ESB Core Rules (Players) v1.6
ESB Core Rules (Players) v1.6
PIRATE BOIS
An OSR Wavecrawl
by Sam C.
Adapted from:
Coins and Scrolls' Pirate GLOG
Inspired by:
Counter-Colonial Heistcrawl
Additional Inspiration:
Into the Odd’s Company rules, The Ultraviolet
Grasslands for haggling, The Rime of the Ancient
Mariner, Arnold K’s Goblin Punch, Jeff Rient’s
carousing rules, The Black Hack’s usage die, The Scones
Alone’s expedition resources rules, 20,000 Leagues
Under the Sea, Yoon-Suin
Figure 1: Illustration from '20,000 Leagues Under the Sea'
CORE RULES VIOLENCE
Starting Debt: PCs start with a set of Supplies, Tools, a Sloop, $1000 and a debt of Simultaneous Actions: There is no initiative. The GM describes a situation, and asks
$3000. For every $1000 of debt, there is a 1/6 chance when entering a port that the PCs how they can respond. The GM should introduce terrain, telegraph attacks,
debt-collectors are waiting to pursu interest. offer opportunities to the PCs, separate them, or threaten things they care about.
Tests: PCs Test their Attributes to avoid perilous outcomes. Roll 1d20, aiming to roll Automatic Damage: PCs and opponents automatically hit and deal damage to each
equal to or under a relevant Attribute. On a failure, a negative consequence other. Impaired attacks (eg, through cover, unarmed) always deal d4 damage,
happens. Tests should only be made if failure is 1) possible and 2) interesting. while enhanced attacks (eg, stunned foe), deal d12 damage.
Advantage / Disadvantage: Rolls can be made with Advantage or Disadvantage. Roll Two Weapons: If PCs use weapons in each hand, they may roll damage with
an additional die and choose the best / worst result respectively. Advantage cancels Advantage.
out Disadvantage. Area Weapons: Attacks with the Area Tag can hit multiple targets grouped together,
Fortune Dice: If an outcome is in doubt, the GM can roll a 1d6, with lower rolls and keep their damage die when attacking Detachments (see below).
favouring the PCs and higher rolls working against them. Large-Scale Weapons: As the ‘Area’ Tag, but additionally ignores bonus Size AV
Difficult Opponents: Tests against opponents of a higher LVL than you incur when attacking larger gangs, known as Detachments (see below).
Disadvantage. If dealing with a group of enemies, their LVL can be added up. This Multiple Opponents: If multiple combatants strike a single foe, they roll all their
can be negated by targeting a vulnerability (eg, rolling against a trapped foe) damage dice and only take the highest result. This applies to both PCs and NPCs.
Backgrounds: Once per session, PCs may describe an experience, NPC or setting Armour: Armour is represented as AV (Armour Value) which is subtracted from
from your background, to justify gaining an Advantage on a roll. This cannot be a damage. Large gangs, known as Detachments, can gain bonus Size AV.
combat-related roll.
Injury and Death: PCs roll on the Injury and Death table every time they negative
Group Actions: Roll once using the highest Attribute value. If a single member’s HP negative. NPCs are just defeated at 0HP.
failure is consequential (eg, everyone is wearing false moustaches) apply
Disadvantage. Morale: NPCs Test Morale when half their number are dead, or if exposed to
something terrifying. They successfully Test by rolling 1d12 equal to or under their
Inventory: PCs have 6 inventory slots. Bulky items take up two slots. The first 2 total LVL. Failure means they try to escape or surrender.
inventory slots are quick-access. Carrying more imposes Disadvantage on all Tests.
Detachments: Detachment LVL and damage die is the same as an individual
Movement and Distance member of the Detachment. Detachment attacks have the Area tag. Individuals
The units of distance for person-to-person interaction are as follows: deal Impaired Damage to Detachments (d4), unless using Area weapons.
Arm (Several metres)
Room (A dozen metres) Detachment Damage, Morale: If a Detachment is reduced to 0HP, it drops a Size
Field (A hundred metres) category and Tests Morale. Unlike individual NPCs, Detachments and Forts roll 1d6
Horizon (Anything more than that) to Test Morale if half of the army is destroyed, they are deprived of effective
Characters can move a single range band each round. leadership, or put through serious privation.
Risk Dice: Quantities and durations are usually abstracted as Risk Dice (Rd), Detachment Sizes: Small (20 members), Medium (40 members), Large (80
expressed as a dice-size (eg, Rd4, Rd6, Rd8…). When asked to Test a Risk Die, roll members), Huge (160 members). Two Detachments of the same size / makeup can
that die. On a roll of 1-3, the Risk Die is reduced by 1 size. Rolling 1-3 with a risk die combine into a single Detachment one size larger.
that is Rd4 means it is used up / expires.
Risk Dice might also be expressed in sizes: eg, Size 1 is Rd4, Size 2 is Rd6 etc. Detachment Size Bonus: Larger Detachments gain +1 Bonus Damage Die and +2
Rd4(1) < Rd6(3) < Rd8(6) < Rd10(9) < Rd12(13) < Rd20(19) Bonus Size AV per size category advantage. (Eg, a Medium Detachment gains +2
dmg dice and +4 AV against an individual PC)
MUNDANE GEAR, SHIP STORES INJURY AND DEATH, HEALING, PANIC
Mundane Gear (Adapted from The Scones Alone blog): 0 HP: HP represents a PC’s capacity to dodge or absorb hits. Below 0HP, each time a
All rations, torches, tools and healing supplies are abstracted as Bulky mundane PC is brought to negative HP, they roll 1d12 + (Current Negative HP) on the Injury
gear that has a Risk Die value. If one person carries a set, Mundane Gear provides and Death table. Eg, A PC (-3 HP) takes another 4 points of damage from a sword
free supplies for the whole party, and the Risk Die can be Tested to gain bonus thrust. They are now at -7 HP and roll 1d12+7. Good luck!
healing / tools. Mundane Gear includes:
Panic: Certain terrifying situations (being in the dark, seeing a friend die) can
Tool Stores (Rd6) FREE USE: Reduce storm damage, free Tools for the party. prompt a Panic Test. PCs must Test Will, and if they fail, roll on the Panic Table.
TEST: Attempting Repairs at Sea to fix ship damage.
Procedure: Calculate your new HP, then choose a stat to improve with an Attribute Speed: Determines the ability to close the distance or flee.
Roll. (If Level 1-4) Choose access to a new Class Template. Maneuver: Determines ability to gain advantage in combat. Max value of 20.
Hull: Determines ship HP. Max value of 20.
Attribute Roll: Roll 5d4, dropping the lowest die, for a chosen Attribute. Increase
Guns: Indicates the ship’s typical damage / max upgraded damage.
your Attribute Score by +1 if you roll higher.
Crew: Indicates minimum number of crew to navigate without penalties / maximum
Multi-classing: Is permitted (just pick another class template) but only if it makes possible crew. Can fight as Detachments.
fictional sense. PC growths tapers off dramatically after Level 4. Cargo: Determines carrying capacity. One unit of cargo is equivalent to what 20
porters could carry.
LEVEL UP TABLE
LVL HP YOU GAIN… XP req. Ship’s Crew: Each point represents 20 men. If the ship lacks the minimum crew, add
1 Str-4 +1 Template - +2d when checking for weather mishaps. They expect regular payment. You can
2 Str-2 +1 Template, +1 ATT roll 300 Test Food Stores to placate them with double rations.
3 Str +1 Template, +1 ATT roll 700
Ship Damage: Once a PC or NPC ship’s Hull points are negative, roll 1d12 + current
4 Str+2 +1 Template, +1 ATT roll 1200
negative Hull value on the Ship Damage Table whenever the ship takes damage.
5 Str+4 +1 ATT roll 1800
6 Str+6 +1 ATT roll 2500 Ship Repair: Repairs at Sea (Repair 1d6+2 Hull OR a Condition. Test Tool Stores) or
7 Str+7 +1 ATT roll 3500 Repair in Port ($20 / HP, $50 / Condition)
8 Str+8 +1 ATT roll 5000
9 Str+9 +1 ATT roll 7000
10 Str+10 +1 ATT roll 10000
SHIP DAMAGE TABLE (1d12+Negative Hull)
1-3 Cosmetic damage:
Retirement: If your PC ever retires, your current total XP determines what your life Smashed planking and the smell of gunpowder
in retirement is like. 4 Torn sails: Reduce Speed by 2
5 Damaged rudder: Reduce Maneuver by 2
Retirement Lifestyle (XP +0.5xCash) Man overboard: A random PC Tests Dex or is flung into the water.
6
<200 Abject poverty. Live in a gutter somewhere. Looked down upon Hope they’re not in heavy armour. (NPC: reduce Crew score by 1)
by more prosperous beggars. 7 Shattering hit: lose an additional 1d4 Hull
200 Village eccentric. Harasses apathetic youth, reluctant wedding Cannon destroyed: Reduce damage die by one size
8
guests, with increasingly dreadful tales.
9 Mast down: Reduce Speed/Maneuver by 5
1000 Something boring but stable, like a ship insurance assessor or
10 Struck cargo: 1 random unit of Cargo is destroyed.
traffic crossing guard. Constant wistful feeling of loss.
2500 Small-town famous. Rumoured to have gold in the rafters of 11 Fires: Ship takes additional 1d4 points of damage each turn
their house, small children respectfully cross street, local (starting next turn) until a repair team Tests Str to put it out
novelty pub named after them a few decades from now, etc. 12 Gunpowder explosion: Reduce Crew score by 2, all PCs take 1d10
5000 Regionally famous. Supposedly buried a cache of treasure damage, Test Dex or be flung overboard
somewhere, soiree guests whisper about scandalous source of 13 Roll twice on this table
wealth, brooding figure at top of mansion backlit by sunset etc 14 The ship sinks in 1d4-1 rounds
10 000 Well known legend. Become a figure of speech, ghost pirate 15+ The ship sinks immediately. Test Str or drown.
rumoured to still be prowling the seas, disappeared on a
voyage seeking the fountain of youth, that kind of thing.
SHIP BATTLES Gunnery Deck
Man the Guns (Limit: 1 PC per round)
Simultaneous Actions: There is no initiative. Do your Duty: If the cannons are Reloaded, Deal your ship damage.
The GM describes a situation, and asks the Go Beyond: Target key locations on the enemy ship. Test Dex. On a success, drop
PCs how they can respond. NPC ships typically the damage die 1 size, but force a roll on the Ship Damage Table. On a failure, just
aim to either deal damage or flee. drop the damage die 1 size.
Ship Range-Bands Reload: Do your Duty: Reload the cannons to fire again.
The range-bands are as follows: Go Beyond: (Limit: Once per round) Test Str or Ins. On a success, the Gunner can
Point-Blank (Dozens of metres) fire again as a bonus action. On a failure, the guns are not loaded.
Within Range (A hundred metres or so)
Closing (Several hundred metres) Main Deck
Distant (Several kilometres) Look-out: Do your Duty: Ask the GM 1 question about your target and receive one
piece of visible information. Examples: Is the officer on deck? Are they faster or
If a ship moves beyond Distant contact with
slower than us? Are they well-armed? How many crew are on deck?
them is lost.
Go Beyond: As above, but you can ask for additional detail that is not immediately
Ships can fire when they are Within Range or nearer. apparent. Test Ins. Examples: What cargo are they carrying? What is their
disposition towards us? What is their total crew complement? On a failure, you have
Exchanging damage: The PC Helmsman rolls to see how much damage their ship
an 80% chance of false information.
deals / receives. If the PCs lack a Helmsman taking the Seize Position action, NPC
ships simply deal damage each round. Ready a Repair Team: Do your Duty: Lead a damage-repair team and brace for
impact. Roll with Advantage on the Ship Damage Table this turn.
Manning Stations: Each round, PCs each choose a station to man. The Helm only
Go Beyond: Test Str. On a success, as above but also ignore 1d6 damage this turn
allows for one PC, otherwise multiple PCs can man the same station.
OR repair a Condition. On a failure, the repair team is ineffective this round.
Do your Duty / Go Beyond: Most stations (except the Helm) allow the PCs to either
Boarding Action: (Point Blank Range) Do your Duty: Lead a Detachment on a
Do Their Duty and achieve a basic result, or Go Beyond and attempt a Test to
boarding action and exchange damage with the enemy crew. Ship-cannons have a
achieve a greater result.
50% chance to also hit friendly boarders.
--------------STATIONS-------------- Go Beyond: Risky assault. Test Wil. On a success, the boarding party deals one free
round of damage. On a failure, the PC takes damage with the Detachment.
Helm (1 PC only)
Full Speed: Test Speed for both you and your opponent. Highest successful roll can Support: Test an appropriate Attribute to give another player Advantage to a Test
choose to move up or down a range-band. this round.
Seize Position: Test Maneuver for both you and your opponent. Succeeding AND Improvise: Try something else. The GM will tell you if you need to roll.
rolling higher than your opponent means the gunner has achieved a Broadside (roll
damage with Advantage).
Ram: At Point Blank Range, after checking Position, you may Test Maneuver to ram
your opponent. If both ships are of equal size, both take 2d6 damage. If one ship is
significantly larger, it only takes 2d4 damage instead, and the smaller takes 2d6.
Failure: Damage received is increased by one die size.
RUNNING BATTLES AT SCALE FORTIFICATIONS
Slowing Mass Combat: The GM can scale up the duration of major battles. A sea-
Fortification Stats: Fortifications function like Detachments, except they get an
raider skirmish could be a single encounter, but a company storming a coastal
additional AV bonus from the type of fortification. (See table)
garrison could fight a battle lasting a full day. GMs can allow PCs to take actions and
roll exchanges of damage at regular intervals. Fortification Damage, Morale: Garrisons are overrun at 0HP. Unlike individual NPCs,
Detachments and Forts roll 1d6 to Test Morale if half of the garrison is destroyed,
‘I Target the Captain’: PCs can attempt to engage and kill the leader of a
they are confronted with overwhelming force, or put through serious privation.
Detachment to force Morale Tests, though it will take effort to even get into a
position to reach Detachment leaders. Capable Detachments have multiple leaders. Expeditions: Forts can create a new Detachment equal to their Size by reducing
their LVL by 2. If this takes their LVL to 0, the Fort has been abandoned.
Turning Points: In large battles, PCs can seek out Turning Points to influence the
outcome. GMs can offer several opportunities to influence the course of the battle, Sabotaging Fortifications: Individuals attacking a fort often have specific aims:
and play out the results, modifying combatant stats appropriately. poisoning the garrison, blowing up the gunpowder stores, kidnapping the well-
loved chaplain. For each of these actions, the GM will downgrade the stats of the
Examples of Turning Points:
fort in one area, or increase the size of the Morale Die, making the actual battle to
- Spike the enemy guns (damage is no longer AP / reduce damage die) take the Fort easier.
- Challenge an enemy champion (reduce damage die)
- Blow up gunpowder stores (reduce damage die)
- Lay an ambush (deal d4 damage to the opposing side) EXAMPLE SIZE AV STATS SUPPLIES
- Lead a detachment on a flank attack (reduce enemy armour) Outpost Small Sandbags Level 2, d6 A few
- Plug a gap in the line (increase friendly armour) (20-man Garrison) (+AV1) days
- Assassinate a captain and his bodyguard (force a morale check) Wooden Fort Medium Palisade Level 4, d8 A week
- Seize high ground (increase friendly damage die) (100-man Company) (+AV2)
Coastal Fort Large Stone Walls Level 6, d10, A few
(400-man Battalion) (+AV3) Large-Scale months
Star Fort Huge Reinforced Level 8, d12, Years
(1000-man Regiment) Fort (+AV4) Large-Scale
SHIP AND EQUIPMENT TABLES
SHIP TYPE SIZE SPEED MANVR. HULL GUNS CREW (MIN. / MAX) CARGO COST (C.) NOTES
RAIDING SLOOP Medium 12 12 6 d4 / d8 1/2 4 1800
PIRATE BRIG Medium 11 11 12 d6 / 10 1/4 5 3000
MERCHANT JUNK Medium 10 10 8 d4 / d8 1/4 6 2800
SLAVE-GALLEY Medium 8 8 12 d4 / d8 2/5 7 2800 Oars (Can’t take sail damage)
GALLEON Large 7 7 16 d8 / d12 3/5 9 8000
PATROL CUTTER Medium 13 14 10 d6 / d8 1/2 3 2100 (Illegal) Marines (Crew 1)
CUSTOMS FRIGATE Medium 11 12 14 d8 / d10 1/4 4 4000 (Illegal) Marines (Crew 2)
WARSHIP Large 10 11 18 d10 / d12 4/8 5 10,000 (Illegal) Marines (Crew 4)
Gear, Supplies, Services Cost (C.) Rarity Ship Expenses, Stores Cost (C.) Some Trade Goods (Roll to Haggle for them)
Supplies (Rd6), Bulky 10 Anywhere Repair Hull 20 / Hull point Lumber 400
Tools (Rd6), Bulky 10 Town Repair Condition 50 / Condition Pistols, Muskets 1500
Pistol (1d6) 15 Anywhere Supply Stores (Ud6) 200 20 slaves 700
Sabres, Machetes (1d6) 10 Anywhere Tool Stores (Ud6) 200 Turtle-Shell Ivory 2500
2-hd. Musket, Bulky (1d8) 30 Town Sugar 400
2-hd. Pikes, Bulky (1d8) 20 Town Some Ship Upgrades Cost (C.) Yellow City Porcelain 800
Armour (AV1) 20 Anywhere Cannons (Increase damage die) (dX)x100 Cloth, Clothing 350
Heavy armour (AV2), Bulky 40 Town Electroplated Hull (+2 Speed) 40% ship cost Tea 500
Shield (+ AV1) 20 Anywhere Larger Hold (-2 Spd, +1 Cargo) 30% ship cost Cotton 300
Grenade (d6, Area) 30 Town Thick Hull (+4 Hull -3 Spd) 20% ship cost Opium 4000
Pack-Horse (+12 slots) 70 Town Gunship (+1 max dmg die, -3 Cargo) 35% ship cost Spices 3000
Stay somewhere crap 3 / week Anywhere Gold bars 5000
Stay at an inn 10 / week Anywhere
Stay somewhere posh 50 / week Town Crew Level Skill Cost (per Crew pt.)
Equipping your Crew
Dock-trash 1 7 $100 / month
What’s in the Tool-bag? Assume 20 people per Crew score.
Sailors 2 10 $200 / month
EXAMPLES: Sacks/Backpacks, 10 ft pole (3m), 15m Rope, Cost given is for melee/ranged weapons.
Marines 4 10 $400 / month
Crowbar, Hammer and Chisel, Jar of glue, Grappling hook, Clubs, knives - d4 (Default)
Slaves 1 7 $700
Jug of grease, Stepladder, Bear trap, Shovel, Steel Mirror, Sabres, pistols - d6 (200 / 300 per Crew pt.)
Zombies 1 9 $400 (Very Illegal)
Manacles, Chalk, Fishing Net, Glass bottles, Wax, Air Pikes, muskets – d8 (400 / 600 per Crew pt.)
Golems 3 10 $2000 (Rare)
bladder Cannon– d10, Large-Scale (1000 per Crew pt.)
CARGO TABLES, HAGGLING AND FENCING
HAGGLING AND FENCING (With thanks to the Ultraviolet Grasslands)
WHAT’S THE MERCHANT SHIP CARRYING?
When buying or selling goods (stolen or not), the PCs can opt for one of three methods to
Merchant ships typically carry two kinds of cargo, equally divided. Roll 2d6 for normal
find a fence and get to haggling. Feel free to offer Advantage for PCs who happily roleplay
merchant ships, and 3d6 for potentially wealthy galleons and rich merchant houses.
the schmoozing.
3d6 2d6 Loot Value A. Spend 1 hour and $1d6 on buying a drink for a local fence. You can buy or sell
3 Gold bars 5000
one unit of cargo below. Roll on the table below.
4 Opium 4000
B. Spend 1 day and $1d6x10. Locate a bulk merchant and negotiate a deal. Flash
5 2 Turtle-Shell Ivory 2500
some coin and pretend to be a big shot. Roll on the table below.
6 3 Manika Jade 2000
C. Spend 1 week and $1d6x100. Locate a phenomenally rich merchant trader and
7 4 Yellow City Porcelain 800
make a deal. Spend lavishly to keep up appearances. Roll with Advantage on the
8 5 Dreamshell Moss 500
table below.
9 6 Lumber 400
10 7 Cloth, Clothing 350 If you’re buying, divide the price by the factor. If you’re selling, multiply the price by the
11 8 Cotton 300 factor.
12 9 Sugar 400
13 10 Tea 500 1d20 Factor What happens?
14 11 Slaves 700 1 3 A fantastic deal!
15 12 Pistols, Muskets 1500 2 2 It’s a good deal, but the merchant takes a shine to you. Spend a
16 Spices 3000 week going to the opera and doing fancy things, and spend
17 Opium 4000 $1d6x100. Test Wil: On a success, price factor = 4. On a failure,
18 Gold bars 5000 nothing, as your philistine inability to appreciate Pre-Reconstruction
Baroque is revealed.
3 2 You get a great offer on the goods. Additionally, the merchant also
knows a potentially profitable rumour.
4 2 A great deal.
5-6 1.5 Not a bad offer at all.
7-8 0.5 The merchant only has this much cash on hand, but they have this
old map that their grandfather gave to their father who gave it to
them, see, and there’s this X on the map that…
9-12 1 Standard price.
13-14 0.5 The merchant makes an offer. It’s not great, but better than nothing.
15 - The deal falls through, but what a party! Gain XP equal to money
spent and make a new friend.
16-17 0.25 A ruse: when the price comes so do the knives. It’s a shotgun sale!
19 0 It’s a trap! A squad of soldiers seize the cargo and try to arrest you as
a pirate.
20 - Test Str: On a success, hilarious serious of faux pas results in being
thrown out of town. On a failure, you were drugged. Wake up in
some terrible situation, like in a Slug-man slave-pen, or aboard a Hue
naval ship as press-ganged crew.
Figure 2: The Connoiseurs, Gyula Tornai 1892