest.

Arenas

BRAWN

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

CUNNING
Stuff other people wouldnt want you to do.

DARING
Stuff that takes guts.

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).

CHARM
Social prowess, ability to inspire or convince

Damage
All 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!

COMMITMENT
Willpower and dedication.

Weapons and Arenas


Weapons get +2 in their Favoured Arena.

Weapon Type
LIGHT (1 damage)
3d10 for attack rolls

Favoured Arena
narrow, limited mobility

AWARENESS
Quickly assimilating and understanding.

TIGHT

1 Pick a Class Sheet. Roll your attributes (2d10, consult the 2 chart). Fill in your Class & Concept with 3 something cool-sounding. 4 Pick your first-level talent. Pick your weapon type and note your 5 encumbrance. Pick your armour and note your 6 encumbrance. Note your starting equipment, and your 7 Wealth bonus, and note on your sheet. Come up with an Adventuring Goal and 8 write it on your sheet.

Leveling Up
When 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, and 2. 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.
Released under a Creative Commons Attribution License

Doing Stuff
Buying Stuff

In the Face

REACH (1 damage) +1 armor class


attack earlier, attack adjacent arena

HAZARDOUS

dangerous footing, requires care little or no cover

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

One 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.

RANGED (1 damage) OPEN HEAVY (2 damage) VERY HEAVY DENSE


smashable stuff in the way (2 damage; 4 if you beat the AC by 5) Make a Commitment check of 10 or better at end of combat or die. If your buddy spends a round patching you up, youre Knocked Out instead.

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

Out of Hit

BLEEDING OUT (1, 2 or 3)

Out of the combat. Uncheck the last box after the combat is over.

KNOCKED OUT (4 or better)

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

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

Shields

Armor Class

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

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

Heavy Armor Very Heavy Armour

No Armor

AC 10

AC 12 AC 14

Encumbrance

!
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. DMs points are THE STACK. Start with 2.5 x number of players in THE BOWL. Players reward other players awesomeness from the Bowl. Your 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.

Just like doing stuff, only use your Wealth bonus.

NONE

Awesome Points

Use a Talent from your class you dont yet have

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

Using Awesome Points

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

3 POINTS

2 POINTS

1 POINT

4 5 6 7

Combat Round 1 2 3

Choose one -- actions resolve in the order listed.

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

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)

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

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

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

Attribute Tests
Ask for Attribute Tests whenever a hero wants to do something where failure would be interesting. Use the following examples to determine the appropriate attribute: AWARENESS
Seeing behind the mask, detecting ambushes or traps, appraising values, having useful knowledge

Making an Attribute Test


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.

A PROBLEM

Some 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). 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 everyones doing in a round. Counters, or some way to show whos where. If you like, copies of the Players Handbook for everyone.

Some 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.

Modifying YOUR Roll


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

LOCATIONS / SCENES

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

2 3

CHARM
Getting people to agree with you, seducing, bargaining, lying, calming people down Anything scary like acrobatics, facing down tough guys, or jumping off high places

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

THE RANDOM

DARING

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.

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

4 5 6

Some sort of notion of whats going to happen, and some useful sources of inspiration (a few are included).
Released under a Creative Commons Attribution License

DPoNI 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!

Make it Public!

BRAWN

Get Creative!

Each Round

Running Combat

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!

Useful rule of thumb: doing damage is always an Attack, doing something fussy is probably a Focus. Dont sweat it too much.

Have the players describe what they want to do, and assign them to the appropriate action for the round. Dont try to resolve each action -- just get a quick idea of what they want to do and assign it to an action type.

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

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

Lifting things, looking imposing, breaking things

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!

Sample Arenas

Creating Arenas

Anywhere violent action might break things: crowded marketplace, thick forests, packed warehouses, gun decks, clockwork chambers 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 Dont forget the arena bonuses for weapon types!

Start 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.

HAZARDOUS (Reach weapons)

DENSE (Heavy weapons) TIGHT (Light weapons) OPEN (Range weapons)

Pumping Up The Bowl

Awesome Points

Add Awesome Points to the Bowl whenever you:

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

! ! ! ! !

Otherwise drive your players mad with frustration Use a Bad Guy power -- most Bad Guys have powers that require Awesome Points to use. Feed the Bowl, and use the power Bring in reinforcements (another wave of minions) Impose some sort of impairment or restriction on a hero (blind, -2 to attack, whatever) Pump up the damage done by a bad guy (gleeful description required!)

Running your own swashbuckling prehistoric kung-fu adventures!

Basics
There 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 dont worry about keeping track of numerous statistics for these critters. For the simplest, Minions, we dont 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.

Minions
Minions are dead simple:

Guards & Monsters Big Bads


These are mid-level bad guys, maybe a bit of threat even one-on-one: When 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.

No Hit Points

Minions dont have hit points. If they get hit, theyre dead. And they usually have an AC of 10, so theyre pretty easy to hit.

TWO Hit Points

Lots of Hit Points

Lame Attack

It 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 theyve been hit for just one hit point.

Five? Ten? Even fifteen isnt too much (although thats really really a lot). Just mark off the hits they take right on the map so the players can easily see how much damage theyve done.

Minions only roll 1d10 for their attacks, so they dont very often hit anything. They never get an Arena bonus. If they do hit, they only do one point of damage.

Proper Attacks

Big Attacks

But Useful!

Guards 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.

Actual 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!

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! Theyre just always in the way, those Minions.

Shields

Powers

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

Leech

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

Blast

Assassins 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.

Poison or Energy Drain

Whether its 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.

Pulling

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

Flying

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

Mix up the various types of bad guys, and have fun. You can make changes in mid-combat if youve 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!
Released under a Creative Commons Attribution License

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

Powers

And then theres 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.

More Powers

Truly gargantuan creatures can actually be Arenas in and of themselves -- heroes can scramble atop them if they like! But its 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.

Ginormous Presence Swallow

Some 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.

Lava 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.

Arena Changes

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

Remember, you can make up Powers on the fly thats 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.

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

Get Help

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

Bonus Attack

Many 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).

Extra Action

Even More Powers

Sorcerers, dinosaurs, freakish monsters and bloodthirsty pirates.

Sometimes the brain, she doesnt give us what we need. Sometimes players kick open a door, or storm a nearby galleon, and you have NO IDEA whats 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 Monkeys Risus. Huge thanks to them.

Basics

1
1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. Lightning Vent Laboratory Mummy Serpentine Fanatics Swarm Autonomous Luminescent Abomination Embers Harbour Vampire Altar Shackles Master Bugs Emerging Jars Ancestors Oracle Totem Slab Pyramid 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12.

2
Portal Warped Zombies Chained Necromancy Shipwreck Guarded Soulless Stuffy Warning Beast Pirate

5
1. Blades 2. Squealing 3. Riddle 4. Pale 5. Casks 6. Noisome 7. Transforming 8. Gunpowder 9. Verdigris 10. Leeches 11. Ants 12. Guardian 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. Testament Answers Herbs Stinking Edict Throne Obelisk Sword Giant Prehistoric Graffiti Pain 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12.

6
Vault Viscera Fumes Levers Acid Source Brass Radiant Spectral Gears Sacrifice Ashes Grimoire Sarcophagus Seal Howling Tainted Grave Acolytes Oily Vines Bottomless Blocked Storage 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12.

9
Grave-robbers Head Orb Remains Skulls Epitaph Ooze Cistern Cultists Brain Torture Bell 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12.

10
Scorched Wine Ruby Armory Blood Scorpions Font Screams Sorcerer Tilted Firepit Cache

1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12.

1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12.

Library Inscriptions Hive Ticking Mosaic Adventurers Clockwork Crystals Candles Wind Patrols Thorns

Beetles Ghost Entombed Exploding Valve Sticky Furnace Smoke Mirror Apothecary Wailing Runes

1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12.

1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12.

Mural Barricade Tenebrous Clue Mist Apparatus Fetid Shattered Mausoleum Alchemy Precarious Cave

Key Jungle Echoes Infested Automaton Observatory Juggernaut Lantern Privy Forge Ectoplasm Trash

Face Scrolls Servants Hatch Archive Menagerie Skeletons Reptile Boon Fountain Unstable Redoubt

1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12.

1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12.

Catacombs Workshop Compartment Stench Rats Barracks Cantilevered Webs Shrine Jade Sweltering Signpost Corpse Levitating Meditation Stores Well Alarm Hearth Vermin Spores Toxic Slime Captive

1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12.

Scriptorium Plague Sanctuary Tapestries Relic Transmission Gallery Spiders Bats Ambush Arena Tentacles Torches Contaminated Artifact Glyphs Temple Bones Witch Harem Vapors Spirits Diseased Bilious 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. Pipes Rotting Controls Platforms Hoard Shards Kennels Heavenly Vats Trophies Pillars Idol 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. Fungus Steam Tracks Tomb Frogs Eyes Coffin Pool Artifice Science Apes Clan

For those moments when you need awesomeness, delivered straight to your brain. Released under a Creative

Commons Attribution License

live warrior by your wits. And your smile. The Fighter isYou a bad-ass who's good at surviving when the chips are down.
Inherent: A Rope to Swing On

Swashbuckler

adventuring goals

Each combat, you may make one move Youre good at hitting things. Every using roll youa to an adjacent arena without make action. to hit something gets a +1 added to it. Move Limitation: Inattentive

inherent: Steely-eyed

available talents

(pick one at first level)

experience
Awesome Points Used Party levels up when everyone has spent 12 awesome points

limitation: Upkeep Some call you self-absorbed,

but Staying inwhen combat trim requires constant honestly, youre THIS awesome, focus, practice and precision, as well asfrom lots how can you not admire yourself of weapon sharpening and armor polishing. time to time?
A lot of your free time is mostly spent either Whatever the reason, you tend to miss practicing or working your equipment. important details ofon whats happening around you.
HOW TO USE AWESOME POINTS

CHARGER double action, usable once per arena ARMOR OF SCARS constant ability
Getting an beat up as at often as you do its advantages. You'rearena, tougher Youre expert rushing in tohas attack. Once for every thancan most, and both can take more action punishment because of it. You start off you make a Move and an Attack action in the with seven hitwith points instead of to thethe usual five. Plus you've usually got same round, a +2 bonus attack.

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.ATTACK focused attack, usable once per arena NIMBLE
WEAPON OF CHOICE constant ability By making a Focused attack, you can attack an opponent in an

game notes

1st 2nd 3rd 4th

Man-at-arms Mercenary Warrior Hero

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

ATTRIBUTE BONUS 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

unexpected way (usually by with describing something with You've become adeptly familiar a specific weapon of cool your choice, the doing extension an extra of point damage as as well and environment), you use it as a natural your of body. As long youas are some extra sort of Cooldice Effect youDice successfully hit (knocking wielding it, all your attack are if Face . If for whatever reason you them down, making athem feel foolish, your initial,of take up a new weapon, week of training will carving switch your Weapon etc). Choice to that one.

2 points:
1 extra point of damage Heal 1 point of damage Recharge a Rested Talent (outside of combat)

SLIPPERY immediate reaction, per You're an expert at rushing in to usable attack.once Once forarena every arena, you can
makefirst both attack a Moveon action an Attack action in the spent same round, with The youand during a round you've Moving a +2 bonus to the attack. but you cannot choose the Move action automatically misses; onconstant the following HEFT ability round. more Heavy weaponnon-combat or armor than your usable Brawnonly bonus would allow, and GLINTY SMILE talent, once after a rest You've got a little bit more oomph than everyone else. You can carry one

CHARGER double action, usable once per arena

3 points:
Use a Talent from your class you dont yet have

starting equipment
AArapier, fancy clothes, shinyaboots, bedroll, a leather flaskbig of wine, sack hair creme, a purse ofand coins (mostly filled with dried rations hardcheese, copper), a wineskin, personal grooming some flint & tinder, three torches, a kit. whetstone, a sewing kit, some candles and
a crowbar.
STARTING COIN: 1d10 gp, 1d12 sp STARTING WEALTH: +3

The truth is, Charm youre check just devastatingly charming. flashing bonus on any you make against someone By that might be your pearly whites and winking knowingly, no non-player attracted to you. character will possibly fail to be charmed, and simply cannot EXPLOIT WEAKNESS attack, usable after restedparty members believe you are up focused to anything bad. Your fellow will probably just means roll their Practice in fighting youeyes, have however. 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, TAUNT constant ability subsequent attacks you make against it get a +2 bonus to hit and do an extra point damage. When youof 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 enemys Commitment, you can force one enemy to attack you, no matter what their other plans may have been.

when you choose to wear no armor at all, your sexy build gives you a +2

focused constant per arena

Basic Game

rested

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

The Fighter is a bad-ass friend warrior who's good at surviving when the chips are down. A hard-drinking to sailors and parrots everywhere.

Sea Dog

adventuring goals

Inherent: Steady as She Goes


Once you decide you like a place, you Youre good at hitting things. Every roll stay. You cannot be Pushed out of you any make (although to hit something getsbe a +1 added to arena you can Thrown ).it.

inherent: Steely-eyed

available talents

(pick one at first level)

experience
Awesome Points Used Party levels up when everyone has spent 12 awesome points

Limitation: Ration of Grog limitation: Upkeep


Seaboard life has its compensations, like Staying in combat trim requires constant the daily cupful of rum doled out to all focus, practice and precision, as well as lots the hands.sharpening Youve gotten used to that, of weapon and armor polishing. and any day that goes by without your drink isyour gonna make you a spent cranky Sea A lot of free time is mostly either Dog. practicing or working on your equipment.

ROLLS WITH PUNCHES ARMOR OF SCARSTHE constant ability

constant ability

Getting been beat up often as you do has its advantages. You're tougher Youve in as your share of brawls and scrapes, and you take than most, and can like take a more punishment of it. You start off your punishment man. You startbecause with seven hit points with seven points instead the usual Plus you've usually got instead of hit the usual five. of Plus, your five. salty demeanour gives some old war stories and a don't-mess-with-me countenance gives others pause, and you get a +2 on any Charm check that to talk you a +2 out on any Charm check when trying to talk someone out of someone of violence. violence.

game notes

1st 2nd 3rd 4th

Man-at-arms Mercenary Warrior Hero

A WEAPON TALE O SEA non-combat OFTHE CHOICE constant ability talent, usable only once after rested
HOW TO USE AWESOME POINTS

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

ATTRIBUTE BONUS 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

You've become adeptly familiar with a specific weapon a ofdeafening your choice, By telling a grand story of adventure (or singing and shanty) you use it as a lasts natural ofminutes, your body. As long you are sea that at extension least five you can as inspire wielding it, all your attack dice are Face Dice . If for Daring whateveror reason you people around you (giving them +2 to their +1 to take up a new weapon, week hour, of training will switch your Weapon their attacks) for thea next or convince people of yourof Choice that(+5 one. point ofto view to your next Charm check if needed).
CHARGER double action, usable once per arena

2 points:
1 extra point of damage Heal 1 point of damage Recharge a Rested Talent (outside of combat)

You're IN an expert at rushing in to attack. Once for every arena, you can FRIEND EVERY PORT constant ability

3 points:
Use a Talent from your class you dont yet have

Youve served on warships, pirate corvettes, gold-laden junks a +2 bonus to the attack. and even pulled nets on fishing boats. Wherever you go, you HEFT constant ability shipmates who are eager to help out an old run into former pal. If got you needbit a more placeoomph to flop, or everyone some information, old You've a little than else. You canthe carry one gang is always there. 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 ANIMAL COMPANION usable once per-arena attracted to you.

make both a Move action and an Attack action in the same round, with

starting equipment
Raggedy sailor clothes, a wine, tin mug, A bedroll, a leather flask of a sacka harmonica, heavily calloused feet and a filled with dried rations and hardcheese, jaunty some hat. flint & tinder, three torches, a
whetstone, a sewing kit, some candles and a crowbar.
STARTING COIN: 1d10 gp, 1d12 sp STARTING WEALTH: +1

Youve got a little buddy aafter parrot or a monkey, but EXPLOIT WEAKNESS focused(most attack,likely usable rested

up to you), who helps you out when things get a little Practice in fighting means you have a trained eye for an Achilles Heel. complicated. Once per arena they can fly at, throw things or Every couple of fights you can carefully observe that a monster or an otherwise distract your and enemy, you a +2 on your attack opponent has a weakness, if yougiving are able to successfully Focus on it, roll. subsequent attacks you make against it get a +2 bonus to hit and do an
extra point of damage.

HEAVY BLOW special attack, 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.

focused

constant per arena

Basic Game

rested

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

The Fighter is a bad-ass warrior who's good unseen, at surviving when the chips aredeadly. down. Disappear into darkness. Strike relentless and

Ninja Shadow

adventuring goals

Inherent: Disappear

If you decide to go away, youre gone. Youre good at hitting things. Every you Nobody can use the Impede actionroll against make to if hit something gets a +1 added toin it.a you, and you choose to take no action round, you cannot be seen.

inherent: Steely-eyed

available talents

(pick one at first level)

experience
Awesome Points Used Party levels up when everyone has spent 12 awesome points

limitation: Upkeep Limitation: Overlooked


Staying in being combat trim requires Sometimes so shadowy sucksconstant -- people focus, practice and precision, as well as lots are forever forgetting youre even there. You of weapon sharpening and armor polishing. never get served in restaurants, and often dont even get a share of the gold! A lot of your free time is mostly spent either practicing or working on your equipment.

EXPLOIT WEAKNESS ARMOR OF SCARS constant ability focused attack, usable after rested
Getting beat up as often as you doEvery has itscouple advantages. You're tougher Long hours of training pay off. of fights you can than most, observe and can take more punishment of it. You has start a off carefully that a monster or because an opponent with seven hit points instead the to usual five. Plus you've usually got weakness, and if you are of able successfully Focus on it, some old warattacks stories and don't-mess-with-me that subsequent youa make against it getcountenance a +2 bonus to gives hit you a +2 anypoint Charm when trying to talk someone out of and do anon extra of check damage. violence.
WEAPON OF CHOICE constant BACKSTAB special attack,ability usable once per arena

game notes

1st 2nd 3rd 4th

Man-at-arms Mercenary Warrior Hero

HOW TO USE AWESOME POINTS

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

ATTRIBUTE BONUS 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

By attacking an opponent who happens to be attacking and you use it as a natural extension of your body. As long as you are 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 extra two points of damage. take up a new weapon, a week of training will switch your Weapon of
Choice to that one.

You've become adeptly familiar with a specific weapon of your choice,

-2 -1 0 +1 +2 +3 +4 +5

2 points:
1 extra point of damage Heal 1 point of damage Recharge a Rested Talent (outside of combat)

UP THE WALLS constant ability CHARGER double action, usable once per arena
You can aboutin anything, pretty much the same You're an climb expert just at rushing to attack. at Once for every arena, you can speed youawalk at. Make a Strength +2 to just go make both Move action and an Attackcheck action with in theasame round, with up any sheer vertical a +2 bonus to the attack.surface, or a Daring check (again at +2) to cross any sort of narrow, wobbly surface (like a rope or a HEFT constantplant ability waving in the wind). Lesser surfaces like bamboo You've got a little walls bit more oomph thanplanks everyone else. can You can carry one crumbly rock or narrow you negotiate more Heavy or armor than your Brawn bonus would allow, and without any weapon check whatsoever.

3 points:
Use a Talent from your class you dont yet have

starting equipment
All black ninja outfit, A bedroll, a leather flask smoke of wine, bombs, a sack lockpicks, rope and grappling filled with climbing dried rations and hardcheese, hook, and flashtorches, grenades. some snorkel flint & pipe tinder, three a All the necessities of some life for a hardwhetstone, a sewing kit, candles and working ninja. a crowbar.
STARTING COIN: 1d10 +4 gp, 1d12 sp STARTING WEALTH:

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 immediate reaction, usable any time attracted to you.
EXPLOIT WEAKNESS focused attack, usable after rested

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 STALK immediate reaction, usable once per arena extra point of damage.

Whenever you are surprised by something or someone, including traps, you get to add +2 on the next die roll as long Practice in fighting means you have a trained eye for an Achilles Heel. as it happens directly afterwards.

Its very hard to shake you once youve 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.

focused constant per arena

Basic Game

rested

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

The clan is relies on warrior you to uphold the traditions and the The Fighter a bad-ass who's good at surviving when the chips arehonour. down.
Inherent: Years of Training
You were born to combat. As long as you Youre good at hitting things. roll you continue to uphold the SevenEvery Sacred Vows, make to hit gets a +1Class added you receive a something +1 to your Armor . to it.

Ninja Sword

adventuring goals

inherent: Steely-eyed

available talents

(pick one at first level)

experience
Awesome Points Used Party levels up when everyone has spent 12 awesome points

Limitation: The 7 Sacred Vows limitation: Upkeep


You take these vows very even that Staying in combat trim seriously, requires constant slightly embarrassing one that your focus, practice and precision, as makes well as lots friends shake their heads. But honour and of weapon sharpening and armor polishing. tradition matter to you, and whatever the vows of your clan may be, youre determined Alive lot of free time is mostly spent either to upyour to them. practicing or working on your equipment.

WEAPON OF CHOICE ARMOR OF SCARS constant abilityconstant ability


Getting was beat very up as strict, often as you do has its advantages. You're tougher Sensei and every dawn came more exercises, than most, canpain. take more punishment of it.using You start off more drill,and more But it sure paidbecause off. When your with seven hit points instead of the usual five. be), Plus you've usually got traditional clan weapon (whatever it may all your attack someare old Face war stories dice Diceand . a don't-mess-with-me countenance that gives

you a +2 on any Charm check when trying to talk someone out of violence. MAKE AN OATH focused attack, usable only once after rested WEAPON OF CHOICE constant ability

game notes

1st 2nd 3rd 4th

Man-at-arms Mercenary Warrior Hero

HOW TO USE AWESOME POINTS

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

ATTRIBUTE BONUS 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

By spending a few moments making a solemn vow to your You've become adeptly with a specific weapon of your choice, clans ancestors (I familiar will step aside for no Imperial dogs, and you use it as a natural extension of your body. As long as you are 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 attack rolls as long as the vows 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 Choice to that one. suffer a -1 until the combat ends.

2 points:
1 extra point of damage Heal 1 point of damage Recharge a Rested Talent (outside of combat)

CHARGER double action, usable once per arena

You're an expert at rushing in to attack. Once for every arena, you can TWIN STRIKE double action, usable once per arena make both a Move action and an Attack action in the same round, with

3 points:
Use a Talent from your class you dont yet have

starting equipment
All black ninja outfit, a natty headband A bedroll, a leather flask of wine, a sack and a with LOT of rations attitude. Those finely filled dried and hardcheese, crafted weapons yourthree clantorches, made, aa some flint & tinder, carefully-stowed scroll with candles your clans whetstone, a sewing kit, some and vows, and a little something Sensei gave a crowbar. you before you left.
STARTING COIN: 1d10 gp, 1d12 sp STARTING WEALTH: +2

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 any Charmdouble check action, you make against that might be WEB OFon STEEL usable only someone once after rested attracted to you.

You have been a +2 bonus to the trained attack. to take advantage of even momentary lapses in your opponents concentration. Once per arena, if HEFT constant you drop ability an enemy with your attack, you may immediately You'vea got a littleAttack bit moreagainst oomph than everyone else. can carry one make second another enemy inYou that arena.

impossible to strike as attack, you blur the melee. No EXPLOIT WEAKNESS focused usablethrough after rested

You join in the dance of blades, twisting and turning,

opponents attacks can you hit you round, you can Practice in fighting means have this a trained eye whereas for an Achilles Heel. act normally. 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 WILL OF IRON constant ability extra point of damage.

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.
focused constant per arena

Basic Game

rested

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

The land is full of voices, for those who listen. The Fighter is a bad-ass warrior who's good at surviving when the chips are down. Inherent: Talk to Spirits
The world is full of spirits of all shapes and Youre good at hitting things. Every roll you descriptions: nature, ancestor, the unhappy make to hit something dead. They talk to you. gets a +1 added to it. 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. Staying in combat trim requires constant focus, practice and precision, as well as lots of weapon sharpening and armor polishing. Limitation: Yokel

Shaman

adventuring goals

inherent: Steely-eyed

available talents
ANIMAL FRIENDS

(pick one at first level)

experience
Awesome Points Used Party levels up when everyone has spent 12 awesome points

limitation: Upkeep

Youre not exactly well-traveled, and so you A lot ofgawking your freeat time is mostly spent either end up things youve never seen practicing working on your equipment. before. Likeor ships, and roads, and stuff like that. City folk will make fun of you.
HOW TO USE AWESOME POINTS

focused spell, usable only once after rested ARMOR OF SCARS constant ability As a Focused action, you can make friends with a nearby animal. This Getting beat as often you half do has its advantages. You're tougher creature can up be no largeras than your size, but it will be friendly towards you and obey non-self-destructive command. can than most, and can take any more punishment because of it. You It start off understand simple instructions. Youusual can spend 1 Awesome Point in with seven hit points instead of the five. Plus you've usually got order to use this talent ona adon't-mess-with-me creature as big as yourself, or 2 Awesome some old war stories and countenance that gives Points creature as big check as a horse. will remain your friend out untilof you a on +2 a on any Charm whenIttrying to talk someone you dismiss it, or you use this power on another animal. violence. You've become adeptly familiar with a specific weapon of your choice, Whether the taint of Imperial Sorcery, the remnants of demonic and you use it as a natural extension of your body. As long as you are rituals, spirit possession or even the focused energy of a great martial wielding it, all your attack dice Face Dice.by If for whatever reason you arts master, you can sense theare auras created sources of power. By take up taking a new weapon, a week training you will switch your Weapon merely a moment and of focusing, can discern any suchof Choice to one. sources or that their effects in the vicinity. By making an Awareness check, you may even notice power disguising itself. CHARGER double action, usable once per arena

game notes

1st 2nd 3rd 4th

Man-at-arms Mercenary Warrior Hero

WEAPONOF OF CHOICE constant ability AURAS POWER constant ability ATTRIBUTE BONUS 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

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

-2 -1 0 +1 +2 +3 +4 +5

2 points:
1 extra point of damage Heal 1 point of damage Recharge a Rested Talent (outside of combat)

You're an expert at rushing in to attack. Once for every arena, you can ANCESTRAL AID focused spell, usable only once after rested make both a Move action and an Attack action in the same round, with a +2 bonus the attack. This spell to invokes your ancestor spirits to aid you or your companions. By laying your hands on someone who is down to 2 hit HEFT constant ability points or less, which could be yourself, you bring them back up to 1 hit point less than full in more a quick ritualthan that everyone lights up the area around you. You've got a little bit oomph 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 BLESS WEAPON focused spell, usable once per arena attracted to you. You can clutch a weapon and encourage spirits to enter it, at the cost EXPLOIT WEAKNESS focused attack, usable after rested of a little bit of your health. When touching a weapon, you must declare purpose for its blessing, whether for eye something quick or Heel. for Practiceain fighting means you have a trained for an Achilles a long-term Any you weapon thus touched does an a extra point Every couplegoal. of fights can carefully observe that monster orof an damage each a successful attack is to made with it,Focus but your opponent has atime weakness, and if you are able successfully on it, character isattacks permanently down a hit point. the purpose subsequent you make against it get a +2Once bonus to hit and dois an reached or is extra point ofdeclared damage.unobtainable, the weapon loses its property and you get your hit point back.

3 points:
Use a Talent from your class you dont yet have

starting equipment
Some sort of robe/seashell A bedroll, a leather flask of bikini wine, aaffair, sack most a fancy headress, a stick filled likely, with dried rations and hardcheese, with bunch feathers it, some somea flint & of tinder, threeon torches, a gemstones widekit, eyes. whetstone, and a sewing some candles and
a crowbar.
STARTING COIN: 1d10 gp, 1d12 sp STARTING WEALTH: +4

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

Basic Game

rested

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

Nothing canwarrior hide from you, no game is tooare big The Fighter is a bad-ass who's good at and surviving when the chips down. Inherent: Bent Grass Blades
If it can be followed, you can follow it. You Youre at as hitting things. Every roll you cant go good as fast whatever youre following, make to hit something getsdifficult a +1 added to it. generally, but you are very to throw off the scent.

Hunter

adventuring goals

inherent: Steely-eyed

available talents

(pick one at first level)

experience
Awesome Points Used Party levels up when everyone has spent 12 awesome points

limitation: Upkeep
Limitation: Stoic Staying in combat trim requires
constant focus, a practice and precision, as welland as lots Youre big tough jungle warrior, big of weapon sharpening anddont armor complain. polishing. tough jungle warriors Whether youre injured or starving or whatever, youd rather die spent than either admit A lot of your free time is mostly weakness inor front of civilized folks. practicing working on your equipment.

FOREST STEPconstant constant ability ARMOR OF SCARS ability


You get a +2 up bonus to any roll the you to make intougher order Getting beat as often as you doDM hasrequires its advantages. You're to Move one arena to another. You alsoofhappen to be than most, from and can take more punishment because it. You start off untrackable and you never get of lost in the forest. with seven hit points instead 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 PERFECT ACCURACY delayed attack, usable once per arena violence. Any delayed attack you attempt to make with a Ranged weapon gets WEAPON OF CHOICE constant ability a +2 added to the attack roll if its not interrupted by the Attack Turn. Outside of combat, as familiar long as with you aaim for at least of a your minute at You've become adeptly specific weapon choice, something you can you extension will always hit it. You can initiate combat and you use it as a see, natural of your body. As long as you are with this it, ability. wielding 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. ability SURVIVAL constant You never go hungry. As long as there is game to hunt, youve got CHARGER double action, usable once per arena something to throw on the barbecue. This also means you can find You're an at rushing in to attack. Once for every you can animals inexpert any sort of natural setting, and you get a +1arena, on any rolls make both a Move action and an Attack action in the same round, with made against animals (even dinosaurs). a +2 bonus to the attack.
HEFT constant ability SET TRAPS focused action, usable once per arena

game notes

1st 2nd 3rd 4th

Man-at-arms Mercenary Warrior Hero

HOW TO USE AWESOME POINTS

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

ATTRIBUTE BONUS 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

2 points:
1 extra point of damage Heal 1 point of damage Recharge a Rested Talent (outside of combat)

3 points:
Use a Talent from your class you dont yet have

starting equipment
Sandals and sort ofof loincloth. A TA bedroll, a some leather flask wine, a sack Rex tooth out of filled with and driedsomething rations andmade hardcheese, dinosaur hide. knife,torches, and some some flint & Rope, tinder, a three a cocoanuts. whetstone, a sewing kit, some candles and
a crowbar.
STARTING COIN: 1d10 gp, 1d12 sp STARTING WEALTH: +2

You've got a deadfalls, little bit more oomph everyone can carry one You can rig nooses and than springs out of else. just You about anything. more Heavy weapon armor than your Brawn would allow, and You can take a Focusor action and prepare a trap.bonus The next enemy who when you choose wear no armor at all, your sexy givesby you a +2 enters your arenato after your action completes getsbuild attacked your bonus on any check you make someone that might be makeshift trapCharm -- make an Attack rollagainst as normal (no arena bonus) attracted you. and deal to 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 EXPLOIT WEAKNESS focused attack, usable after rested like after the trap is set. 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 CORRAL focused action, and usable only once rested opponent has a weakness, if you are ableafter to successfully Focus on it, subsequent attacks you make againstallows it get a +2 to bonus to hit and do an Your expertise in directing animals you influence peoples extra point With of damage. behaviour. a Focus action you can choose an arena (either the one youre 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.
focused constant per arena

Basic Game

rested

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

The Empire may havewho's castgood youat out, but when youve still are got plans. The Fighter is a bad-ass warrior surviving the chips down. Inherent: Civilized Manners
You grew up in the great cities of the Empire, and you good can move withthings. ease inEvery the highest of Youre at hitting roll you social Once pergets session you get an make circles. to hit something a +1 added to it. automatic success on either a Charm or a Commitment check.

Sorcerer

adventuring goals

inherent: Steely-eyed

available talents
MANA ARMOR BLAST OF SCARS

(pick one at first level)

experience
Awesome Points Used Party levels up when everyone has spent 12 awesome points

Limitation: Superior Scorn Staying in combat trim requires constant

limitation: Upkeep

focused spell, usable only once after rested constant ability

Basically, nobody likes you because youre focus, practice and precision, as well as lots such a sneering, arrogant bastard. When you of weapon sharpening and armor polishing. want to be charming you can sure turn it on, but those who know think youre just A lot of your free time you is mostly spent either cold-hearted. you cared, it would probably practicing or If working on your equipment. hurt your feelings.

This spell shoots out a magical bolt hits anything in Getting beat up as often as you dothat has automatically its advantages. You're tougher your an adjacent one, punishment doing 2 points of damage, no need than arena most, or and can take more because of it. You startto off roll. taking a hit point of of damage yourself, you can increase the with By seven hit points instead the usual five. Plus you've usually got damage towar 3 points. some old 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.

game notes

1st 2nd 3rd 4th

Man-at-arms Mercenary Warrior Hero

SCROLLS POWER WEAPON OFOF CHOICE constant magic ability item, usable any time out of combat
HOW TO USE AWESOME POINTS

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

ATTRIBUTE BONUS 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

The secrets of the Hidden Masters are however may choice, have You've become adeptly familiar with a yours, specific weaponyou of your acquired them. By spending a few minutes things up, you and you use it as a natural extension of your looking body. As long as you are always know single important about given subject, either wielding it, alla your attack dice arefact Face Diceany . If for whatever reason you given to a you byweapon, the DM or made up on the spot (per DM approval). take up new a week of training will switch your Weapon of Choice to that one.
CHARGER double action, usable once per arenausable only once after rested TELEKINETIC SLAM ranged attack,

2 points:
1 extra point of damage Heal 1 point of damage Recharge a Rested Talent (outside of combat)

3 points:
Use a Talent from your class you dont yet have

You're an expert at rushing in to Once for everyand arena, youan can You can throw out your arms in attack. a dismissive gesture cause make both a Move action and the same with enemy to hurtle backwards inan a Attack sudden action crash. in Make a +2 round, Ranged a +2 bonus to the attack against the attack. enemy -- if the attack hits, the spell deals 1 point of damage, and also Throws the enemy into an adjacent arena. HEFT constant ability more Heavy attack weapon or armor than your Brawn bonus would allow, and PARALYZE action, usable once per arena when you choose to wear no armor at all, your sexy build gives you a +2 With touch an enemys pressure can render thembe bonusaon any to Charm check you make points, against you someone that might completely Make an Attack (without a weapon) -- if the attracted to helpless. you. attack hits, the enemy is paralyzed and can take no action next round. The following round, the victim attempt a Commitment test EXPLOIT WEAKNESS focused attack, can usable after rested against your Charm or Commitment (your choice) to recover; Practice in fighting means you have a trained eye for an Achilles Heel. otherwise they remain paralyzed. 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 itonce get a +2 bonus COMMAND focused spell, usable only after restedto hit and do an extra point of damage. 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.
focused constant per arena

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

starting equipment
Rich brocade robes, nice shoes and maybe a A bedroll, a leather flask of wine, a sack staff carved of ebony. A comb or something filled with dried rations and hardcheese, to hold your hair up, and a belt pouch to some flint eyes & tinder, three torches, a carry newts and other weird bits. Some whetstone, a sewing kit, some candles and Imperial coins and a superior manner. a crowbar.
STARTING COIN: 1d10 gp, 1d12 sp STARTING WEALTH: +5

Basic Game

rested

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

Played by:

character name
ATTRIBUTES

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

cunning daring

trickery, sneakiness, doing stuff that others are trying to prevent

Tricky or Sneaky Stuff Penalty


Heavy Armor (-2) V. Heavy Armor (-5)

CONSTANT

brawn

talents

class & concept


Inherent Ability

current health
Only Talent Onlyuse useif ifFighter Sea Dog Talent Glancing blow

courage, facing your fears and attempting dangerous stuff without hesitation

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

PER ARENA

Been nicked, a few bruises

charm

Wind knocked out, panting

AFTER A REST

social aptitude, ability to inspire or encourage people to see things your way

Taken a nasty hit, bleeding Messed up and hurting, making some dangerous mistakes

awareness
alertness and perception, reflexes, reading between the lines

Roll a see if you are Roll a d10 d10to and consult the Knocked Out (4 or or rules to see if you arebetter) Knocked Bleeding Out (1, 2 or 3) Out or Bleeding Out

Primary Weapon
Favored Arena (+2 bonus)

Equipment

recovery
Wind Knocked Out (or better): You need an hour or so of rest, a bite to eat, and then youll be back to full. A Nasty Hit (or worse): Youll need a full days rest to recover, and you just received a scar. Note it below.

Other Weapons

Every weapon weapon after afteryour your first first counts as a Heavy item. item. two counts as a Heavy

scars treasure & other Goodies

Armor

Armor Type

Check boxes if using Light Shield (1) or Heavy Shield (both)

wealth
Basic Game

Character Sheet

Basic Game

Adventuring Goals
CHOOSE, ROLL, or COME UP WITH YOUR OWN
On your first voyage, your treacherous crewmates marooned you and made off with everything that was yours. You want it back. A pirate captain butchered your parents, and youve taken to the seas to find him. One great treasure and you can retire! All youve ever wanted was a ship of your own, and a loyal crew to follow you to glory. Whether its the Raptors, the Rexes or the Thunders, you want to join a DINO-PIRATE clan. Captain Red-Eyes crew will only let you join if you can prove youre as heartless as they are. The ghost of Old Crupper keeps appearing, and hes getting steadily more annoyed with you! You owe a fearsome pirate captain a king's ransom. And you're no king. Your lover has joined a pirate crew. So youre doing the same, hoping to be reunited. That Imperial sorcerer may have beaten and humiliated you, but you won't rest until you have revenge!

Pirate

Ninja
1 2 3 4 5 6 7 8 9 10
The Grand Master of your clan cast you out, saying only, Return when you are worthy of my teaching. A rival ninja clan killed your parents when you were a child. Why did they leave you alive? The Serpents Tail must be recovered or your clans honour is lost! Your lover, from a rival clan, has disappeared. Of, course, they blame YOU. You seek the greatest swordsman in the islands, to make them your master. The blade your master gave you SPEAKS in your DREAMS, guiding you. That old man defeated you, then vanished, leaving only this old wine jug. How can you learn his secrets? Only money will save your clan. LOTS of money. Your elder clan brother ran off with a rival clan. He must explain himself! That Imperial sorcerer may have beaten and humiliated you, but you won't rest until you have revenge!

Native
1 2 3 4 5 6 7 8 9 10
You tried to warn them, but the village elders refused to listen, and now youve lost everything. They sacrificed your mother/father to the god, but it didnt help. You want answers! A small village will be wiped out if you don't return with the artifact. Somewhere, a shaman holds the secret to curing your relative's fatal illness. You intend to fashion a necklace out of dinosaur teeth. From every kind of dinosaur. The Cult of the Bleeding Maw will only let you join if you return with the egg of a T-Rex. A spelchulral voice called your name from deep within the earth. Your older brother ran off with the village idol. Find him! Return it! Your islands god is angry. And angry gods require sacrifices. That Imperial sorcerer may have beaten and humiliated you, but you won't rest until you have revenge!

Imperial
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Somebody sees your family ring and says you are heir to vast estates. How can you find out? Your former company commander was such a fool, you never thought hed track you down! At last youve made it to the islands, where your true love has been taken by pirates. Master Siu can only be cured with a feather from the tail of the Ruby Phoenix. Your family was wiped out in a sorcerous battle. Get the power, then youll settle the score. A mighty eunuch sorcerer taught you, and then you stole his magic pen. Find out how it works, maybe itll save you. Lord Tsao promised to free your family if you brought back enough gold. Little Sister thought she could sneak off with the family treasure? Shell think again after you find her. Youll make a fortune off these island fools. That Imperial sorcerer may have beaten and humiliated you, but you won't rest until you have revenge!

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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, lling 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 nd 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 ght 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 ght for your clan, your crew and your life! If you want more details about this setting (or if youd like to contribute your own ideas!), visit us at

www.dino-pirates.com

WELCOME ABOARD!

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