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OneDice Abney Park’s Airship Pirates

Core Rulebook
Sky-pirate crews chase plunder and freedom through a post-apocalyptic steampunk future
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post-apocalypticscifi
PiratesShip-BasedLicensed IPSkill-BasedCinematicPulp ActionRandom Tables
Languages: English
Diced6
System FamilyStandalone
Cost$
LicenseAll Rights Reserved
PublisherCakebread & Walton
Year2014
Complexity Medium
Accessibility Medium
Runnability High

Core Mechanic

Roll 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.

Best For

Groups who want fast, cinematic campaigns about a shared airship crew, with boarding actions and procedurally generated Skyloft destinations.

Highlights

Doubloons 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.

Considerations

The 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.