OneDice Abney Park’s Airship Pirates
Core RulebookBest For
Groups who want fast, cinematic campaigns about a shared airship crew, with boarding actions and procedurally generated Skyloft destinations.
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.
Ordinary actions use one d6, three abilities, and a short target-number ladder. Depth comes from ship and crew combat plus the session-refreshing Doubloon economy. City-generation and time-travel procedures expand the Gamekeeper's toolkit without changing the basic roll.
- Free to tryNothing freeNo free rules or starter
- Get it nowSold newIn print or as a legal PDF
- –IndexNo back-of-book index or page-keyed reference tables
- ✓GM guidanceA chapter on how to run the game
- ✓Examples of playRules shown in action at the table
- ✓Quick referenceCheat sheet or summary tables
- –Cross-referencesRules rarely point to each other by page
3 of 5 book tools found in the core book
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.
Rules license All Rights Reserved
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