ICOTALEOfficial
Piracy · d20 rulebook
Black Flag
- 1–4 players
- Difficulty 2 of 3
- Not recommended under 12
- Available in: Français, English, Español, Deutsch, Italiano
The Coral King sank with his treasure and half the fleet that hunted him. His map just resurfaced — torn in four, in four wrong pairs of hands. Including yours.
The rulebook at a glance
- d20 + attribute
- 4 attributes
- Boarding
Choose an adventure
- Campaign
King Coral’s Treasure
4 sessions · boarding fights, treasure, freedom
Cost: 4 Dice for the whole table
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By the Icotale team
The world
- PlaceThe Foam SeaAn archipelago of a hundred islands, two empires fighting over its sea routes, and in between: the pirates.
- PlaceCliffportThe pirates’ free port, built inside a hollow cliff. Everything is for sale there, especially secrets.
- PlaceThe Devil’s ToothAn extinct volcano sticking up in the middle of the sea. That’s where King Coral went down, so the song says.
- PlaceFort Saint-ElmeThe royal navy’s fortress: three rows of cannons and a prison that never gives anything back.
- FactionThe Two Crowns CompanyMerchants armed to the teeth, rich enough to buy the navy and cowardly enough to pay pirates.
- CharacterGranny BarbarossaLandlady of the Drunken Whale in Cliffport, once the terror of the Foam Sea. She retired, but she kept her gunpowder.
- CharacterCaptain Morgane VairThe most decorated bounty hunter in both empires. She always brings her prey back alive: it’s more humiliating.
The rulebook
Resolving actions
- Roll 1d20 and add the attribute modifier: 11 or more succeeds in a calm sea, 14 under fire, 17 in the middle of a storm.
- A natural 20 makes it into the crew’s song; a natural 1 half succeeds, but the ship or your reputation takes a hit.
Initiative : 1d20 + Luck modifier
Attributes
- Steel STL
- Slashing, shooting, taking the blows in a boarding fight.
- Sail SAI
- Steering, climbing the rigging, reading the sea and the wind.
- Swagger SWA
- Bluffing, bargaining, singing louder than the storm.
- Luck LCK
- The cheeky luck of seafaring folk: finding, dodging, surviving.
Special rules
- Boarding
- On the first round of a boarding fight, each pirate describes their entrance (rope, barrel, battle cry): a dashing entrance gives +2 to the first roll. With panache, fear changes sides.
- The crew’s share
- Every treasure is shared out loud. A pirate can give up their share to wipe out a wound or a gambling debt: the sea always gives change, rarely the way you expected.
- The flag
- Raising the black flag before a fight forces the enemy to make a Swagger roll against the crew: if they fail, they surrender or flee. You don’t raise the flag for nothing: the navy remembers.
Character creation
Roll 4 dice with 6 faces per attribute, keep the 3 best · 2 rerolls allowed4d6kh3
Origins
- Born on board
- Grew up among the ropes; +1 to Sail.
- Navy deserter
- Knows the enemy from the inside; +1 to Steel.
- Child of the taverns
- Learned everything by listening to liars; +1 to Swagger.
Vocations
- Captain without a ship
- All he’s missing is a boat. And a crew. Details.
- Gunner
- Counts in cannonballs, aims in seconds.
- Pilot
- Sails through where the maps say “reefs”.
- Ship’s cook
- Keeps the crew in line through their stomachs and knows everything that’s said on board.
Derived values
- Hit points
- 10 + Steel modifier
- Defense
- 10 + Sail modifier
- Initiative
- 1d20 + Luck modifier
Starting equipment
- A chipped cutlass
- A single-shot pistol
- A lucky charm that has already done its job once
Veils
Topics kept off screen: the Narrator never shows or describes them.
- sexual violence
- executions
- drowning