Skull & Bones

Pirates prey upon Spanish Galleons, adventurers search for buried treasure, and the dead walk the streets of Port-au-Prince-this is the world of Skull & Bones. Designed by Adamant Entertainment, Skull & Bones is a superbly researched RPG that brings the history and legends of the Golden Age of Piracy to life. Comprehensive d20 rules cover everything from character classes to firearms to naval combat, as well as Voodoo magic. The mysterious world of houngan and boccors unfolds, with details on every aspect of Voodoo, from gris-gris to zombi to the powerful and capricious spirits known as the Loa. Whether you choose to adventure on the Spanish Main or merely use the rules to add horror and piracy to your own d20 campaign, Skull & Bones is your starting point for thrilling action on the high seas.
 

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Avast, maties! Lay yer eyes upon the booty I jus' gathered: Pirates (by Living Imagination) and Skull & Bones (by Adamant Entertainment and Green Ronin). Now you can live a pirates life if ye are layin low... or if ye are a landlubber!

Skull & Bones

Skull & Bones was originally written by Adamant Entertainment's T.S. Luikart, Gareth-Michael Skarka, and Ian Sturrock. However, the product was cancelled before it reached print due to lack of preorders. So the manuscript sat for a while until Green Ronin announced that they would publish it as part of their Mythic Vistas line of settings.

And, from all appearances, the manuscript has changed a little since then. The biggest indication of this is the fact that it is "3.5" ready, referring to revised edition skills and feats.

A First Look

Format: 192 ppg; softcover, perfect-bound. $27.95.

Layout and text density: Small body text font, double spaced paragraphs. The book uses only a single column throughout (which is a bit distracting) and the borders are a bit larger than I am used to.

Cover artist/comments: David Leri. The cover illustration is very detailed, and depicts a well-adorned pirate standing in front of some hideous, dreadlocked creature.

Interior artists/comments: Andrew Baker, Richard Becker, Larry Byrd, Tim Divar, Steve Lawton, Mike Swann, Joel Talacko, and Brian Wells. I also noted artwork by Toren "MacBin" Atkinson, but he was not credited. Balck-and-white art throughout. The art is of average to good quality. Some of the better art is Richard Becker's depictions of historical figures.

A Deeper Look

Skull & Bones is similar in approach to Green Ronin's Testament, also in the Mythic Vista line. Like that book, the book builds on many existing classes and other d20 System conventions as a baseline, but the end product is very different from D&D.

The setting of Skull & Bones is primarily the Caribbean during the height of piracy in the area. However, it is not exactly historical. It claims a horror slant, and extrapolates from religions and traditions of inhabitants of the Caribbean to build a supernatural horror element to the game. In essence, Skull & Bones does for the Caribbean Piracy subgenre what Deadlands does for the western genre.

The most essential element in adapting the d20 Fantasy classes to the setting is the extraction of magic. Arcane spellcasters simply are not available, and divine spellcasters are either stripped of their spellcasting (for rangers and paladins) or lose their spellcasting abilities lacking some sort of holy relic.

New core classes introduced to shore up the character selection of the setting include:
-Buccaneer: Buccaneers are the quintessential Caribbean outlaw archetype. Buccaneers are good fighters, and have class abilities that enhance their survival abilities near or at sea, and other abilities that assist them in larcenous pursuits at sea.
-Sea Dog: Sea Dogs are more the staight-up sailor archetype, but still the basis for many pirate legends depicted in sidebars scattered throughout the book. Sea Dogs are also good fighers, but have skills more focused on actual seamanship than Bucaneers do.
-Shantyman: Shantyman is essentially the replacement bard of the Skull & Bones setting. They can assist their shipmates with their performances, and also have a way of developing additional contacts (contacts are a new rule for the setting, see below.)
-Bokor: Bokor are the closest equivalent to arcane spellcasters in the setting. Bokor can invoke ancient pacts and power stolen from the Loa (deities of Voodoo) to produce wanga, which are essentially arcane spells. However, their spellcasting stops at 4th level and causes damage to the bokor.
-Hougan: Hougan are voodoo priests, and are divine spellcasters. Like bokor, they are more limited than their core equivalent, with more limited spell lists (no raising the dead in Skull & Bones) and their most powerful spells must be bargained for.

The book also provides a selection of appropriate new skills, feats, prestige classes, and equipment for the setting. The equipment section provides a whole new economic system utilizing the coinage of the day.

More telling is a selection of new rules and rules tweaks used to give the game a more Swashbuckling feel, yet at the same time, help produce the sorts of less than physically perfect specimens that appear in pirate legends and fiction. It does this is a variety of ways.

Contacts are NPCs that all PCs have some influence with. Each PC has their charisma modifier in contacts (minimum 1). PCs can get more contacts through backgrounds or class abilities.

To help define characters, Skull & Bones has mechanics called backgrounds and fortunes. Backgrounds are optional, and cost a beginning character 4 skill points. The character receives 4 ranks of skills (regardless of whether or not those are class skills) as well as a selection of modifiers to skill rolls and contacts appropriate to the background.

Fortures are a bit odd, a mixture of habits, traits, or quirks of fate associated with the character. A character can have up to 4 fortunes. Some fortunes are general, while some are good and others are ill. Any fortune a character selects can be general, but each good fortune a character selects must be balanced by an ill fortune. Each of these provides some game mechanics modifications appropriate to the type of fortune.

The first concern one might have in fitting d20 to the genre is the rapid pace at which base attack bonus outstrips AC with little armor or magic. It compensates for this by a parry rule. A character can sacrifice a future attack to make an opposed roll against an incoming attack. While this is a workable solution, I find the solution of a defense bonus as depicted in games like d20 Modern a bit more playable.

Damage in Skull & Bones is also different HP heals very rapidly, but once depleted, you aren't dead. Instead, you take damage to Con after HP are depleted. You don't track negative HP, but a lowered con affects how fast HP recover as well as other effects, such as the maximum HP the character can have. Normal PCs and significant NPCs use these rules, but some NPCs known as "canon fodder" don't have any HP and use only Con. In short, the Skull & Bones damage system has many similarities to the VP/WP system used in Star Wars, Spycraft, amd Stargate SG-1, but does so without inventing new terminology.

But this is just the first major difference in the way damage is handled. Other elements are lives, rolling the bones, and affliction.

All PCs start with a number of lives. These operate very similarly to fate points in games like Warhammer Fantasy RPG. The character really doesn't "die" when he/she normally would if such a condition arises and the character has lives left. The GM and player can explain away the way in which the character survives.

When a character suffers severe injury that would put them below 0 Con, however, they gain afflictions. If the character has only a few lives lost, their afflictions could be relatively benign, such as minor scars that provide a charisma bonus. However, afflictions can also be things like a throat wound, lost limbs, and so forth. Very "piratey" indeed.

Normally, when a character is below half of their starting Con, they fall unconscious. However, the player may elect to "roll the bones", which is somewhat risk. A character who goes below 0 Con or suffers a so-called "fatal event" must "roll the bones." They player rolls 2d6 and the GM consults a chart in the GM section. The character could lose a life and get other penalties if the roll is bad, but actually may not lose a life and gain benefits if the roll is good.

There are other pertinent rules. Fame is tracked for all characters by the GM. The characters fame can be a disadvantage if they are trying to lay low. But a character can use fame once a session as sort of a "luck" type of attribute adding to one of their rolls. The GM decides how much fame to add to the roll depending on the player's description of how they managed to persevere.

In addition to the extensive rules modifications that apply to individual characters, several rules are introduced that apply to ships and crews. Sway rules are provided to handle loyalty and leadership. The ship and crew combat rules are taken from Mongoose Publishing's Seas of Blood, and work by abstracting crews into larger units that are handled much as a single character in the d20 rules.

The GM section provides some useful advice and information for GMs running a Skull & Bones game. In addition to providing rules for the GMs purview like the roll the bones rules, it provides ideas for running the game, such campaign models in the setting (something many nonstandard d20 games neglect). A chapter on the Caribbean provides an overview of the situation in the islands during the era, and some interesting scenario hooks for each. Finally, an adventure is provided as well.

In addition to the role the Bokor and the Hougan play, the supernatural element of the setting is provided by a selection of creatures from various legends, including amazons from greek myth, and various Djal, spirit creatures that Hougans and Bokor deal with. And what vodoo game or pirate horror game would be complete without Zombis?

Finally, the book has appendices compiling major tables from the book, and index, and sidebars interspersed throughout the book providing general details (and supposed class and level) of many legendary pirate figures.

Conclusion

Skull & Bones is compelling take on running games in the "swashbuckling pirates" genre. Generally speaking, it is more suitable for playing as written than tacking on to an existing d20 Fantasy campaign, though you could mine some elements.

The rules addition do a good job at tweaking the feel of d20 to the genre, but there are a lot of minor rules tweaks that may be a bit hard to take in.

Edit: Despite the weigthiness of the rules alteration, I think that any group invested in them would find them of little consequence, and the book does a good job of doing what it intends to. That being the case, I am upgrading the score of this product to a "5".

Overall Grade: A-

Alan D. Kohler
 




Quick factual correction: Adamant did design SKULL & BONES, but we didn't "cancel it due to a lack of pre-orders", nor did the manuscript "sit for a while."

We decided just before the manuscript was finished that given the way in which the D20 market was changing, that the product would have a better chance at success if it was released by an established D20 publisher, rather than coming out as the premiere release of a new publisher. Green Ronin was interested, and we came to an agreement.

SKULL & BONES was announced by Green Ronin as a forthcoming product at their retailer's breakfast presentation at the GAMA Trade Show in March of 2002. It wasn't until they announced TESTAMENT some months later that they decided that it would be part of an entire line of historical supplements, called "Mythic Vista." (Originally, in fact, it was to be the first release in the line, but various delays in completion (including going through the entire manuscript to ensure 3.5 compatability) resulted in it being pushed back.)

Other than those minor factual errors, great review! Thanks!

GMS
 


I was really looking forward to Skull & Bones. This tends to doom the book. My expectations are generally high, too high, and this is enough to take the shine off an otherwise brilliant book. I’m disappointed that Skull & Bones doesn’t have more illustrations in the Hollywood sexy pirate style. This Mythic Vistas book tends to default to the more historically accurate portrayal of the pirate, in silly (but truthful) period costume, and with scratchy line drawings for that ye olde effect. Hmm. Let’s see. What else? I was disappointed that Skull & Bones doesn’t get up and make me coffee in the morning. There’s very little else to be disappointed with in Skull & Bones.

Pirates! Actually, pirates and voodoo in fairly equal measure. Skull & Bones does an excellent job at bringing the d20 system to the Caribbean of the late seventeenth century. The d20 system is totally lousy for any attempt for grim or realistic recreation RPGs. Skull & Bones deals with this serious problem rather well. The book doesn’t entirely avoid the problem, nor does it rush to tackle it head on – we still have black and white alignments, for example. Instead Skull & Bones succinctly rewrites those parts of the core d20 mechanics that conjure up much of the system’s inherent cheese fantasy ambience. There’s a new set of character classes. The likes of clerics and paladins are gone. Forget wizards and sorcerers. The bard isn’t tempting at all, druids are unlikely but barbarians might just suit island savages or Scottish highlanders. The ubiquitous fighter class is a goer though. Rogues will work as well. There are replacement classes, seaworthy characters like the sea dog, shantyman or buccaneer. It’s not a surprise to find that there are prestige character classes too.

The wizard and sorcerer classes are left to sit in the corner of your traditional fantasy game wearing a great big dunce pointy hat on their heads because Skull & Bones has an entirely new system for Voodoo magic. Voodoo isn’t annoyingly aggregated into "good" and "bad" magick nor is it a dark alternative to Christianity. As with most d20 magic-cum-religion systems it’s simply a codification of belief and effects. The setting is especially interesting when it comes to Voodoo too. The religion hasn’t yet settled into typical Voodoo as yet, the blend of religions and convictions that become Voodoo are still swirling around. Two of the new classes are strongly connected to this real world magic, the Bokor and Hougan.

As you’d expect there are new skills and feats in the book. Many of these compliment the nautical flavour of the game. Later on, in chapter ten of 192-paged book, we’ll find the rules for ships and sailing. I think there are three big ships in the d20 nautical market. There’s Living Imagination with their Broadsides! and recent Pirates! supplements enjoying several weeks lead over Skull & Bones. There’s also the Mongoose’s Seas of Blood series and although we’ve not seen anything from that line in a while it has already given the high fantasy races navies of their own. The name to note from the front cover of Skulls & Bones might well be Ian Sturrock, an Ian Sturrock who might well be the very same who writes for Mongoose. The third of the three big ships in the d20 nautical market is Skull & Bones. It’s good enough to immediately claim the title. T.S. Luikart and Gareth-Michael Skarka are the other two of the front page credited authors.

Skull & Bones makes good use of Backgrounds and Fortunes. These are character quirks, either of personality or circumstance, that’ll affect game play to the point where it’s worth codifying. That’s the theory anyway and it’s a theory subscribe to. My suspicion is that those who don’t like advantages/disadvantages or merits/flaws might just find that they dislike the mechanics here. I like them though.

Combat is interesting in Skull & Bones. What? Is that believable? I’m one of those gamers who tend to switch off if the combat rolls continue too long, too fiddly or too dominant. How can combat be interesting? Combat in Skull & Bones is cinematic. It succeeds in getting the mix of intense action and fast action scenes exactly right. We have the Cannon Fodder to thank for much of this. These unfortunate souls line up alongside the PCs and the NPCs as a second type of non-playing character. These are the red shirts, those scenery characters that’ll die in the first barrage of grapeshot or meet the sharp end of the PC’s sabre in the first round. Cannon Fodder have no hit points. Damage goes straight to their Constitution. Our fortunate characters only have to take those Constitution hits after their Hit Points run out. If a character takes too much damage then he’ll be faced with Rolling the Bones in order to keep going. It’s not quite grim and gritty; let’s say it’s bold and bloody.

It’s perhaps typical of a d20 game, even for one as thoroughly professional as Skull & Bones that the lifestyle roleplaying comes in the chapter after the combat rules. The pirate’s life chapter looks at such important issues as wages and wenching! Yo-ho-ho. It’s a pirate’s life for me! There are also rules for fame and the special Duello code for pirate duels. Throughout the book there are insert biographies for famous pirates. Touches like this are one of the reasons the RPG oozes pirate flavour.

Just under half the book is placed in the Game Master’s Section. Skull & Bones does carry the d20 logo and so there’s no need to describe the character creation rules (and they’re not allowed to have them anyway). I think about 80 pages on the nuances and broad strokes of running a pirate game is about right. That’s to say there are about 80 pages of campaign styles, rule observations, mechanics for plunder, monsters, spirits, islands, adventure and wonderfully detailed appendixes.

At the beginning of Skull & Bones, as they strip out the magic classes and promise significant magical revisions later on in the book the idea of a monstrous bestiary seems quite unlikely. Nevertheless, this is exactly what Skull & Bones manages to offer up. There is a bestiary and it’s an interesting mix of creatures that might just be real if you belief Caribbean myths and legends and those encounters which are probably only suitable for the D&D inspired d20 system. The Djab are worthy of a mention of their own. The Djab aren’t just another monster, they’re a monster type in their own right and are significant spirits and entities from Voodoo mythos.

Islands. This book is full of islands! Almost like a geographical bestiary, the island charts in Skull & Bones provide quick summaries and illustrations (mini maps, I guess) of islands in the Caribbean. It’s a format that supports a GM flicking through their book and looking for somewhere suitable for a particular scenario – exactly how a GM might use a monster manual or creature collection. GMs in a hurry will appreciate the sample/pre-written adventure before the superb appendixes.

Skull & Bones is a gorgeous book. I might have preferred more of a fantasy view of pirates in the illustrations but I can’t deny that all the artwork is top class. The book is a pleasure to read. The text size is small and tightly packed together. Despite the large and decorative margins there’s little doubt in my mind that the book is great value for money at. $27.95 is a steal. It’s easy plunder! Occasionally the large margin is put to use and hosts some sidebar information. Throughout the book the large margin, eye catching, readable font and clever layout combine in a visual feast. You could pick up Skull & Bones, flick through the pages and be convinced then and there to buy it. Green Ronin are getting very good at producing extremely tempting books. The Mythic Vistas series, with Testament and Skull and Bones, is one to watch.

If you’re looking for an all-in-one campaign setting for pirates – then it’s got to be Skull & Bones.

* This Skull & Bones review was first posted at GameWyrd.
 

"The pirate's life chapter looks at such important issues as wages and wenching!"

Doesn't every profession's life revolve around those things? (Except maybe priests...)
 

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