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Pieces and Parts: Now with Randomness


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Select 1 generated theme, create a game based on genre(s) it provides and post it here. (Including your generated theme)

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RPGnet Member
Validated User
Setting: sword-and-sorcery. Theme:theological reality-is-a-dream story

The Sleeper Must Awaken

Players are awakened by a presence in their dreams, telling them to search enlightenment. Background setting is a theocratic state, very stagnant and set in its ways. After their awakening player characters realize that high ranking priests and the ruling clergy are not in fact living the lives they're preaching, rather the opposite. This realization should come gradually and slowly, taking players and character on a journey to re-evaluate their conceptions of morality, ethics and reality.

The largest part of the populace is kept ignorant of the state religion's true purpose, which is to keep god ("The Sleeper, who shall one day awaken to save us all") imprisoned/sleeping. God is in fact sleeping, and he's having a nightmare, which is just the setting the PCs know as everyday life. The PCs final reward comes as transcendence in the moment they realize that their reality of a clergy imprisoning god is in fact this very god's own dream.

Also, no one ever truly dies. They just turn up around the next corner as if nothing had happened (think Planescape: Torment). PCs are just the only ones aware of this fact, drones (unawakened masses) never notice.

Main themes: religion, ethics, importance of subjective reality
Mainstream: adventures, undercover investigation, secret cults, kewl powerz (subjective reality projected outwards)
Quirks: Damsels in distress will pray for but not kiss the characters, because PCs are novices/other part of clergy, treasures take the form of knowledge and enlightenment

James Ojaste

Validated User
Setting: cyberpunk alternate history. Theme: quest story

I like my cyberpunk with a bit of crunch, and I also wanted to throw in some social combat mechanics, so this took a bit longer than I'd expected to write up.

God Save the Queen


A few well-timed technological developments kept America from successfully declaring its independence. Armed with British ingenuity and America's resources, the British Empire has spread to cover much of the globe. With a foothold on every continent and as much economic might as military, only a handful countries have escaped Her grasp.

Russia; a land fit for no-one but Russians. The Middle East; a hotbed of unrest and fanaticism. Japan; ever-mistrustful of foreigners, ever-willing to die for honour.

Oh, there's no doubt that if Britain really wanted to, She could crush any of those nations. The problem is that Her Empire is not a terribly peaceful place. If She were to withdraw enough troops to wage a successful war, she'd risk finding a rebellion on Her hands elsewhere. With such a large basket of eggs, it is vital that none of them show any cracks.

Well, the story is up to you. Will you be a British spy, striving to infiltrate and bring down the Russians from the inside? Will you be a Peruvian insurgent, trying to free yourself from British rule? Will you be a Japanese saboteur, hoping to cripple Britain's moon-based manufacturing centres so your company will make a killing?

Technology took a great leap in the late 18th century. Transistor computers have been around for nearly 100 years. The ability to reprogram individual cells has led to a cure for cancer, provided it's found early enough. A space elevator has been erected, and allows cheap, regular traffic to the moon, where a number of corporations have set up permanent manufacturing bases.

Cyberware is fairly common: perhaps 50% of the populace has some cybernetic device. They range from simple devices such as artificial hearts and lungs, to wireless networking devices, to (in shadier parts of town) built-in weapons and armour.

Roll a number of d6s equal to your skill. Compare each die with the TN, and count how many meet or exceed it. Each such die is called "a success". Most tasks require only one success; complex tasks will require two or more.

Anything that makes a task more difficult is divided into two categories; either it's something that can be offset by equipment (such as darkness or rain), or it's not (firing at someone with hard cover, or wearing body armour). These categories are respectively called Environmental and Situational.

Each Environmental condition which is not countered by equipment is a +1 penalty to the TN. Situational conditions, on the other hand, simply make the task more complex, and so increase the number of successes needed in order to complete the task.

Speed (used for initiative and movement; can run Speed meters per second without rolling; can make an open roll, with each success adding 1 to effective speed for this round)
Resolve (ability to remain focussed; used to ignore physical wounds)
Poise (ability to keep calm; used to ignore social wounds)

Melee (hand-to-hand and non-projectile weapons)
Guns (covers any direct-fire weapon from pistols to machine guns)
Artillery (covers indirect-fire and remote-controlled weapons, such as rockets, mortars, anti-aircraft guns, etc)
Sabotage (explosives, booby-traps)

Medicine (human biology, ability to perform surgery)
Science (anything that doesn't fall under Medicine)

Stealth (keeping things out of sight)
Survival (living off the land)
Savvy (knowing who's who and what's what)

Mocking (putdowns, snide remarks, sarcasm; used to make social attacks)
Acting (convincing somebody that you're sincere)
Gourmet (appreciation and ability to prepare fine food)
Music (appreciation and ability to produce music)
Style (fashion sense)

Actions are performed in rounds. Start with whoever has the highest Speed skill and work your way down. When somebody performs a task, count how many successes they exceeded the necessary threshold by; that's their initiative for next turn (to a maximum of their Speed). If a character does not roll for a skill in a given round, their initiative next round is their Speed.

Each character can only use one skill at a time. If somebody wishes to do multiple things at once (fire a gun while running), double the number of successes needed for that task for each extra thing done. For example, if Joe wants to run, fire his pistol, and reload it, he'll need 4 successes (1 for firing a gun, doubled for running, doubled again for reloading).

Tools are everything. With the right tool, you can do any job in half the time. The TN for a roll depends on the equipment available, and how well suited to the task it is. To find the TN, subtract the equipment level (EL) from 7 (use the lowest equipment level if multiple pieces of equipment are required).

Having no equipment at all is treated as equipment level 0 (thus, TN 7). Improvised equipment (using a hunting knife instead of a scalpel, for example) is EL 1. Normal equipment is EL 2, and high-quality equipment is EL 3. EL 4+ requires cybernetic implants.

Cyberware is plentiful and varied enough that something can be found to boost any task (and thus, any skill). Stealth can be improved with motion scanners, camouflage systems and sound dampeners. Public speaking can be improved with emotion analyzers, built in thesauri, and physical appearance adjustments.

Cyberware may be purchased for any skill. Some cyberware is useful for several skills at once; see Character Creation for costing. Some cyberware is only useful some of the time (for example, a flashlight is only useful when dark; a concealed pouch is only useful when hiding something). These items do not provide an EL bonus as most cyberware does; instead, they counter Environmental conditions when they pop up.

For all other cyberware, each level of cyberware is added to the equipment level (EL) of any equipment used for that skill. Thus a surgeon with 2 levels of Cyberware for Surgery (EL +2), operating with high-quality tools (EL 3), has an effective EL of 5.

The attacker makes a roll, using whichever skill is appropriate for the attack (Melee, Mocking, etc). The equipment level for social attacks is usually the equipment level of the attacker's clothing, though other equipment can often be substituted (wine, in a taste-testing scenario, for instance).

Body armour (for physical attacks), and reputation (for social attacks) is added to the threshold before the roll. If the attack is successful, it deals damage equal to the EL of the attack.

The target records the damage done next to the appropriate skill (Resolve or Poise). If the total damage received exceeds the skill, then the character is considered "disabled". They're might be captured, made a laughingstock, etc.

A character whose Resolve is exceeded may take no further physical actions in this scene. An attacker may take a simple action (no roll required) to render the character unconscious or dead.

A character whose Poise is exceeded may take no further social or mental actions in this scene. An attacker may take a simple action (no roll required) to have the character escorted away or otherwise silenced.

Character Creation
Characters are built in stages throughout the course of the game. The GM will award Story Points to the characters at various times (such as when a significant goal is accomplished, or when a plot twist arises that sets the characters back). Players may spend these points immediately, or hold on to them. At the beginning of the game, each character starts with the same number of Story Points (20 is suggested).

No skill should ever exceed 10, and it's probably best not to start out with more than 5 in any skill.

Each story point may be spent to:
- add 3 dice to a skill test
- increase a skill by one (or buy a new skill)
- introduce or eliminate one Environmental condition for one roll
- introduce or eliminate one Situational condition for one roll
- introduce a plot twist (the GM has veto power on this)

Most cyberware may be purchased for 2 points per level. Each level costs an additional point for each other skill for which it is useful. This additional cost is limited to a maximum of +3. So, a piece of cyberware that improves the EL for all skills costs 5/level.

Cyberware that does not provide an EL bonus costs just 1 point.


I eat Kites
Validated User
Typed and thought up here in the forum so please excuse any glaring grammar/logic mistakes. Tried to get that rivalry feel in here with the "Flair". The more sneaky among you might notice that the Assist action could be used in a strategic manner and not just against the opponent. :)
I wish I could get systems tests worked in there more than just to repair damage to get that feeling of your ship breaking up and you're trying to keep it together but would make it too complicated.

Anyway hope you like it.

Setting: science-fiction/space opera. Theme:slice-of-life rivalry story

Space Ace Race

A game for 2+ Players but best if 3+.

You are in training to become fighter pilots. You've taken the classes. Now it's time to jump in the sim and show your fellow students and the instructors what you have.

Summary of gameplay
Decide on how much flair it takes to win the game(10 being normal for 3 players)
The player with the highest flair over this number at the end of a week is declared the Ace.
Play consists of weeks in training. One player is going through the trial. The other pilots fly enemy fighters during his turn. Play then rotates clockwise until all players have been tested for the week. Players then have a chance to increase their skills before the next weeks testing.

Creating your Pilot
First of all you need a Nickname after deciding on your Nick you have three skills Piloting, Gunnery, and Systems. You have a D4, d6 and a d8 you can assign to these scores. You also have a Flair score. New students recieve 3 Flair.

Jake J. Jenson decides his pilot "Cubit"  is going to be a tech savy flyboy
Piloting: d6
Gunnery:  d4
Systems:  d8
Flair: 3
Fighter craft have two ratings Speed and Weaponry. They also have a derived rating, Complexity, that is the sum of these two ratings. All fighter craft come stock 1 in speed and weaponry.

Upgrading your craft
You may spend flair points to upgrade the Speed or Weaponry rating of your craft. It costs an amount of flair equal to the level the rating is being raised to. it would cost 5 flair to increase a rating from 1 to 3, 2 to raise it to 2 and then 3 to raise it again. No rating can be more than 6 and the complexity cannot exceed the pilots systems skill

"Cubit", realizing that shooting isn't his strong point spends 2
 flair to raise the weapons system of his craft to 2 for this weeks trial
Piloting: d6                      Speed: 1
Gunnery:  d4                      Weaponry: 2
Systems:  d8                      Complexity: 3
Flair: 1
Skill Tests
Dice are open ended, if you roll the max on the dice roll again and add to the last roll
Piloting Tests: Roll a number of dice equal to your crafts speed score. Ignore all but the highest. Compare to the roll of the opponent. Highest wins test. Ties to the defender
Gunnery Tests: Roll a number of dice equal to your crafts Weaponry score. Ignore all but the highest. Compare to the roll of the opponent. Highest wins test. Ties to the defender
Systems Tests: Roll the indicated dice and meet or beat the complexity rating of your craft

Playing the game
The opposing pilots ships are all stock(speed:1, Weaponry:1, Complexity: 2)
Pilots can make a number of move actions listed equal to the speed of their craft
Pilots can attack a number of times equal to the weaponry rating of their craft
Once a crafts Complexity exceeds its pilots Systems score that craft has been disabled

Move Actions
These are actions a pilot can take. This is followed by your test and the test of your opponent(PvG means your piloting against the opposing players gunnery) It also lists the effect the roll has if successful and for some actions, what effect it has if it fails.

Tail: PvP, Until the opposing player shakes your tail they cannot make attack actions against you
Shake a tail: PvP, If successful you have shaken the opposing player off your tail(you are considered the defender for the sake of resolving ties)
Lock on: GvP, Increase the die type for your next attack(ex: d6 to d8)
Repair: Make a systems check. If succesful repair one point of complexity damage. This cannot decrease the complexity below its original rating.
need more.....

Make a gunnery test opposed by the other players Piloting skill. If you are successful the crafts complexity is increased by one.

Using Flair
Besides upgrading your craft, Flair can be used during the trial. Each of these actions cost 1 flair and you may only do 1 of these per turn
Dirty Trick: You may increase your Weaponry or Piloting one die type until your next turn
Showoff: On your next attack your opponents piloting is increased one die type for the test. If you successfully hit you recieve 2 flair at the end of the test.
Assist: You must declare this as your only action this round and can only be used by those pilots playing enemy this trial. Until your next turn another enemy craft, designated by you, has it's Speed and Weaponry ratings increased by one. This does not affect the complexity of the craft. Both you and the assisted pilot loose one flair. Multiple enemies can assist one craft, the bonus stacks.

Cooling down
After the pilots trial. He earns 1 Flair for every craft he disabled and loses 1 flair if his craft was disabled. The enemy pilots both earn 1 flair if the pilot being tested is disabled and an extra flair to the enemy pilot who fired the shot that disabled that pilot.

Weeks end
After all players have been tested for the week each pilot may increase one of his skills one die type. No skill can exceed d12
Progression is (d4,d6,d8,d10,d12)

Example of Play
All rolls done in this example were done using Irony Games' Dice Server www.irony.com
"Cubit" is going up against "Hex" and "Boomer" We'll say that all pilots stats are the same.

"Cubit" Attempts to get a lock on "Hex" He rolls 2d4(Weaponry 2 Gunnery d4) and gets a 2 and a 3. "Hex" rolls 1d6 and gets a 2(Speed 1, piloting d6). This is the only Move action Cubit can make this round(speed 1)

With his lock successful "Cubit" decides to show off. He spends his one flair and rolls 2d6(Weaponry 2, Gunnery d4, Lock on increased to d6) and gets a 5. "Hex" rolls 1d8(speed 1, Piloting d6, Show off increased to d8) and gets a 1. "Hex" takes a hit and his craft's complexity goes from 2 to 3. "Cubit" makes a note that he'll recieve 2 flair at the end of this trial.

"Cubit" has one more shot(weaponry 2) and rolls 2d4 for a 1 and a 4 he rerolls the 4 and and gets a 2 for a total roll of 6. "Hex" opposes with a 1d6 and gets a 4. "Hex" takes another point complexity damage and is now at complexity 4

On her turn "Hex" decides to attempt a repair. SHe rolls a 1d8(systems d8) and gets a 5. This beat her current complexity(4) so her complexity rating drops back down to 3.

and so on....


Trickster God
Validated User
Six-Guns & Succubi

Setting: western/sword-and-sorcery.
Theme:things man-was-not-meant-to-know/religious conversion story

The Wild West was a time of heroes and monsters, an age when man pushed into the dark recesses of the unexplored hinterlands, unearthing strange horrors and the fabulous rewards of lost civilizations.


Characters have six Skills. They are:
  • Brawl — The ability to punch and stab things, as well as generally be tough.
  • Shoot — The ability to shoot guns, throw knives, and such.
  • Ride — How not to fall off a horse, stagecoach, boat, or summoned horror from the abyssal deep.
  • Talk — Making people like you and do things you want.
  • Think — Coming up with cunning plans, noticing things, and deciphering ancient navajo texts written in blood.
  • Sneak — The art of not being seen, and general underhanded stuff.

Characters start with thirteen dice divided between their six skills any way you wish. You can leave a skill with no dice, but bear in mind that characters with no Talk and especially no Think are going to be just this side off unplayable.


At character creation, you can buy advantages at the cost of giving up some of your initial allotment of dice.

  • Rich — You can spend up to three dice on Rich. One level of Rich means you have steady work and enough cash on hand to be comfortable. Two levels of Rich mean you're really well off. Three levels of Rich, and you're pretty much a robber baron who can buy entire towns on a whim. (Being Rich means that you've given into the decadent pleasures of civilization, which is why you're less skilled than those with barbarous lifestyles.)
  • Posse — You've got helpers that respond to you, whether they be deputies, soldiers under your command, or graduate students you advise. You can spend up to six dice on Posse. If you spend X dice on Posse, then you have a number of Posse members equal to X(X+1)/2. Each Posse member is a nondescript individual with seven dice worth of skills. All posse members are typically identical, though they may be divided into two or three different specializations.
  • Famous — You've got a reputation on which you can spend up to three dice. People have likely heard of you, or they may even recognize you by sight. One level of Famous means you name is well-known within a given geographic area (such as a few states, unless one of them is Texas) or among members of a given profession. Two levels of Famous means you're known on sight with the same focus as level-one fame, and most of the people in the country that have any sort of contact with others will find your name at least somewhat familiar. Three levels of fame means that everyone in the country recognizes you on sight. Note that fame can be a hindrance at times…
  • Faith — If you're truly devout about whatever it is you believe in, you can put dice into Faith, which acts a special skill. You can use it resist attempts to change your world view, and can add it to attempts to do something about horrid beings from outside our reality.
  • Left-Handed — Left-Handed folk are the only ones who can master the power of Sorcery. Being Left-Handed itself doesn't cost any dice, but it does let you allocate dice to the three sorcerous disciplines of Shadow, Flame, and Summoning. There's something of a prejudice against being left-handed, given that it usually implies you're a demon-summoning, fireball-throwing, lord of darkness. This tends to get noticed when you sit down to eat, whip out your revolver, or even just shake hands.
  • Ambidextrous – Being Ambidextrous is only available to people who are already left-handed and costs an additional die, but lets you conceal the fact that you're a Sorceror when you're not actively summoning demons and such.


Remember, only Left-Handed characters can possess the disciplines of Sorcery.

  • Shadow — Shadow can be used to conceal as well as to reveal, and to warp the minds of men. Shadow can be used to boost any task requiring precision and accuracy or to call forth unnatural darkness.
  • Flame — Flame can temper as well as burn, and strengthen flesh as easily as char it. Flame can be used to boost any task requiring raw power or fortitude or to project infernal fire.
  • Summoning — Summoning is used to call up and control demonic servants with a wide variety of useful talents.


To play, you will need two types of dice, the ersatz d7 and the ersatz d13, hereinafter referred to as the e7 and e13. An e7 is a d6 with the 4 replaced by a 7. An e13 is a d12 with the 7 replaced by a 13.

To perform an action, state what you wish to do, then determine which of your six skills is most appropriate for the task. Consult your rating in the skill and roll that many e7s. If you are trying to do something to another character, then that character will oppose your actions with a roll of his or her own. If your action has no obvious target, then the GM assigns a difficulty rating.

  • 4 — Easy (A character with one die will succeed half the time.)
  • 8 — Hard (A character with two dice will succeed half the time.)
  • 12 — Very Hard (A character with three dice will succeed half the time.)
  • 16 — Insanely Hard (A character with four dice will succeed half the time.)

The high roll or difficulty rating wins.

In addition, whenever you roll a 7 on a die, make a note of it by indicating that you have a point of Luck. Your display of prowess has so awed the fates that they will cut you a break. Luck can be spent to help you out later. Crossing off a point of Luck lets you increase the result of any roll you make by one or avoid one point of injury from any source. You can also spend points of Luck to cause beneficial coincidences to occur for your character. You should state what you will to occur, then the GM will decide what the price in Luck points is, and you can choose whether or not to pay it. For events that benefit more than one character, you can all pitch in Luck points to buy the event.

Combat & Injury

To hurt other people or things, you generally attempt to make a Brawl or Shoot roll at them. Brawl rolls are generally opposed by Brawl. Shoot rolls are generally against a fixed difficulty based on distance, cover, and evasion action being taken by the target.

For every point by which the roll exceeds the difficulty or opposing roll, the victim will take one point of injury. Subtract your current injuries from the rolled result of any actions you take. If you are sufficiently injured, then you can't do anything, because your skills are insufficient to overcome the penalties you are laboring under. Injuries heal at the rate of one per night of good rest.


Shadow and Flame can be used to boost ordinary actions. For each point that you have in the relevant sorcerous discipline, you can replace one e7 that you would roll with an e13 instead. For instance, if Black Jack McGee has Brawl 3 and Flame 2, when trying to beat the unholy crap out of someone he can roll e7+2e13 instead of 3e7. Employing Sorcery always has obvious visual effects. For instance, Black Jack's hands might be wreathed in hellish fire if he uses Flame to boost his attacks. You never have to use sorcery, and can replace less than your maximum possible number of dice (see below for why you would want to).

Shadow can also be used to wreathe an area in unnatural darkness. Roll up to your Shadow rating in e13s. The result is a penalty applied to the result of actions in the immediate area that depend on perception for the rest of the scene.

Flame can used to set things on fire. Roll up to your Flame rating in e13s to shoot gouts of fire from your hands as an attack. These flames can, of course, set flammable objects on fire. Performing this trick on dry prairies is inadvisable.

Summoning can be used to call up demons to do your bidding. To perform a summoning ritual, you need time and materials. It takes one hour per die you wish to roll, and you cannot roll more dice than your Summoning rating. When the ritual is complete, roll the appropriate number of e13s. The result is how many dice worth of skills are possessed by the demon you conjure up, allocated as appropriate for the task you had in mind. Once the demon appears, you need to get it to do your bidding, generally by Talking to it, but you can try tricking or threatening it instead of just agree to its initial price. Your Summoning discipline can boost your Talk rating when trying to convince the demon. Demons want all sorts of things—worship, baby livers, gold taken from a grave (if none are handy, make one…), or the truly inscrutable, such as a daguerreotype of a virgin wearing blue. If you can't come to an agreement, the demon may try to leave or attack you. The difficulty for the demon to break out of the summoning circle is based on how well made it is. Inlaid runes of gold on polished marble floors in special chambers tend to be more durable than grooves scratched in the dirt with a stick.

There are two risks involved in the use of Sorcery. First off, notice that e13s cannot roll any 7s; pushing the limits of what the world allows does not make it kindly disposed towards you. Secondly, e13s can roll 13s. In much the same way that 7s are beneficial, 13s are undesirable; such power comes at a price. Whenever you roll a 13, note down that you have acquired a point of Taint. Taint can also be acquired from other sources, primarily learning things that are better left unlearnt and prying into matters best left alone. Violating tombs, triggering curses, and reading tomes of blasphemous knowledge can all produce Taint, at the GM's discretion.

Taint may be gotten rid of by spending Luck on a one-to-one basis. Your current level of Taint acts a penalty to all your social interactions (primarily via Talk) just like injuries do; others can sense your inner darkness, and shy away from it. If the person you are dealing with also had Taint, the penalty is only equal to the amount by which your Taint exceed that of the other damned soul. Thus, you suffer no penalty with respect to people that have Taint levels at least as high as yours.

Taint also drives men mad. When you go to sleep, roll one e7. If the result is less than or equal to your current Taint, then you have a fitful night and your sleep is plagued by dark visions. You will be at -1 to the results of all your actions for the next day. This penalty is cumulative over several nights of poor sleep, and persists until you get a decent sleep free of tortured images of dark things from beyond. (If you roll a 7 you automatically lose a point of Taint due to your particularly restful sleep, instead of gaining any Luck.) Additionally, on nights when your Taint causes you to lose sleep, roll an amount of e13s equal your current Taint; each 13 you roll gives you another point of Taint due to having dreamt of things best left undescribed. Faith can be used to resist this Taint gain. Roll your Faith in e7s; every 7 cancels out a point of Taint.

The World

The world is a dark place full of great opportunities and great threats. Those that survive and obtain the things they seek will do so by their own hand. Dabbling in dark sorceries gives power, but at the risk of madness. Learning to bend the world to one's will requires learning more about the world than men were made to handle. Faith in a just world can stave off the clarity of insanity, but only for so long. Eventually, even the most devout of summoners will stumble across the truth that the horrid beings we know as demons are in truth servants left by a dead God to serve and protect humanity from the encroaching madness that lives beyond the void, which seeks to drive everything into chaos and to unmake all hope.


I eat Kites
Validated User
Setting: pirate Theme: parody search-for-identity story

Odd little game that just hit me when I got this result. And yes, I'm taking the search-for-identity part a bit too literally :) thats the parody part.....right.

As it stands I think it would be difficult for the Captain to pick out the parrot. So it definately needs a way to give him better clues, perhaps by restricting the Pirates responses some way. Could be a fun drinking game if worked on a bit :p

Pirate or Parrot
Mutaneering Mimics

a game for 3+

One player is the Captain, One player is the Parrot Eliza, all others are Pirates. The Captain is old and going blind. All the pirates know he tells his secrets to Parrot Eliza. Your job as Pirate is to convince the Captain that you are Eliza so he'll tell you where he buried his treasure. The Captian is a suspicious old goat though and will question each of you in turn. Eliza the parrot could care less and just responds to questions.

A response card is randomly given to each of the Players. One of these cards is marked as being the Parrot Eliza
The game lasts as many turns as there are total players
Each Turn consist of 5 rounds after which the Captain has to decide which player is Eliza
If the Captain chooses the Parrot he gets to keep his treasure and gets a 'Booty' point. Otherwise the Pirate he confided in steals his treasure and gets the 'Booty' Point.
Player with the most 'Booty' points at the end wins. Ties are Ties.
The player to the Right of the Captain is now the Captain for the next turn
Each round the Captain asks one question to each of the other players.
If you are a Pirate you roll 2d6 and pick any response from the chart.
If you are Eliza you roll 2d6 and say the response indicated as below.

Rolling the 2d6 for the Parrot
The 2d6 is not added together if you roll a 1 and a 6 it can be read as either 16 or 61 and you can choose either response. Responses in []'s are instructions

Response Card

Pirate or Parrot?____________________

11 [Repeat the Question]
12 Hang ‘im from the yardarm
13 [Repeat the last Answer or the above response]
14 Avast ye'
15 Run a rig
16 [Sqwuack]

21 [Repeat the Question]
22 Bring ‘er alongside
23 [Repeat the last Answer or the above response]
24 Ye Ken
25 Ahoy, Matey
26 [Sqwuack]

31 [Repeat the Question]
32 Thankee Cap
33 [Repeat the last Answer or the above response]
34 No prey, no pay
35 Bring ‘er alongside
36 [Sqwuack]

41 [Repeat the Question]
42 Hang ‘im from the yardarm
43 [Repeat the last Answer or the above response]
44 Dance the hempen jig
45 Shiver me timbers
46 [Sqwuack]

51 [Repeat the Question]
52 Blow the man down
53 [Repeat the last Answer or the above response]
54 Aargh
55 Run a shot across the bow
56 [Sqwuack]

61 [Repeat the Question]
62 Hang the jib
63 [Repeat the last Answer or the above response]
64 Measure ye fer yer chains
65 Scourge of the seven seas
66 [Sqwuack]
Last edited:


I eat Kites
Validated User
Just wanted to say I really like God save the Queen mostly for two reasons

1. I love the Situational and Enviroments mechanics
2. The mental image of some cybered up warfreak saying "Nice flowery boquet and a fruity aftertaste" as he swirls a wine glass daintily between two armored fingers.

more for the 1rst reason than the 2nd but the 2nd definately helps :)


New member
Shadetree: I like two as much as one on that *L*

Veeery excellant work so far.a
Pirate or Parrot is a neat variant of Werewolf/Mafia--should pitch it to one of the card makers who produce Werewolf sets..

James Ojaste

Validated User
Shadetree said:
As it stands I think it would be difficult for the Captain to pick out the parrot. So it definately needs a way to give him better clues, perhaps by restricting the Pirates responses some way. Could be a fun drinking game if worked on a bit :p
Instead of rolling on a chart for a phrase to say, what about rolling on the chart for a word or phrase they have to sneak into the answer?

For an abbreviated example:
1) Arr!
2) Me matey
3) Jib
4) Davey Jones' Locker
5) Timbers
6) Swab

The parrot instead rolls to see which behaviour he must engage in:
1) say anything you like
2) repeat the question
3) repeat the previous answer
4) use the same keyword as the previous answer
5) use the next keyword down from the previous answer
6) can only say "Squawk!"

There are some dead giveaways built in here to give an advantage to the captain (it's hard to just give clues!), which should balance things out a bit. Still needs work though.

Just wanted to say I really like God save the Queen mostly for two reasons

1. I love the Situational and Enviroments mechanics
2. The mental image of some cybered up warfreak saying "Nice flowery boquet and a fruity aftertaste" as he swirls a wine glass daintily between two armored fingers.
Heh, thanks. I'd heard enough complaints about the different dimensions of dice pools not meaning anything that I made sure to cover that base! And as for point two, well, what can I really say? :D
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