a piratical misadventure in the age of sail The Lady Blackbird is on the run from an arranged marriage to Count Carlowe.Carlowe She hired a smuggling vessel, The Owl , to Captured and cast take her from London to the far reaches of the adrift by the bilge Caribbean so she could be with her once secret lover, rat, Rick ‘oreso’ the pirate king Uriah Flint.Flint Lacy, from John Harper’s game of the same name to However — Just before reaching Bermuda, The Owl service the many was pursued and captured by the Royal Navy dubious needs of frigate, The Vengeance , under charges of flying a the Pompey Crew. false flag. Now made available for the questionable Even now, the LadyL ady Blackbird,Blackbird her bodyguard, and enjoyment of all. the crew of The Owl are detained in the brig, while For fullest effect, accompany with the commander of the frigate, Captain Hollas,Hollas plentiful rum and checks the registry. It’s only a matter of time before sea shanties. they discover the outstanding warrants and learn For the faint of that The Owl is owned by none other than the heart, the original may yet be found infamous ex-privateer Cyrus Vance.Vance by surfing yonder: www. onesevendesign. com/ How will the Lady Blackbird and the Others ladyblackbird escape The Vengeance ?

And the morbidly What Dangers lie in their path? curious may find the Pompey Crew Will they be able to find the Secret Lair of the sailing round: www. Pirate King? If they do, will Uriah Flint accept UKRoleplayers. the Lady Blackbird as his Bride? By the time they com/forum/ get there, will she want him to? + The Bountiful Caribbean + a paradise amongst the wild blue waves

The Open Waves The Old World Islands are charted, but not yet fully explored While Europe is embroiled in wars, her or exploited. Rumours of savage civilisations, colonies struggle with each other using lost colonies, devilish creatures from the deep mercenaries and pirates. Britain, Spain, and cursed treasure abound. The sovereignty France and the Netherlands vie for land and of the colonial powers is much in name only. trade routes for sugar, slaves and tobacco. But all this is changing. Bermuda To Fight at Sea A crowded city fiercely loyal to the British Hold the weather gage, upwind of your foe. Empire, and once the best small-ship builders Line your broadside against her bow or stern in the world. Now owned by the Somers Isle for raking fire while she cannot reply. If you Company who have forbidden all ship building, have the advantage of arms, board her. instead forcing farming for their own profit. Otherwise, target her rigging and flee. Tortuga Names In Saint-Domingue. Home of the pirate Male: Bartholomew, Christopher, Cornelius, Brethren. But also home to 1,650 imported Eduardo, Emanuel, Henry, John, Jean, Juan, whores, ‘wild ’ African ex-slaves and brawling Michiel, Morgan, Pierre, Richard, William English and French colonists. And lots of rum. Female: Anne, Charlotte, Elaine, Elizabeth, Port Royal Joan, Mary, Rachel, Rose, Scarlet, Vesta In Jamaica. Captured by Britain from Spain, and home to many pirates and privateers paid Surnames: Booth, Condon, Flynn, Gibbs, by the crown to attack shipping en route to the Halsey, Jones, Maintenon, Morris, Paine, Spanish Main. Also boasts five forts and a Pardel, Rakham, Roberts, Rogers, Sharp, tavern for every ten residents. But anti-pirate Swan, Teach, Vauquelin, Wright, Wynn sentiment is growing as the town grows richer.

+ The Owl + an old sloop, outfitted for smuggling

Flag (Unregistered) Comparison of Size

The Southampton The Owl

Bermuda Sloop (refit tedtedted ))) Composition , Capabilities and Appearance A small single-masted Burmuda sloop is very Single masted, with ‘Bermuda’ rigging demanding to crew. The tall sails, minimal With tampered sails, increased both in ballast and light hull mean swamping and height and length, with boom lengthened to capsizing are always threats in inclement match and secured with more running lines weather. To make matters worse, Karl has modified her with even taller sails and a longer Hulled in Three inches of Bermuda Cedar boom which makes handling her challenging Fifty-One long tons in Burthen at the best of times. Forty-Three feet in Length However, these properties also grant the Owl her greatest assets. The sheer amount of Ten feet and Eight inches in Beam adjustable triangular sail on such a light vessel enables her to make extremely good speed, Four feet and Two inches in Depth of Hold even when laden with cargo. And unlike larger Armed in a single Twelve pound carronade square-rigged vessels, the Owl is able to sail much closer to a headwind without foundering. Three in Crew Complement So while lines may snap and whip around Up to Four in Passengers Berthed before being wrestled under control, and while Up to Eight in long tons of Cargo stowed. timbers creak and crack alarmingly under Of which, up to Three may be Stowed in stress, Karl is sure she’ll sail safe and true. Secret from Casual Inspection. + Conditions + + Conditions + Up to Fifteen knots in Speed in Ideal Winds Needs Repair Slowed Up to Eight Close Hauled to a Headwind Needs Supplies Crippled Marked in the Bow with Owl’s Eyes + The Lady Blackbird + a noble, disguised, fleeing an arranged marriage so that she may be with her lover + Traits and Tags + + Keys and Secrets + Noble The buyoff condition is shown in [brackets]. Key of the Paragon Etiquette, Dance, Education, History, Science, Demonstrate your superiority and use your noble traits Wealth, Connections, House Blackbird to overcome problems. [Disown your noble heritage.] Scientific Key of the Mission Alchemy, Explosives, Mechanics, Deduction, Invention Rendezvous with your once secret lover from years ago, the Pirate King Uriah Flint. [Give up on your mission.] Key of the Impostor Athletic Fool someone with your disguise, passing yourself off as Run, Fencing, Rapier, Duels, Shooting a commoner. [Reveal yourself to someone you fooled.] Key of Charming

Charisma, Presence, Command, Nobles, Servants Key of

Cunning Deception, Misdirection, Disguise, Codes Secret of

Secret of Alchemy As long as you have materials, you have the Scientific + Conditions + trait and the Alchemy tag. Injured Tired Lost Secret of Hidden Vials Once per session, you can re-roll a failure when using Dead? Angry Trapped chemicals by using a secret ingredient you have.

+ Rules + Rolling the Dice Keys Take a die from the big pile in the middle. If you When you hit a Key do one of these: have a trait that can help, add another die. If that • Take an XP chip. trait has helpful tags, or you have an especially useful • Add a die to your pool (max 10). item, plan or advantage, add a die for each of them. Finally, add any number of dice from your personal If you go into danger or sacrifice something for a pool (which starts at seven dice). Key, take 2 XP chips or 2 pool dice.

Roll all those dice, each 4 or more is a hithit. Mostly, You can spend 5 XP on an advance at any time, based tasks require 3 hits to succeed, but sometimes more, on what you’ve done or learned or revealed to: especially when a Condition would be hindrance. • Add a new trait. • Add a new tag to an existing trait. If you succeed, all the dice go in the big pile. Show • Add a new unique Key (max 5). everyone what you did and how. • Change or remove an existing Key (if its Buyoff condition applies). If you fail, you get your personal pool dice back, plus • Learn a Secret (if you have the means). an extra one. The GM will escalate the situation, and perhaps enforce a Condition. Refresh Be with another character for a scene and don’t do Helping important stuff. Or, describe the important stuff you If you can help, give them a die from your pool and once did together in a flashback. This is for roleplay say what you’re doing. If their roll still fails, you get and talking about each other. Either remove a Key (if your die back. If it passes, you lose it to the big pile. the buyoff applies), or refresh your pool to 7 dice. + Macaya Pardel + a former pit-fighter and slave, bodyguard to the Lady Blackbird + Traits and Tags + + Keys and Se crets + Warrior The buyoff condition is shown in [brackets]. Key of the Guardian Tested, Brutal, Fast, Hardened, Living Weapon Be influenced by Lady Blackbird and protect her from harm. [Sever your relationship with Lady Blackbird.] Bodyguard Key of Vengeance Awareness, Threats, Defend, Disarm, Restrain, Carry, Make the Colonial powers pay for your time as a slave and pit-fighter. [Forgive them for what they did.] Delay Key of the Warrior Ex-Slave Fight with equally skilled or superior foes, or when Sneak, Hide, Run, Tough, Endure, Scrounge, Nobles greatly out-numbered. [Avoid a fight.] Key of Keen

Insightful, Aware, Coiled, Liars, Traps Key of

Secret of

Secret of Destruction You can break things with your bare hands like you + Conditions + were swinging a hammer. Scary. Injured Tired Lost Secret of the Bodyguard Once per session, you can re-roll a failure when Dead? Angry Trapped protecting someone from harm.

+ Rules + Rolling the Dice Keys Take a die from the big pile in the middle. If you When you hit a Key do one of these: have a trait that can help, add another die. If that • Take an XP chip. trait has helpful tags, or you have an especially useful • Add a die to your pool (max 10). item, plan or advantage, add a die for each of them. Finally, add any number of dice from your personal If you go into danger or sacrifice something for a pool (which starts at seven dice). Key, take 2 XP chips or 2 pool dice.

Roll all those dice, each 4 or more is a hithit. Mostly, You can spend 5 XP on an advance at any time, based tasks require 3 hits to succeed, but sometimes more on what you’ve done or learned or revealed to: and occasionally less. • Add a new trait. • Add a new tag to an existing trait. If you succeed, all the dice go in the big pile. Show • Add a new unique Key (max 5). everyone what you did and how. • Change or remove an existing Key (if its Buyoff condition applies). If you fail, you get your personal pool dice back, plus • Learn a Secret (if you have the means). an extra one. The GM will escalate the situation, and perhaps enforce a Condition. Refresh Be with another character for a scene and don’t do Helping important stuff. Or, describe the important stuff you If you can help, give them a die from your pool and once did together in a flashback. This is for roleplay say what you’re doing. If their roll still fails, you get and talking about each other. Either remove a Key (if your die back. If it passes, you lose it to the big pile. the buyoff applies), or refresh your pool to 7 dice. + Captain Cyrus Vance + a former English privateer turned smuggler, Captain of the Owl + Traits and Tags + + Keys and Secrets + Ex-Privateer The buyoff condition is shown in [brackets]. Key of the Commander Tactics, Command, Soldiers, Rank, Connections, Come up with plans and order people to make them Maps, Warships happen. [Acknowledge someone else being in charge.] Smuggler Key of Hidden Longing Haggle, Deception, Sneak, Hide, Camouflage, Be swayed by your secret affection for Lady Blackbird, Forgery, Pilot, Navigation or show it indirectly. [Give up, or make it public.] Survivor Key of the Outcast Your exiled status is trouble for you with the British Tough, Run, Scrounge, Endure, Creepy Stare, Empire. [Regain your status, or join a new group.] Intimidate Key of Warrior Battle Hardened, Shooting, Pistols, Fencing, Sword

Key of

Secret of

Secret of Leadership Once per session, you can give someone else a reroll by + Conditions + giving them advice, orders or by setting an example. Injured Tired Lost Secret of the Quick Escape Once per session, you can leave whichever area you are Dead? Angry Trapped in undetected, or allow someone else to leave.

+ Rules + Rolling the Dice Keys Take a die from the big pile in the middle. If you When you hit a Key do one of these: have a trait that can help, add another die. If that • Take an XP chip. trait has helpful tags, or you have an especially useful • Add a die to your pool (max 10). item, plan or advantage, add a die for each of them. Finally, add any number of dice from your personal If you go into danger or sacrifice something for a pool (which starts at seven dice). Key, take 2 XP chips or 2 pool dice.

Roll all those dice, each 4 or more is a hithit. Mostly, You can spend 5 XP on an advance at any time, based tasks require 3 hits to succeed, but sometimes more on what you’ve done or learned or revealed to: and occasionally less. • Add a new trait. • Add a new tag to an existing trait. If you succeed, all the dice go in the big pile. Show • Add a new unique Key (max 5). everyone what you did and how. • Change or remove an existing Key (if its Buyoff condition applies). If you fail, you get your personal pool dice back, plus • Learn a Secret (if you have the means). an extra one. The GM will escalate the situation, and perhaps enforce a Condition. Refresh Be with another character for a scene and don’t do Helping important stuff. Or, describe the important stuff you If you can help, give them a die from your pool and once did together in a flashback. This is for roleplay say what you’re doing. If their roll still fails, you get and talking about each other. Either remove a Key (if your die back. If it passes, you lose it to the big pile. the buyoff applies), or refresh your pool to 7 dice. + Karl Arkham + a thief and mystic, first mate of the Owl + Traits and Tags + + Keys and Secrets + Thief The buyoff condition is shown in [brackets]. Key of Greed Quiet, Sneaky, Hide, Dexterous, Locks, Perceptive, Steal things, or score some valuable loot. [Swear off Traps, Darkness stealing forever.] Tricky Key of the Mission Quick, Dirty Fighting, Acrobatics, Escape, Swing Deliver Lady Blackbird to Uriah Flint, as you promised, so she can marry him. [Give up the mission.] Key of Fraternity Mystic Let your sword brother, Cyrus Vance, influence your Darkvision, Talk with the Dead, Concoctions, Scrying decisions, or show your bond. [Sever the relationship.] Key of Ship-sure

Repair, Sail-craft, Sabotage, Cut-corners, Spare parts Key of

Secret of

Secret of Concealment You can always provide any small and common item at + Conditions + will, regardless of how well you are searched. Injured Tired Lost Secret of Reflexes Once per session, you can reroll a failure when doing Dead? Angry Trapped anything graceful, dexterous or with quick reflexes.

+ Rules + Rolling the Dice Keys Take a die from the big pile in the middle. If you When you hit a Key do one of these: have a trait that can help, add another die. If that • Take an XP chip. trait has helpful tags, or you have an especially useful • Add a die to your pool (max 10). item, plan or advantage, add a die for each of them. Finally, add any number of dice from your personal If you go into danger or sacrifice something for a pool (which starts at seven dice). Key, take 2 XP chips or 2 pool dice.

Roll all those dice, each 4 or more is a hithit. Mostly, You can spend 5 XP on an advance at any time, based tasks require 3 hits to succeed, but sometimes more on what you’ve done or learned or revealed to: and occasionally less. • Add a new trait. • Add a new tag to an existing trait. If you succeed, all the dice go in the big pile. Show • Add a new unique Key (max 5). everyone what you did and how. • Change or remove an existing Key (if its Buyoff condition applies). If you fail, you get your personal pool dice back, plus • Learn a Secret (if you have the means). an extra one. The GM will escalate the situation, and perhaps enforce a Condition. Refresh Be with another character for a scene and don’t do Helping important stuff. Or, describe the important stuff you If you can help, give them a die from your pool and once did together in a flashback. This is for roleplay say what you’re doing. If their roll still fails, you get and talking about each other. Either remove a Key (if your die back. If it passes, you lose it to the big pile. the buyoff applies), or refresh your pool to 7 dice. + Hakaboa + a savage sailor gone colonial, helmsman of the Owl + Traits and Tags + + Keys and Secrets + Pilot The buyoff condition is shown in [brackets]. Key of the Daredevil Daring, Steady, Maneuvering, Evasion, Tricky Do something flashy or dangerous, especially while Sailing, Navigation, Maps, Water-craft piloting the Owl . [Be very careful.] Sailor Key of Conscience Gunner, Aim, Maintenance, Observation, Signals, Help those in trouble, or change someone’s life for the Pirates, Savages, Bermuda, Caribbean better. [Ignore a request for help.] Savage Key of Banter Make everyone laugh with a snappy comment, or Devilish Visage, Jungle-craft, Darkvision, Agile, confused with sailing jargon. [Everyone just groans.] Quick, Tumbler, Totems Key of Sly Crafty, Sneaky, Distractions, Bluff, Languages, Savage tongues Key of

Secret of

Secret of Shape Shifting Using savage techniques, you may alter your apparent + Conditions + height, weight, skin colour and mannerisms at will. Injured Tired Lost Secret of the Lucky Break Once per session, you can roll all your personal pool Dead? Angry Trapped dice, and keep them even if you succeed.

+ Rules + Rolling the Dice Keys Take a die from the big pile in the middle. If you When you hit a Key do one of these: have a trait that can help, add another die. If that • Take an XP chip. trait has helpful tags, or you have an especially useful • Add a die to your pool (max 10). item, plan or advantage, add a die for each of them. Finally, add any number of dice from your personal If you go into danger or sacrifice something for a pool (which starts at seven dice). Key, take 2 XP chips or 2 pool dice.

Roll all those dice, each 4 or more is a hithit. Mostly, You can spend 5 XP on an advance at any time, based tasks require 3 hits to succeed, but sometimes more on what you’ve done or learned or revealed to: and occasionally less. • Add a new trait. • Add a new tag to an existing trait. If you succeed, all the dice go in the big pile. Show • Add a new unique Key (max 5). everyone what you did and how. • Change or remove an existing Key (if its Buyoff condition applies). If you fail, you get your personal pool dice back, plus • Learn a Secret (if you have the means). an extra one. The GM will escalate the situation, and perhaps enforce a Condition. Refresh Be with another character for a scene and don’t do Helping important stuff. Or, describe the important stuff you If you can help, give them a die from your pool and once did together in a flashback. This is for roleplay say what you’re doing. If their roll still fails, you get and talking about each other. Either remove a Key (if your die back. If it passes, you lose it to the big pile. the buyoff applies), or refresh your pool to 7 dice. + Running the Game + tips, tricks and advice for the GM + Listen & Ask Questions + + Play Notes + When you’re the GM, don’t try to plan what will happen. Instead, ask questions and make them pointed toward the things you’re interested in. Like, Cyrus gives Macaya an order within earshot of Lady Blackbird, but the Lady’s player doesn’t register it right away. Macaya goes to follow the order. So I ask Lady Blackbird’s player, “How do you react when the Captain orders your bodyguard around? Is that okay with you?” And then, when it’s totally not okay, “What do you say to him? What do you say to Macaya?” and a few more like that and everyone is yelling at each other and rolling dice to impose their will.

Also ask questions like: “Does anything break when you do this crazy maneuver?”

“The fire probably spreads out of control doesn’t it?”

“That sounds like a bold plan. What’s the first step?”

“Do the two of you end up somewhere quiet together? Does something happen between you?”

“Do you know anything about the Black Wind Pirates? What are they like? Is it normal for them to be this far into Royal Navy Waters?”

Keep that going at a steady pace and the game flies along pretty well. Part of the job of the GM is listening to what the players say, catching it, turning it around and looking at it, and seeing if there’s anything else to be done with it.

The GM is there to listen and reincorporate, play the NPCs with passion, and create interesting obstacles. + Say Yes, Look for Obstacles + By default, characters can accomplish anything covered by their traits. They’re competent and effective people and it’s no fun to ask for a roll when there’s no cool obstacle in the way. Just say yes to the action, listen, and ask questions as usual. But also, be on the look out for the opportunity to create obstacles as the action develops. Because you’re asking leading questions and listening closely, they’ll be all over the place, so it won’t be too hard to spot them.

Obstacles can be people (pirates, savages, colonial citizens, nobles), weather, monsters (giant squid, sharks, zombies), situations (fires, falling, being shot at, chases, escapes) or anything else you can imagine.

If a character tries something not covered by their traits, that’s an obstacle right there: lack of experience and training. Lots of fun things can go wrong when you don’t know what you’re doing! So go ahead and call for rolls there. Also, players will sometimes try things they’re bad at so they can fail and add dice to their pool. It’s a fine move for them and it gives you the chance to create more trouble, so everyone wins. + Example Stuff + these are just examples, mind + New Keys + + New Secrets + The buyoff condition is shown in [brackets]. The requirement for gaining the Secret is shown in [brackets]. Key of the Traveler Secret of the True Course Tell everyone about the places, people and things you’ve You know how to navigate to any isle in the Caribbean, seen, and seek new ones. [Skip the chance to see more.] including secret ways where a ship could be safely berthed. [Gain a legendary water-map.] Key of Broker Bargain, make a contract or exchange a favour. [Cut Secret of the Explorer yourself off from your contacts.] Once per session, reroll a failure when using knowledge of the local area and the people and things there. Key of Tinkerer [You’ve travelled the breadth of the Caribbean.] Modify, dabble, improve repair and patch things. [Pass up the opportunity to play with something interesting.] Secret of the Deeps You know how to commune with the Kraken and its Key of the Pirate spawn of giant squid. [You’ve trained with a master, or Impress people with your piratical nature, and do things half-drowned and communed with the Kraken.] to add to your reputation. [Go straight.] Secret of the Shootist Key of the Vow Once per session, you can reroll a failure while shooting You have vowed to never do or always do something. a personal firearm. [You’ve been in many gun battles or This will affect your decisions. [Break the vow.] trained with someone who has.] Key of Faith Secret of Rank You let your faith guide your decisions, and preach to You hold a rank in a major organization, with all the non-believers. [Have your faith put into doubt.] privileges and responsibilities that entails. [Promotion Key of the Rival within the organization, or excellently forged papers.] One player’s character is your rival. Compete with them Secret of Vodou and boast to them. [Cede a competition to your rival.] You are a Bokor. Baron Samedi enables you to turn Key of the Savage people into loyal zombis, curse your enemies and create protective talismans. [Train with a master.] Reject civilization and act with animalistic savagery, strength and cunning. [Wear civilized clothes.] Secret of Bad Luck Key of the Cursed Once per session, may reroll a failure at any time by gaining a Condition. [Someone else comments on your Your affliction must be overcome, or it prevents you bad luck.] from doing what you must. [The curse is lifted.] Key of the Jolly Sailor Secret of the Ever-ready You can always produce a weapon, regardless of how Drink and sing and carouse with other sailors. [Find well you’re searched. [Spend a good deal of time and something more important to do than partying.] money getting weapons.] Key of Strange Madness Secret of the Bamboozle Do something inexplicable and disruptive, but that turns Once per session, may reroll a failure to stall or persuade out to be the right thing to do. [Drop the act.] someone by lying or talking nonsense. [Get out of a Key of the Bully tricky situation using only talking.] One player’s character is your victim. Victimize them in Secret of the Artifact subtle and not-so-subtle ways. [Ask forgiveness.] You possess an artifact of great and mysterious power. Key of Peace Once per session, use it to learn something that you Do not harm your enemies, and prevent others from shouldn’t know, but need to. [Find the artifact.] harming them. [Kill someone.] Secret of the Sidekick Key of the Rival Whenever you help a particular player’s character, you One player’s character is your rival. Compete with them give them two dice from your personal pool instead of and boast to them. [Cede a competition to your rival.] one. [Swear that you’ll always support the character.]