Over the past few weeks, I’ve been running an RPG campaign of fantasy piracy in a nascent setting I’m calling “The Innumerable Isles.” I ended up doing a lot of work (drawing upon my The Fate of Piracy series from the not-too-distant past), to come up with some rules for pirate games in Fate.
You’ll find attached below a PDF with the rules as I currently have them. Within those pages, I’ve included a system for using Professions as Skills, rules for Ships as characters (as well as assembling and customizing a ship), general guidelines for character creation, rules for handling piratical particulars (a ship-to-ship combat system and some easy ways to run the ruses used by pirates to tempt unwary prey), and even some fantastical elements (including a magic system).
The ruleset should be easy to employ for either historical games or in fantasy games set in an age of sail analogue.
I’ll follow on soon with some background on the Innumerable Isles setting (although I am turning my main focus to writing down more of my Avar Narn material in preparation for my Patreon launch with the start of the new year) and with some additional tools for the rules included here (including some random encounter charts!)
One thought on “Rules for Piracy in Fate”
[…] Rules for Piracy in Fate @ Faith, Fiction & Fatherhood – FATE is a wonderfully flexible system and it’s always nice to see more ideas and content being shared. The author of this post has put together a wee 31-page supplement on piracy. I do like piracy as a theme, and I’ve enjoyed pirate-based RPGs in the past, so it’s really cool to have some options for using them in FATE. […]
LikeLiked by 1 person