Zebra Island, the one-pager is a simplified version of the Zebra Island RPG Gaming System, therefore the name. It allows people in a hurry and not too detail-oriented a quick start in the game without bothering about highly-developped rules.

This is the ideal version to quick and dirty play a single shot story and we can also recommend the use of these simple rules to play on-line, on a virtual table.

Cast off… and let go!

Haven’t you ever dreamt of becoming a pirate, letting the mark of your keel and guns, your sharp sword and keen word through the adventures of an unknown world?

You haven’t… No kidding?! Well… Time to get to the doctor! Anyway, it doesn’t matter, all you have to do is read what follows and then set sail on the spur of the moment : this one pager (okay, that’s a double pager but who cares ?) will take to a smashing start into the known world as a pirate (or a twaddle teller) by revealing the basics of Zebra Island’s game mechanics, so you can thereafter get to the sea, plunder, insult, drink and build a reputation ! (this way for the full site !) So pour yourself a good ol’ grog (or an apple juice) and let’s get started !

Cast off… and let go!

The Known World

If you want to have a good start as a Pirate or Privateer roaming the Known World of « the 90's », forget the stuff here, which is of interest only to a Twaddle Teller and find one for yourself and your pals!

A self-respecting Twaddle Teller – or Game Master – should, for the sake of his Players, lay hands on:

  • An atlas of the Islands and Archipelagos;
  • A History of Sea-Faring;
  • Pirate games and tales;
  • A voodoo handbook (optional).

A material for the Twaddle Teller to study well and organise at will, without forgetting a hint of humour and derision to avoid his or her Pirate-Players get bored / ***.

If it appears too heavy a task, no need to worry, our on-line Wikizebra™ can be used as a base.


The Known World

Becoming a Pirate…

Becoming a Pirate…

Apart from his name, look and opinions (Create your own Pirate Sheet, to keep yourself warm!), a Pirate has to have Got a nerve!, a good Constitution and possibly some Power. To each Attribute is assigned a Level between 1 and a maximum of 10, either randomly or by allocating 1 point in each and 12 at will among them three.

A Pirate's guts are made of three Gauges: Health, Shame and Voodoo, which are best filled up. The maximum start Level for each depends respectively on Constitution, Got an nerve! and Power, as follows:

Attribute LevelGauge Level
1 or 2
3 to 8
9 or 10

Finally, our already dearest Pirate acquired skills, which we divided into six categorie with a Level from 0 to 10. The categories relate to the places where they come in particularly handy (this is, however, not limitative): Tavern, Hold & Deck, Wardroom, Harbour, Desert Island, Hoomfo. 20 + 1 point per Skull in any of the Gauges are allocated among them, as follows:

LevelCostLevelCost
128 to 92
2 to 71103

Initial Fame amounts to the sum of all Skill Levels.

Starting at Level zero, Ridicule is part of Fame and accounts for the Pirate’s most far-reaching failures.

Here's the link to go into details: Become a Pirate !


Action… Reaction!

Action… Reaction!

When the result of an Action isn't obvious, the Mastery Level is = Attrib. + skill. + 10 – Difficulty, where a regular Difficulty is 10. In case of an Opposition, Difficulty = Opponent’s Attrib. + Skill. If the d20 returns less than or equal to the Mastery Level, this is a Success; 20 is always a Critical Failure, 1 a Critical Success.

When Attrib. = Got a nerve! Fame and Ridicule can affect the result (see in the next sections).

After a Critical Success, if the d20 returns under 10 – Skill, one point is added to that Skill (Experience).

In case the Pirate falls or takes a blow, take off a Skull from the Life Gauge – two on a Critical Result or if the Pirate is in an extreme situation. When the Gauge is empty, the Pirate is dead or at least left as such. Some care is needed! The regular recovery pace is at one Skull per week / per day if he is properly cared for.

Any Voodoo activity, successful or not, consumes a Voodoo Skull. Recovery rate is one Skull per day.


Pirate Duels

Pirate Duels

They’re useful to prevent bloodsheds… which would be good business for Gouvernors!

All you need for a duel is two Pirates, their Witness and three random sequences of words (Verbs, Adjectives, Nouns). From each group a word is drawn and one has to be the fastest to combine those words to insult the Opponent who in turn has to quickly find an adequate retort.

Witnesses and potential Spectators (Twaddle Teller) decide who won that Insault and the winner gets a Bonus from 1 to 5 for the following Sword Fight. The following table shows the consequences for each of the Duelists:

Results (cumulative) Shame
Opponent fails No effect
Opponent succeeds - 1 Skull
Opp.'s Critical Success - 1 Skull
Own Critical failure - 1 Skull

If one loses all his Shame Skulls, he is defeated and won’t show off any more to day. The winner fully refills his Shame Gauge plus 1 temporary Skull and can start the bold talk again…

(In all cases, a good party - or night of sleep - etc. refills the Shame Gauge.)

Otherwise, another Insault begins…

Value ripens over years…

Any Action brings, sometimes for the worst, its amount of Fame…

Success / Failure Basic gain
Normal + 1 / + 0
Critical + 2 / + 1

Some publicity amplifies the basic gain:

Close circle × 0 Regional × 2
Local × 1 Worldwide × 4

The Action’s Difficulty also plays its part (according to the crowd), depending on the Action’s Result:

Perceived Diff. Succès Echec
All too easy! ÷ 4 × 4
Easy ÷ 2 × 2
Difficult × 1 × 1
Very hard × 2 ÷ 2
Impossible × 4 ÷ 4

Most of the time you’re in for no more than +0… But Fame also grows sometimes grow very quickly up to +32! And that, in turn, makes the Shame Gauge bigger, which comes in handy for Duels:

Fame Shame Gauge
> 32 (Local) +1 Skull
> 100 (Regional) +2 Skulls
> 200 (Worldwide) +3 Skulls
> 400 (Legend) +4 Skulls

And Fame also fades away… as one gets forgotten! Yet at a rate of 2 points per year when no point of Fame was earned at all… And you practically have to be dead for that! Moreover Legends die harder than their bearers…

Ridicule rots… or rocks?!

Ridicule

Ridicule is the share of Fame earned from Failures; it is included in the total of Fame but it is also accounted for separately. And this is how it works:

Ridicule (Level) Effect
> 4 (Local) -1 Skull
> 12 (Regional) -2 Skulls
> 25 (Worldwide) -3 Skulls
> 50 (Legend) -4 Skulls

Any Action requiring to have Got an nerve! is affected by the effects of Ridicule (–) and Fame (+).

When Fame is lost and there's a change of tens, 1 of point of Ridicule gets lost: failings die hard!

No time-a-talkin’!

There’s no time-a-talkin’ in a one-pager, we won’t write a Scenario and even less a complete ready-to-play Campaign! In a pinch, perhaps a little synopsis but what’s the point ?

The simplest way for our friend the Game Master (who most certainly deserved the name Twaddle Teller) is to go through his book and video library and take advantage of all those days and hours lost playing all kinds of pirates’ games, in order to build his own Scenarios.

If – at least to begin with – all this seems to be too big a hurdle, it is not impossible (it is even recommended !) to use our own Some funny cracks…

A final word… For a good start!

So we must close here this double one pager or it will not be possible to call it so anymore…

In the hope it’ll prompt those longing for it to engage in Piracy or start as a Privateer and sail on the Seven Seas of the Known World!

In all cases, you’re very welcome to use:

  • The Zebra Island’s page on SDEN: where you’ll find news, help with the gaming system… You may also contact us to submit your ideas or observations on the forum;
  • ZebraIsland.fr (well, actually, the present site!) for a complete game description, a full campaign around Poerava and a lot of details on the Known World.

We’ll be pleased to read your Logs, and suggestions to enhance Zebra Island RPG with your experiences and make it your game!

A word to conclude