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OneDice Abney Park’s Airship Pirates vs Serenity RPG

Compare OneDice Abney Park’s Airship Pirates and Serenity RPG side by side. See differences in complexity, dice, genre, and more.

OneDice Abney Park’s Airship PiratesSerenity RPG
GenrePost-Apocalyptic, Sci-FiSci-Fi
TagsPirates, Ship-Based, Licensed IP, Skill-Based, Cinematic, Pulp Action, Random TablesLicensed IP, Ship-Based, Cinematic, Narrative, Character-Driven, Classless, Skill-Based, Character Building, Tactical, Strong GM Support
Core MechanicRoll 1d6 plus one relevant ability and an applicable skill if any, then meet or beat the Gamekeeper’s target number. Opposed checks compare totals, while Doubloons can secure non-combat success, turn a hit into a miss, or power swashbuckling stunts.Roll an Attribute die and a relevant Skill die and add their results to meet a difficulty or beat an opposing roll. Ratings use d2–d12 and add extra dice above d12. The Game Master chooses the Attribute paired with each Skill. Personal modifiers change die sizes; outside conditions change the difficulty. Plot Points buy bonus dice before a roll or add +1 per point afterward.
Diced6d2–d12
ComplexityMediumMedium
AvailabilityPaidOut of print
Runnability3 of 5 book tools3 of 5 book tools
LicenseAll Rights ReservedAll Rights Reserved
Third-Party PublishingNot yet researchedNo verified route found
Summary only, not legal advice. Check current terms before publishing.
PublisherCakebread & WaltonMargaret Weis Productions, Ltd.
Year20142005
LanguagesEnglishEnglish
Best ForGroups who want fast, cinematic campaigns about a shared airship crew, with boarding actions and procedurally generated Skyloft destinations.Groups who want to play a working-class spaceship crew taking risky jobs on a Western-flavored frontier. It suits tables that like a light core roll, dangerous gunfights, and characters defined as much by their flaws as by their skills.
HighlightsDoubloons refresh each session and turn danger into player choices by averting harm or enabling cinematic stunts. Airship combat uses abstract range bands to structure chases and boarding actions for the whole crew. Random Skyloft tables generate aerial settlements with distinct economies and local customs.Playing up a mandatory Complication earns Plot Points, so a character's flaws fund the bonus dice and damage reduction they need in a crisis. Plot Points buy GM-approved story facts on a priced scale from inconsequential to major, giving players a measured say in the plot. The crew's ship has its own Attributes, Traits, and Skills, giving its condition and quirks a mechanical role in play.
ConsiderationsThe Gamekeeper sets target numbers and many situational modifiers, so table consistency depends on shared expectations. Player pirates reduced to zero Health by lethal damage die unless Medicine succeeds within three combat rounds; a Doubloon instead leaves them unconscious. The setting includes authoritarian oppression and slavery.Severe Wounds penalize every Attribute die and can require surgery followed by days of recovery. Owning a ship adds monthly bookkeeping: a maintenance roll sets the bill, and each month of skipped upkeep lowers the ship's Vitality toward a breakdown. Social conflict uses ordinary Influence rolls with no dedicated procedure for arguments, negotiation, or deception.