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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
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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

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What the problem is, in a few words.

The world

The rulebook

Resolving actions

  1. 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.
  2. 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