TEXT:  
   
   
   
   
   
   
   
   
   
   
  The Pirates of Dark Water 
  Role-playing Game 
  by Vin Diakuw 
   
  PDF created with FinePrint pdfFactory trial version http://www.pdffactory.com
  
  2
   
  The Pirates of Dark Water Role-playing Game 
  2002 
  Publishing and Copyright 
   
  1. This Pirates of Dark Water Role-playing Game is © Vincent Diakuw 2002. 
   
  2. This game was written for and is dedicated to Molly and Matthew. 
   
  3. This text of this role-playing game was developed by Vincent Diakuw to 
  introduce young people to role-playing games through the animated TV show 
  The Pirates of Dark Water. 
   
  4. This work is offered free of charge to all interested parties and is not to be sold 
  in any form. 
   
  5. The Pirates of Dark Water is © 1991-1992 Hanna-Barbera/Warner Bros. 
   
  6. Vincent Diakuw is not affiliated with Hanna-Barbera/Warner Bros. 
   
  7. This work was not authorized by Hanna-Barbera/Warner Bros and makes no 
  challenge to their intellectual property.  All images in this document are the 
  property of Hanna-Barbera/Warner Bros and are used without permission.  Most 
  were acquired from http://www.ecomancer.net/podw/index.html. 
   
  8. If 
  you 
  have 
  any 
  questions 
  or 
  comments 
  please 
  contact 
  me 
  at 
  vin_diakuw@fastmail.fm. 
   
   
   
  "Always the quest!" 
  PDF created with FinePrint pdfFactory trial version http://www.pdffactory.com
  
  3
   
  The Pirates of Dark Water Role-playing Game 
  2002 
  Table of Contents 
  PUBLISHING AND COPYRIGHT .....................................................................................................................2 
  TABLE OF CONTENTS ......................................................................................................................................3 
  INTRODUCTION .................................................................................................................................................4 
  WHAT IS A ROLE-PLAYING GAME? .......................................................................................................................5 
  WHAT IS A CHARACTER?.....................................................................................................................................5 
  ROLLING THE DICE ..............................................................................................................................................5 
  TESTS...................................................................................................................................................................5 
  SUMMARY............................................................................................................................................................8 
  CHARACTERS .....................................................................................................................................................9 
  BACKGROUND .....................................................................................................................................................9 
  ATTRIBUTES ......................................................................................................................................................11 
  TALENTS............................................................................................................................................................11 
  GIFTS.................................................................................................................................................................12 
  COMPLICATIONS................................................................................................................................................14 
  CHARACTER SHEETS .....................................................................................................................................15 
  PRINCE REN.......................................................................................................................................................15 
  NIDDLER............................................................................................................................................................16 
  IOZ.....................................................................................................................................................................17 
  TULA .................................................................................................................................................................18 
  BLOTH ...............................................................................................................................................................19 
  MANTUS ............................................................................................................................................................20 
  KONK.................................................................................................................................................................21 
  ZOOLIE ..............................................................................................................................................................22 
  APPENDIX ONE: OTHER GIFTS....................................................................................................................23 
  APPENDIX TWO: OTHER COMPLICATIONS............................................................................................24 
  APPENDIX THREE: OTHER TALENTS........................................................................................................25 
  APPENDIX FOUR: GETTING INTO CHARACTER....................................................................................26 
  APPENDIX FIVE: WHIMSY CARDS..............................................................................................................27 
  SOURCES ............................................................................................................................................................30 
   
  PDF created with FinePrint pdfFactory trial version http://www.pdffactory.com
  
  4
   
  The Pirates of Dark Water Role-playing Game 
  2002 
  Introduction 
   
  Thirteen Treasures of ancient time, 
  thirteen lessons of Rul in rhyme. 
  To find the jewels in secret places, 
  follow where the compass faces. 
  If returned from the shore beyond, 
  a new day dawns for Octopon. 
  But if they fall into evil hands, 
  darkness descends on all the lands. 
  For these riches, two shall vie 
  in the realm of dark water where the treasures lie. 
  -The glyphs of Galdebar, Epsiode 1 "The Quest" 
   
   
  "The alien world of Mer is being devoured by dark water. Only Ren, a young prince, can stop 
  it - by finding the lost thirteen treasures of rule. At his side is an unlikely, but loyal, crew of 
  misfits. At his back, the evil pirate lord Bloth, who will stop at nothing to get the treasures for 
  himself. It's high adventure with the Pirates of Dark Water."  
  -Opening  narration "The Pirates of Dark Water: The Saga Begins" 
   
   
   
  Dark Water devours an island 
  PDF created with FinePrint pdfFactory trial version http://www.pdffactory.com
  
  5
   
  The Pirates of Dark Water Role-playing Game 
  2002 
  What is a role-playing game? 
  A role-playing game is a game of 
  pretending.  It needs at least two people.  
  One person is the Guide.  The Guide makes 
  up an interesting or exciting situation.  For 
  example, such a situation might be “A ship 
  sails into a severe storm and is in danger.”  
  Each other person in the group is a 
  Storyteller.  A Storyteller describes how an 
  imaginary 
  character 
  responds 
  to 
  the 
  situation created by the Guide.  For example, 
  Molly might say “Prince Ren climbs below 
  decks to make sure the ship isn’t sinking.”  
  Matthew might say “Ioz puts away his 
  sword and tries to steer the ship away from 
  the storm.” 
  The game proceeds, with the Guide 
  describing what is happening and the 
  Storytellers saying what their characters do.  
  The Guide and Storytellers will play through 
  a number of interesting situations, building 
  them into an amazing story.  An afternoon or 
  evening of play is called a session. 
  What is a Character? 
  A character is the imaginary person that 
  experiences the events described by the 
  Guide.  Each Storyteller is in charge of a 
  single character, and gets to decide what the 
  character thinks, says, and does.  Sometimes 
  the Storyteller wants her character to do 
  something simple like start a camp fire, or 
  climb a hill to survey the island.  These 
  kinds of things are quite simple and happen 
  just as you describe them.  If Storyteller 
  wants her character to do something difficult 
  or dangerous, you must roll dice to see if 
  you succeed. 
  Rolling the Dice 
  The Pirates of Dark Water Role-playing 
  Game uses ordinary six-sided dice, such as 
  are used in Monopoly™, Yahtzee™, and 
  virtually every other family game you might 
  have played.  When you throw the dice you 
  are only interested in the highest value that 
  is showing.  If the highest you rolled is a 4, 
  5, or 6 then you succeed. 
  Let us say that you roll three dice and the 
  numbers are a 2, a 4, and a 6.  This would 
  mean you had succeeded. 
  Tests 
  A test occurs whenever you want your 
  character to do something difficult or 
  dangerous.  The Storytellers decide what 
  their characters will do, but the Guide 
  decides if dice need to be rolled.  If you roll 
  at least 4, you get to describe the task being 
  completed successfully.   
  For example, a young boy has stolen a 
  pouch of pearls that Prince Ren was going to 
  trade for food and supplies for the Wraith.  
  Molly wants Prince Ren to search the 
  marketplace to find the thief.  The Guide 
  thinks that finding a small boy hiding in a 
  crowded market would be a test of Prince 
  Ren’s observation and intelligence.  He says 
  Molly must test against Insight.  Molly 
  takes one die and rolls a 5!  She says “Prince 
  Ren walks slowly through the market, 
  carefully looking into likely hiding places.  
  He spots the boy hiding crouched behind an 
  apple cart and decides to try to sneak up on 
  him and catch him by surprise.”   
  The Guide tells Molly to test Prince Ren’s 
  Daring.  Molly rolls a 2.  Oops! She must 
  now describe the failure.  She says “Prince 
  Ren tries to sneak up on the boy, but is 
  PDF created with FinePrint pdfFactory trial version http://www.pdffactory.com
  
  6
   
  The Pirates of Dark Water Role-playing Game 
  2002 
  paying such close attention to him that he 
  doesn’t notice that his sword has snagged a 
  merchants long robe.  Just as Ren reaches 
  the thief he is jerked off his feet by the robe 
  and sprawls in the mud, knocking over the 
  apple cart!  The thief runs away and Ren is 
  left to face the owner of the apple cart and 
  the angry merchant.” 
  Sometimes you might get a bonus or penalty 
  to the result of your roll.  The Guide might 
  grant a bonus of +1 to your result for a 
  significant advantage you have.  Similarly 
  you might have a -1 result penalty if you 
  suffer a significant disadvantage.  You might 
  also have a bonus or penalty due to a Talent 
  or Complication.   
  Bonuses and penalties can cancel 
  each other, but no matter what the 
  situation never modify a roll by 
  more than 1 point! 
  For example, if Prince Ren were hunting for 
  the boy in the market and had used his 
  Charm attribute to get two City Guardsmen 
  to help him, the Guide might grant a bonus 
  to the roll, because the extra people looking 
  would make finding the boy easier.  If Molly 
  rolled a 3 it would be counted as a 4. 
   If a penalty reduces your roll to 0 you 
  lose a Quest Point.  If you do not have a 
  Quest Point to pay you cannot use that 
  attribute for the rest of the session!   
   If a bonus raises your result to 7, you 
  gain a Quest Point! 
  Quest Points 
  If you have any Quest Points you can spend 
  some before you roll.  Each Quest Point 
  allows you to roll one extra die.  You use the 
  highest die as your result.  This means that if 
  you spend 2 Quest Points you roll 3 dice. 
  You gain Quest points three ways. 
  1. If you are using you highest ranked 
  attribute and roll a 6 on the die you gain 
  1 Quest Point. 
  2. If you roll 7 on a test you get 1 Quest 
  Point. 
  3. At the end of the session the Guide will 
  give you 1, 2 or 3 Quest Points 
  depending 
  on 
  how 
  exciting 
  your 
  adventures were. 
  You lose Quest Points three ways. 
  1. If you are using your lowest ranked 
  attribute and you roll a 1 you lose 1 
  Quest Point. 
  2. If you roll 0 on a test you lose 1 Quest 
  Point. 
  3. If your character dies you may restore it 
  to life by spending all of your remaining 
  Quest Points.  The Guide decides how 
  you were saved. 
  Keep track of your Quest Points on your 
  character sheet.  You might want to use 
  pennies or poker chips during the session, 
  because Quest Points change frequently. 
  You can never gain or lose Quest 
  Points on a roll if you spent Quest 
  Points to get extra dice! 
  PDF created with FinePrint pdfFactory trial version http://www.pdffactory.com
  
  7
   
  The Pirates of Dark Water Role-playing Game 
  2002 
  Opposed Rolls 
  Sometimes it is more appropriate to have 
  another character test his attribute against 
  yours.  For example, let us say that Ioz and 
  Zoolie are arguing about who is stronger.  
  Matthew is in charge of Ioz and James is in 
  charge of Zoolie.  Matthew and James 
  decide that an arm wrestling match will 
  decide who is stronger.  Who should roll and 
  what kinds of bonuses and penalties might 
  apply? 
  In this case, the Guide should let both 
  Matthew and James roll Vitality dice for 
  their characters.  Whoever gets the highest 
  die showing would win, even if it was not 
  higher than 3. 
  If there is a tie, the character that has the 
  attribute ranked highest wins.  If both 
  characters ranked the attribute equally the 
  character who initiated the contest loses.  So 
  if it James and Matthew both rolled a 5 for 
  their highest die, Zoolie would win because 
  his Vitality is ranked higher than Ioz’.  
  James would describe the arm wrestling 
  match in an interesting and amusing way, 
  ending with Zoolie winning. 
  PDF created with FinePrint pdfFactory trial version http://www.pdffactory.com
  
  8
   
  The Pirates of Dark Water Role-playing Game 
  2002 
  Summary 
  Choose or create a character 
  1. Choose one of the characters from the TV show or 
  2. Create a character, name and background that fit into the realm of Dark Water. 
  3. Place the four Attributes in order starting with the one that is most important to the 
  character and ending with the one that is least important. 
  4. Choose a Talent or create one of your own. 
  5. Choose a Gift or create one of your own. 
  6. Choose a Complication or create one of your own. 
  7. Record Quest Points.  Brand new characters have 1 point.  Characters carry over their 
  Quest Points from previous sessions.  Storyteller characters never have more than 6 
  Quest Points. 
  Sequence of Play 
  1. The Guide describes the situation and events.  The Storyteller describes the response 
  of his character to what is happening.  This goes back and forth until the Guide 
  decides something is in doubt. 
  2. The Guide picks an Attribute and the Storyteller rolls a die, or several dice if she 
  spends Quest points.  If the highest die is equal to or greater than 4, the character 
  succeeds.  Otherwise she fails. Use the following chart to see how successful she was: 
   
  Roll 
  Result 
  0 or 1 
  Ouch! Not only did the action fail, but things take a turn 
  for the worse. 
  2 or 3 
  The action fails, but otherwise nothing special happens. 
  4 or 5 
  The action succeeds, but it isn’t especially impressive. 
  6 or 7 
  Wow! Not only did the action succeed, but it has extra 
  beneficial effects. 
   
  3. The Storyteller describes what happened to the character.  Storytellers should consider 
  what they said the character was doing, as well as what would be exciting, fun, and 
  interesting to have happen.  The Guide may make suggestions to keep the description 
  consistent with the roll. 
  PDF created with FinePrint pdfFactory trial version http://www.pdffactory.com
  
  9
   
  The Pirates of Dark Water Role-playing Game 
  2002 
  Characters 
  Characters are composed of background, 
  Attributes, talents, gifts, and complications.  
  Not 
  every 
  character 
  has 
  gifts 
  or 
  complications, but all have a background, 
  Attributes and talents.   
  Background 
  The background of the character is what he 
  or she really is.  Try to make the background 
  interesting.  Here are some things to 
  consider when making up a new character. 
  1. An important part of your character is 
  what he does in daily life.  Here are 
  some suggestions to get you started. 
   Prince 
   City guardsman 
   Wandering Guide 
   Aged scholar 
   Enthusiastic apprentice 
   Pirate raider 
   Island hermit 
   Runaway slave 
   Crafty merchant 
   Travelling healer 
   Alchemist. 
  2. Your 
  character's 
  background 
  might 
  include where she is from.  The 
  following places make good homelands. 
   Jundatown - a cesspool of vice and 
  danger. 
   Octopon - the ruined kingdom of 
  Prince Ren. 
   Pandowa - island of the monkey-
  birds. 
   Or you can make up your own. There 
  are hundreds of island kingdoms on 
  Mer. 
  3. Part of a character's background is her 
  family situation.  Jot down a few notes 
  about your character's mother and father.  
  What about brothers and sisters?  In 
  what kind of place did she grow up and 
  why did she leave? 
  4. Your character will certainly have 
  strong feelings about many things in the 
  realm of Dark Water.  What does she 
  know about, and how does she feel 
  about, the following? 
   Piracy in general 
   Lord Bloth in particular 
   The Thirteen Treasures of Rul 
   Ecomancers 
   Slavery 
   Life aboard ship 
   Beggars 
   War 
   Ghosts 
   Leviathans 
  PDF created with FinePrint pdfFactory trial version http://www.pdffactory.com
  
  10
   
  The Pirates of Dark Water Role-playing Game 
  2002 
  5. Your character will need a name.  
  Sometimes coming up with names that 
  sound exotic without seeming silly can 
  be tough.  Here is a selection of names 
  from the television series.  
   Alomar 
   Dhelo 
   Jargus 
   Jenna 
   Keron 
   Konk 
   Kray 
   Mantus 
   Onda 
   Orbik 
   Teron 
   Tula 
  Try altering one to suit your taste. For 
  example, you could change Konk to Kronk, 
  Jargus to Jarga, or combine Teron and Orbik 
  into Terbik.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  PDF created with FinePrint pdfFactory trial version http://www.pdffactory.com
  
  11
   
  The Pirates of Dark Water Role-playing Game 
  2002 
  Attributes 
  Attributes describe how able your character 
  is to do certain types of things.  The 
  attributes are Vitality, Insight, Daring, and 
  Charm.  When designing a character you list 
  the four attributes in order from most 
  important to least important.   
  Vitality 
  Vitality is an overall measure of the power 
  and toughness of the character.  Feats of 
  strength such as bashing down a door, lifting 
  a heavy iron gate, or pushing your way 
  through an angry crowd are all tested against 
  Vitality.   
  Vitality is the also ability to resist forces that 
  act on the character’s body.  Use Vitality to 
  resist sleeping gas, swim through icy water, 
  or maintain a vigil through the night. 
  List Ren, Ioz, and Tula in order from highest 
  Vitality to lowest.  Does your list look 
  something like this one? 
  q Ioz 
  q Ren 
  q Tula 
  Insight 
  Insight is the perceptiveness, creativity and 
  intelligence of the character.  It includes her 
  understanding of how things are connected.  
  Insight tests are used to predict an 
  opponent’s next move, create a work of art, 
  or notice a concealed passageway.  Tasks 
  such as remembering an obscure fact, 
  deciphering ancient writings, or finding your 
  way through a maze are also tested against 
  Insight. 
  List Ren, Ioz, and Tula in order from highest 
  Insight to lowest.  Does your list look 
  something like this one? 
  q Tula 
  q Ioz 
  q Ren 
  Daring 
  Daring is the grace, speed, and precision 
  with which the character can move her body.  
  Daring governs tests such as firing a bow, 
  dancing at a tavern, or leaping over a 
  dangerous pit. 
  List Ren, Ioz, and Tula in order from highest 
  Daring to lowest.  Does your list look 
  something like this one? 
  q Ren 
  q Tula 
  q Ioz 
  Charm 
  Charm is the ability of the character to 
  control a social situation.  Charm measures 
  animal magnetism, sense of humor, and 
  sincerity, among many qualities.  Use Charm 
  to talk your way past a guard, get the best 
  price on a new cloak at the market, or 
  convince the king that you should be in 
  charge of the rescue mission. 
  List Ren, Ioz, and Tula in order from highest 
  Charm to lowest.  Does your list look 
  something like this one? 
  q Tula 
  q Ren 
  q Ioz 
  Talents 
  Talents are skills or aptitudes that give a 
  character a bonus to some tests.  Each Talent 
  grants a bonus of +1 to the outcome of your 
  roll.  As you read the following three 
  Talents, try to decide whether Ren, Ioz, or 
  Tula would possess it. 
  PDF created with FinePrint pdfFactory trial version http://www.pdffactory.com
  
  12
   
  The Pirates of Dark Water Role-playing Game 
  2002 
   
  Seafaring 
  The character has a keen understanding of 
  the weather, conditions at sea, and sailing.  
  He gains a bonus on any action taken aboard 
  ship or in the sea.  Such actions include 
  navigation, swimming, climbing in the ship's 
  rigging, and fighting on the deck. 
  Manipulation 
  The character has some combination of 
  smooth talk and insight into human nature 
  that allows her to convince people to go 
  along with what she wants.  She gains a 
  bonus to any action where she is trying to 
  convince someone to do something for her.  
  Such actions include haggling for a good 
  price, convincing someone to betray a trust, 
  or getting someone to let down their guard. 
  Athletic 
  The character possesses a mix of flexibility, 
  strength, and balance that allows him to 
  perform great feats of acrobatics and agility.  
  He gains a bonus die on any athletic action.  
  Examples 
  include 
  climbing 
  a 
  wall, 
  swimming, or running through a crowd.  
  This bonus never applies to fighting, but it 
  may be used to escape from a fight. 
   
  The Wraith on a blood-dark sea… 
  Gifts 
  Gifts are special properties that characters 
  have that give them an advantage under 
  certain situations.  Here are three Gifts, one 
  for each of the main human characters from 
  the Pirates of Dark Water: The Saga 
  Begins.  See if you can decide which gift 
  belongs to Ren, which to Ioz, and which to 
  Tula. 
  Reputation 
  A character with a reputation is known 
  across the world for certain attitudes and 
  behaviors.  The reputation may be positive 
  or negative.  A reputation affects Charm 
  tests where the people involved know the 
  identity of the character.  A character with 
  the Reputation Gift can expect respect and 
  hospitality any time he reveals his identity.  
  Of course, people have to believe that he is 
  who he says he is.  If a test is required it is 
  against Charm. 
  Which of the characters from the show has a 
  reputation attached to him?  Is it a good 
  reputation or a bad one? 
  PDF created with FinePrint pdfFactory trial version http://www.pdffactory.com
  
  13
   
  The Pirates of Dark Water Role-playing Game 
  2002 
  Magic 
  The character can create a magical effect 
  such as causing vines to rise up and entangle 
  a creature, suck the wind out of a ship’s 
  sails, or cause a small group of people to 
  become temporarily invisible.  If a test is 
  required it is against Insight.  Using Magic 
  is tiring.  Every time you use it you must 
  make a Vitality test. If you have cast 2 or 
  more spells today you suffer a -1 penalty.  If 
  you fail the Vitality test the spell works, but 
  your character becomes very tired and must 
  rest for at least a day. 
  Can any of the characters use magical 
  powers?  Which one?  
    
  Ecomancy soothes the savage beasts… 
   
  Contacts 
  The character has a friend or business 
  associate in every port.  He can always find 
  someone 
  to 
  provide 
  information 
  or 
  assistance if he looks hard enough.  If a test 
  is required it is against Charm. 
  One of the characters seems to run into 
  friends or enemies everywhere that he goes.  
  Do you know which character it is? 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  PDF created with FinePrint pdfFactory trial version http://www.pdffactory.com
  
  14
   
  The Pirates of Dark Water Role-playing Game 
  2002 
  Complications 
  Complications are elements of a character’s 
  personality or background that can make his 
  or her life… complicated.  Here are some 
  Complications.  Each character from the 
  show suffers from at least one complication.  
  Try to match Tula, Ren, and Ioz to their 
  complication. 
  Code of Honor 
  The character is governed by a strict moral 
  code.  He will never break his word, cheat, 
  or steal.  Characters that violate their Code 
  of Honor have a -1 penalty on any Charm 
  tests until they have atoned for their actions.  
  Which character has a Code of Honor?  
  How does this make his or her life 
  complicated? 
  Treasure Hungry 
  The character will do anything to obtain 
  treasure, and is always willing to take a 
  chance to steal from a stranger.  She respects 
  no law other than friendship and has a habit 
  of burning her bridges behind her.  The 
  character must make an Insight test to avoid 
  succumbing to the temptation to steal 
  whenever confronted by treasure.  The 
  Storyteller can choose to spend a Quest 
  Point instead of rolling, but she must say so 
  before she rolls. 
  A really big treasure might call for a penalty 
  on the Insight test.  If it does, you must 
  spend two Quest points to avoid the test.   
  The quest for the Thirteen Treasures of Rul 
  is about saving Mer from the Dark Water.  
  Which one of the characters is more 
  interested in obtaining treasure for selfish 
  reasons? 
  Curiosity 
  The character is full of wanderlust and the 
  adventurous spirit.  She must make an 
  Insight test to resist the impulse to take off 
  for parts unknown, explore the hazardous 
  ruins, and generally snoop around.  Curious 
  characters are always getting in over their 
  heads. The Storyteller can choose to spend a 
  Quest Point instead of rolling, but she must 
  say so before she rolls. 
  A really exciting mystery might call for a 
  penalty on the Insight test.  If it does, you 
  must spend two Quest points to avoid the 
  test. 
  Which character do you think is more 
  interested in exciting adventures than saving 
  Mer? 
  PDF created with FinePrint pdfFactory trial version http://www.pdffactory.com
  
   
  The Pirates of Dark Water Role-playing Game 
  2002 
  Character Sheets 
  Prince Ren 
   
  Daring 
  Charm 
  Vitality 
  Insight 
   
  Talent:  
  Athletic 
  Gifts:  
  Reputation (Prince of Octopon) 
  Complication: Code of Honor 
  Gear:  
  Compass of Rul, Saber 
  Ren is an orphan who begins the series unaware of his 
  heritage. When fate thrusts him into the search for the 
  scattered Treasures of Rul, he takes over his father’s role as 
  leader with pride. 
  Ren is a young man of action, honesty, and integrity. 
  Ren is only 17 years old, but his youthful exuberance and 
  natural charm serve him well, even when his inexperience 
  shines through.  
  PDF created with FinePrint pdfFactory trial version http://www.pdffactory.com
  
   
  The Pirates of Dark Water Role-playing Game 
  2002 
  Niddler 
   
  Insight 
  Vitality 
  Charm 
  Daring 
   
  Talents: 
  Dialects 
  Gift: 
   
  Flight 
  Complications:Insatiable (food), Cowardly 
  Gear:  
  none 
  Niddler is a monkey-bird, a race of winged humanoids native to the island of Pandowa.  
  He is a rather unwilling adventurer, and values food, shelter, and a place to sleep more 
  than any treasure. He is quite immature and child-like.  Having escaped slavery on his 
  native island, he immediately fell in with Bloth’s pirates.  Because of this he is not a very 
  social creature, and has no trust in anyone but his closest friends. 
  Niddler is a good friend to Prince Ren and has rescued him from many situations using 
  his Gift of Flight. He will risk his life for Ren, Tula or Ioz but may need time to talk 
  himself into it. 
  PDF created with FinePrint pdfFactory trial version http://www.pdffactory.com
  
   
  The Pirates of Dark Water Role-playing Game 
  2002 
  Ioz 
   
  Daring 
  Vitality 
  Charm 
  Insight 
   
  Talent:  
  Seafaring 
  Gifts:  
  Contacts (mercenary past) 
  Complication: Treasure Hungry 
  Gear:  
  Cutlass 
  Ioz is a loner and a mercenary.  Although he will go to great lengths to fill his pockets 
  with gold, he values loyalty and friendship far more.  You will never hear him admit to it 
  though.  
  He is weathered and brave, and served under Bloth for a time.  He saw many battles and 
  sacked more than one ship during his brief stint aboard the Maelstrom.  
  Ioz has friends and enemies in every port.  Sometimes it can be hard to tell which is 
  which!  
  PDF created with FinePrint pdfFactory trial version http://www.pdffactory.com
  
   
  The Pirates of Dark Water Role-playing Game 
  2002 
  Tula 
   
  Insight 
  Charm 
  Vitality 
  Daring 
   
  Talent:  
  Manipulation 
  Gift: 
   
  Magic (Ecomancer) 
  Complication: Curiosity 
  Gear:  
  Cutlass 
  Tula was a young tavern wench when she heard Ren and Ioz talking of treasure and 
  adventure.  She stowed-away aboard the Wraith.  Although she was an unwelcome guest, 
  she has many times proven her worth on the quest. 
  Tula is a natural warrior and an Ecomancer – a druid like magician who draws on the 
  living planet of Mer.  She can become one with the elements and command them through 
  mental discipline. 
  Tula can do any number of feats of Ecomancy, but here are some that she has used in the 
  past. 
  Calm Beast 
   
  Apply a penalty of 1 die for a group of beasts, and 1 die if any of the beasts are magical.  
  The beasts become calm and unafraid and remain that way as long as Tula is present. 
  Sense Energies 
  Apply a penalty of 1 die for ghostly energies, and 2 dice for energies that someone has 
  tried to conceal.  Tula can determine the source of the energy and its general purpose 
  (protects, harms, kills, conceals, or whatever.)  
  Tame Beast 
  Calm beasts may be temporarily tamed.  Apply a penalty of 1 die for magical beasts.  
  Only one beast may be tamed at a time.  The beast remains tame and obedient to Tula for 
  the duration of a single task or a single day, whichever is shorter. 
  PDF created with FinePrint pdfFactory trial version http://www.pdffactory.com
  
   
  The Pirates of Dark Water Role-playing Game 
  2002 
  Bloth 
  NOTE: Bloth is not intended for a Storyteller to play.  Bloth is meant to be a 
  Guide character, and is the main antagonist for the players. 
   
  Vitality 
  Daring 
  Insight 
  Charm 
   
  Talents: 
  Fighting, Manipulation 
  Gifts:  
  Monstrous Vitality 
  Complication: Hideous Appearance (ogre-like) 
  Gear:  
  Sabre  
  Bloth is a vicious and greedy pirate. He will stop at nothing to rule the seas of Mer with 
  an iron fist.  Once he discovered the legend of the Thirteen Treasures of Rul he vowed to 
  control them.   
  With his bloodthirsty crew and indestructible ship, Bloth will destroy anything and 
  anyone who stands in his way.  During the course of his quest he imprisoned King 
  Primus and brought about the fall of Octopon. 
  Bloth rules through fear and intimidation.  Although he is a cunning strategist and 
  manipulator he prefers actions to words.  More than one stubborn crewman has found 
  himself thrown to the Constrictus by this temperamental pirate. 
  PDF created with FinePrint pdfFactory trial version http://www.pdffactory.com
  
   
  The Pirates of Dark Water Role-playing Game 
  2002 
  Mantus 
   
  Vitality 
  Daring 
  Insight 
  Charm 
   
  Talent:  
  Gambling 
  Gifts:  
  Jumping and Climbing 
  Complication: Hideous Appearance (insectoid) 
  Gear:  
  Cutlass  
  Mantus is the chief strategist for Bloth. He is always cool in battle. Mantus knows that 
  knowledge is power.  He always seeks to understand his enemies so he can use their own 
  weaknesses against them. 
  Mantus is tall and thin, but his elongated limbs conceal the strength of steel beams.   Is 
  quite capable in a fight and uses his Gift of Jumping and Climbing to surprise his foes. 
  Mantus enjoys gambling.  Since he is the paymaster of Bloth’s crew he is always ready 
  and able to snare the pirates in a wager that keeps them in debt to he and Bloth for 
  another voyage.  
  PDF created with FinePrint pdfFactory trial version http://www.pdffactory.com
  
   
  The Pirates of Dark Water Role-playing Game 
  2002 
  Konk 
   
  Vitality 
  Daring 
  Charm 
  Insight 
   
  Talent:  
  Seafaring 
  Gifts:  
  Escape 
  Complication: Small 
  Gear:  
  Cutlass  
  Konk is a peg-legged pirate who carries out missions for Bloth on the many islands of 
  Mer.  There is nothing Konk will not do to serve his captain.  Some say his belly has 
  more dirt than his boots. 
  Konk is more talk than action.  Although he is constantly bragging about his exploits, he 
  generally has to lie to cover up his many mistakes. 
  Konk is generally accompanied by two very stupid thugs who carry him when he has to 
  run away or swim.  These dolts are incapable of thinking for themselves, but are still 
  dangerous if they get their hands on you! 
  PDF created with FinePrint pdfFactory trial version http://www.pdffactory.com
  
   
  The Pirates of Dark Water Role-playing Game 
  2002 
  Zoolie 
   
  Daring 
  Vitality 
  Charm 
  Insight 
   
  Talent:  
  Fighting 
  Gifts:  
  Lucky Pockets 
  Complication: Dependent (his tavern) 
  Gear:  
  varies 
  Zoolie is a hulking red-haired warrior whose belly alone is more massive than many of 
  his opponents.  He has a ready laugh and a keen eye. 
  Zoolie keeps a combination tavern and gambling house in Janda Town.  That he can stay 
  in business in this city of thieves and brigands tells us much.  Zoolie was once a pirate on 
  the Maelstrom.  He is an accomplished warrior who enjoys a good brawl.  In fact, if 
  Zoolie isn’t outnumbered he doesn’t consider it a fair fight. 
  Zoolie met and befriended Ioz when they were both serving under Bloth.  Zoolie is even 
  less scrupulous than Ioz, but will go anywhere and challenge anyone to help his friend. 
   
  PDF created with FinePrint pdfFactory trial version http://www.pdffactory.com
  
   
  The Pirates of Dark Water Role-playing Game 
  2002 
  Appendix One: Other Gifts 
  Escape 
  The character can automatically escape from bonds, locked rooms, and being pinned 
  under things.  If someone is holding you this gift will not work. 
  Flight 
  The character can fly.  He can carry all of his possessions, plus anything he could 
  normally carry in both arms while walking.  Flight is about twice as fast as running.  All 
  monkey-birds possess this Gift. 
  Jumping or Climbing 
  The character can make great leaps.  The character can easily jump ten times his height 
  horizontally, or three times his height vertically.  A character 6 feet tall could spring 
  forward 60 feet or jump to the roof of a building 18 feet (2 stories) high. 
  or 
  The character can climb like a spider.  She never needs to make a test to climb unless the 
  surface is so tough that a normal person would find it impossible.  For example, the 
  character could automatically climb a smooth tree, but would have to roll to climb a glass 
  wall or a greased pole. 
  Lucky Pockets 
  The character always seems to have just the item needed for any situation.  If the item is 
  fairly normal, like a rope or a piece of chalk, no roll is needed.  For obscure or expensive 
  items a test might be needed.  If the item is too big to fit into a knapsack, it cannot be 
  acquired with Lucky Pockets.  Lucky Pockets can never contain valuables like coins, 
  magical items, precious gems, or items that are unique (like a specific painting).  If the 
  item leaves your possession it will become permanently lost or broken at the first 
  opportunity. 
  Monstrous Vitality 
  The character is much stronger than a normal person.  It can automatically succeed at 
  Vitality tests that a normal person could roll, and only needs to roll for tasks that no 
  normal person could ever do.  For example, the character can automatically smash down 
  a door.  The player would have to roll to have the character lift a cart over his head.  A 
  character without Monstrous Vitality could never lift a cart over his head.   
   
   
  PDF created with FinePrint pdfFactory trial version http://www.pdffactory.com
  
   
  The Pirates of Dark Water Role-playing Game 
  2002 
  Appendix Two: Other Complications 
  Cowardly 
  The character has an unusual fear of danger.  While he may be motivated to heroism by 
  the plight of friends, when it comes to his own skin he runs first and asks questions later.  
  Characters that are cowardly must make an Insight test to remain in a dangerous 
  situation.  A small benefit is that the character gets a +1 bonus to any action that helps 
  him escape immediate danger. 
  Dependent 
  The character has a person or place that is dependent on her for survival.  This dependent 
  will require the attention of the character at least once per game and may cost a great deal 
  of money and effort. 
  Horrible Appearance 
  The character is hideous and frightening.  He suffers a penalty on any Charm test where 
  a pleasant appearance is a factor.  He gains a to any attempts to frighten or intimidate 
  someone. 
  Small 
  The character is about half the size of the average person.  She will need weapons and 
  vehicles specially designed for her, and will find it difficult to reach things that other 
  people take for granted.  Some people may not take her seriously.  Small characters move 
  half as fast as average sized ones. 
   
  PDF created with FinePrint pdfFactory trial version http://www.pdffactory.com
  
   
  The Pirates of Dark Water Role-playing Game 
  2002 
  Appendix Three: Other Talents 
  Dialects 
  The character has a gift for tongues.  She can use her Insight to understand the gist of any 
  conversation, even in an obscure language or code.  The level of understanding depends 
  on the result of the Insight test. 
  Fighting 
  The character has training in hand to hand combat and may have a killer instinct.  He gets 
  a bonus to any task involving combat.  Such tasks include dueling, wrestling, and martial 
  arts. 
  Gambling 
  The character has great skill with games of chance, and with estimating odds.  If the 
  character can place a bet on the outcome of a contest, the person on whom she bets 
  receives a free surge on her roll.  Also the character only loses half as much as she bet 
  when she loses, but receives the full amount if she wins. 
   
  PDF created with FinePrint pdfFactory trial version http://www.pdffactory.com
  
   
  The Pirates of Dark Water Role-playing Game 
  2002 
  Appendix Four: Getting Into Character 
  Basing the behavior of your character on an animal is an easy and fun way to 
  move away from the idea of your characters as just “you in a funny suit.”  James V West 
  says “it’s about wearing a mask. Animals have an innocent and natural manner that is 
  easy to understand. Children are drawn to animals for that reason.”  His role-playing 
  game ‘The Questing Beast’ is a model of brave new storytelling, and I encourage you to 
  check it out at http://www.randomordercreations.com/tqb.html.   
  Here is the table given by West. Choose an animal to represent the nature of your 
  character and keep that animal firmly in your mind’s eye when deciding how the 
  character will react to various situations. 
  Antelope/Deer- moon, fleet, sleek, graceful, love, kindness, hunted  
  Bandicoot- 
  small, familial, humble, quick  
  Bat-   
  dark, blind, fast, mysterious, wickedness, revenge  
  Bear-   
  strong, serene, earthy, wisdom, patience, instinct, big  
  Boar-   
  quest, fertility, gluttony, lust, mystic  
  Bull-   
  potency, lust, strength, destruction, force, leadership  
  Cat- 
   
  nimble, sly, aloof, sensual, stealthy, free, clever, curious  
  Cheetah-  
  speed, power, grace, hunter, freedom  
  Coyote-  
  prankster, transformation, insight, cunning  
  Crocodile/Alligator-  adaptable, cunning, deceptive, sly, consumer, earth, water  
  Crow-   
  messenger, death, mystic, magic, fear,  
  Dog-   
  loyal, brave, true, lust, gluttony, hunter, guide, protection, boundaries  
  Elephant-  
  fidelity, patience, wisdom, intelligence, power, memory.  
  Fox-   
  sly, sleek, mystic, wit, taste, manners, sensual  
  Frog-   
  water, power, squander, healing  
  Goat/Ram-  
  strength, sure-footed, magic, mystic, survival  
  Gorilla-  
  power, wisdom, forest, mystic, primal  
  Horse-  
  strength, grace, speed, love, passion, devotion, beauty, stamina  
  Jackal-  
  cunning, humor, insanity, fear, wickedness, magic  
  Jaguar/Puma/Panther- mystic, forest, grace, power, awareness, spirits, primal  
  Leopard-  
  sleek, grace, strength, pride, speed, awareness, ferocity  
  Lion-   
  leadership, power, aggression, pride, hunter, ownership  
  Lizard-  
  earth, sun, patience, dreams  
  Monkey/Chimpanzee- clever, agility, family, tribe, tools, learning, humor, indiscretion  
  Mouse-  
  small, brave, quick, underdog, humble  
  Rabbit/Hare-  prolific, fast, nervous, lust, rebirth, providence, sensual  
  Rat-   
  sly, aggressive, death, disease, clever  
  Snake-  
  earth, power, magic, poison, deception, stealth, patience  
  Spider-  
  nimble, creator, deception, devourer, magic, patience, poison, beauty  
  Squirrel-  
  agility, caution, preparation, survival, forest, stealth  
  Tiger-   
  strength, beauty, determination, cunning, mystic  
  Turtle-  
  protection, humility, fear, wisdom, water, sluggish, earth, self-reliance  
  Wolf-   
  loyal, wisdom, instinct, hunter, runner, mystic, earth, boundaries 
  PDF created with FinePrint pdfFactory trial version http://www.pdffactory.com
  
   
  The Pirates of Dark Water Role-playing Game 
  2002 
   
  Appendix Five: Whimsy Cards 
  In the 1980s Lion Rampant came out with Whimsy Cards. Players used Whimsy Cards to 
  influence the flow of the game.  Here is a list of the Whimsy Cards to help you inject 
  “story-like” elements into the game.  I recommend that you print up a set of slips or cards 
  and give the players one to three each.  The Storytellers can play the cards at any time, but 
  only one at a time each, to change the flow of the story. 
   
  Abrupt Change of Events 
  Suddenly things are not happening the way they were a moment 
  ago. Alliances switch, secrets are revealed, and new information surfaces. 
  Added Animosity 
  The ill-will between characters grows past current levels. This 
  animosity can be openly expressed or harbored secretly in the heart. 
  Bad Tidings Someone gets bad news. It might affect play or it might be news of distant and 
  still important events. 
  Bizarre Coincidence Two or more things come together against incredible odds. Old friends 
  (and enemies) run into you in the supermarket, you just happen to have the rare item you need 
  in your closet, etc. 
  Change of Heart 
  A character's feelings change and alter a decision. Pirates spare 
  prisoners and hassled innkeepers decide to make room for you after all. 
  Double Jeopardy 
  Failure carries a double penalty. It could mean the normal penalty 
  doubled, but it could also mean a penalty in addition to the normal one. 
  Draw a Blank  
  Make up your own card. 
  Emotional Release 
  Strong emotions are let out. What are the emotions, and what triggers 
  their sudden eruption? Is it a healthy release or a wild tempest? 
  Envy Someone covets something that another person has. The envy could be expressed as 
  an outright attempt to get the object of desire or something more subtle. 
  Erratic Behavior 
  Someone or something exhibits wild, unexpected behavior. Could be 
  party members, enemies, mounts, spells, or equipment. 
  Error of Judgment Someone's better judgment fails. The trouble that ensues depends on 
  the specific error that is made. 
  Extreme Caution 
  Someone exercises extreme caution. Is the caution necessary, or is it 
  exaggerated? What is the disadvantage from using so much caution? 
  Greed  
  Desire for wealth diverts a character from normal activity. The object of this 
  desire can be specific (e.g. a certain necklace) or general (e.g. gold!). 
  Horrible Failure 
  What was a simple failure becomes a disaster. Attempts to persuade 
  people backfire, arrows strike the wrong targets, and the wrong demons get conjured. 
  Inopportune Arrival Someone or something shows up to the chagrin or disadvantage of 
  someone. Unwelcome relatives and hated enemies are possibilities. 
  Internal Conflict 
  Conflicts arise within a person or within a group. How did these 
  conflicts come about? How can they be resolved? Are they hidden? Poorly hidden? 
  Jealousy 
   
  The green-eyed monster rears its ugly head. How does the jealousy 
  show itself? 
  Joy 
   
  Delight floods a character, making the world seem beautiful. What brings 
  about this wonderful feeling? 
  PDF created with FinePrint pdfFactory trial version http://www.pdffactory.com
  
   
  The Pirates of Dark Water Role-playing Game 
  2002 
  Lasting Impression An impression is made, or an old one is reborn. Emotional experiences 
  return to a character affecting actions or something happens that will leave an impression for 
  years (e.g. a scar). 
  Malice  
  Wrath rises in a character toward someone or something. Even if the anger can 
  be held in check, it will affect the person's behavior. 
  Misguided Love 
  Love affects a character in ways others fail to approve of. The character 
  seems out of control. (To the lover of course, the love is true and wonderful; to others, it is 
  misguided.) 
  Misplaced Trust 
  Undeserved trust is or has been placed in someone or something. 
  "Faithful" hirelings desert, "sturdy" ropes break, and politicians are believed. 
  Moral Dilemma 
   
  A character is faced with a moral question. What should the 
  character do? What are the personality traits or personal values that make the decision to 
  difficult? 
  New Role 
  You take over another character, either of a player or of the GM. The original 
  owner can ask for it back and veto your actions while you have the new role. 
  Ominous Omen 
  Something suggests future evil, an event that portends calamity, 
  misfortune, or death. The players might not understand the significance of the omen. 
  Parting of Ways 
  People or things go their separate ways. The parting can be happy or 
  sorrowful, anticipated or sudden. Depending on the circumstances, those who part might meet 
  again. 
  Personality Clash 
  The personalities of two characters come into conflict. The cause of the 
  clash and the gravity are up to you. How could the conflict be resolved? 
  Pity 
  Sympathetic sorrow for another person affects a character's actions. This pity might 
  provoke action or merely set a mood. 
  Pivotal Decision 
  Someone is faced with a decision that will affect something 
  dramatically. A potential ally chooses sides, or a leader chooses a plan of action. 
  Second Chance 
  Someone gets a second chance. Maybe that bullet missed the heart after 
  all, or maybe the character realizes something that allows a second skill attempt. You must 
  give the reason. 
  Sloth Someone is very lazy. Guards become lax, squires neglect their duties, and bartenders 
  give you slow service. 
  Something Missing Something that should be here is not. The seriousness of the lack 
  depends on what is missing. It could be your sword or a friend you were supposed to meet. 
  Special Circumstances 
  Unusual conditions change the normal course of events for 
  good or ill. The circumstances can be personal, such as character's mood, impersonal, such as 
  the weather. 
  Spectacular Success What was a normal success becomes spectacular. Those rare, 
  unexplainable feats are now possible. The GM must watch this card because it is easy to 
  abuse. 
  Sudden Reversion 
  Suddenly someone or something reverts to the way it used to be. 
  People revert to earlier patterns of behavior and problems go back to the way they were at the 
  beginning. 
  Tables Turn Something in the situation reverses, an advantage turns in to a disadvantage, a 
  disadvantage turns into an advantage. It is a surprise to all. 
  Things Are Not As They Seem 
  Characters have been deceived, perhaps without 
  malicious intent. The truth need not be known now. A good card for a secret note to the GM. 
  PDF created with FinePrint pdfFactory trial version http://www.pdffactory.com
  
   
  The Pirates of Dark Water Role-playing Game 
  2002 
  Trade Places You take over the role of another character and the player who was running 
  that character takes yours. Either of you can end the trade at any time. 
  Turn for the Worse Things were going well, but suddenly something comes up that 
  changes things for the worse. What is the change? How can those affected overcome the new 
  problem? 
  Ulterior Motive 
   
  A character has motives besides those that are already known, 
  and the ulterior motive can conflict with the surface motive. A good Whimsy for a secret note 
  to the GM. 
  Unexpected Aid 
  Much to your surprise, aid shows up. Aid could be anything from fog 
  that helps you sneak into an enemy camp to the arrival of the cavalry. But does this aid have a 
  price? 
  Unexplained Consequence Someone's actions have results that were not, perhaps could not 
  have been, foreseen. The result can be good or bad, minor or extreme. 
  Unexplained Event Something happens. You don't know why. 
  Vivid Detail Break into the storyline to describe something in detail so the whole group can 
  share the image. You cannot directly change the course of events, but you might inspire the 
  GM. 
   
  PDF created with FinePrint pdfFactory trial version http://www.pdffactory.com
  
   
  The Pirates of Dark Water Role-playing Game 
  2002 
   
  Sources 
   
   
  The Pirates of Dark Water: The Saga Begins. Performers George Newburn, Jodi Benson, 
  Hector Elizondo, Frank Welker. Image Entertainment, Inc., Nova Entertainment, Inc., Turner 
  Home Entertainment, 1991.  
   
  Lion Rampant.  “Whimsy Cards.”  Publication date unknown.  Description retrieved Friday, 
  January 17, 2003 from the World Wide Web: 
  http://www.darkshire.org/~jhkim/rpg/styles/whimsycards.html. 
   
  Prasadh, Smitha.  “Andorus's Pirates of Dark Water Page” Rev 15/01/03.  Retrieved 
  Thursday, September 19, 2002 from the World Wide Web: 
  http://www.ecomancer.net/podw/index.html. 
   
  Roche, Sean. "Dark Water: The Series Bible." Rev 27/03/91. Retrieved Friday, September 20, 
  2002 from the World Wide Web: http://www.ecomancer.net/podw/misc-seriesbible.html. 
   
  West, James.  “The Questing Beast.”  Retrieved Thursday, January 16, 2003 from the World 
  Wide Web http://www.randomordercreations.com/tqb.html.   
   
   
  PDF created with FinePrint pdfFactory trial version http://www.pdffactory.com
  
SOURCE: textdata/thevault/Pirates of Dark Water, The/The Pirates of Dark Water Corebook.pdf