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Make a new ship and crew

By default you have a small sloop and a crew of 6 seadogs, more used to sailing than fighting.

Ship
In the hold: 4 supplies, 5 adventuring gear, 5 sailing gear
Conditions:
[ ] Leaking (The crew are busy bailing out and patching it up, or else you'll soon be sinking)
[ ] Torn sails (-1 to Chart a Course)
[ ] Damaged rudder (-1 to Grab the Wheel)
[ ] Broken mainmast (Can only do short journeys, using the smaller sails on the foremast)
[ ] Sinking (Abandon ship!)

Crew
Quality +1, Loyalty +1
group, sea-wise, hardy, connected (sailors)
d6 damage, 6 HP, 0 armor
cost: rest & relaxation
instinct: to hold to superstition
1 Skilled crew

1. Choose two advantages


● Your ship has a large cargo hold, currently well-stocked (+cargo space, 6 supplies,
10 adventuring gear, 10 sailing gear)

● Your ship is faster and more maneuverable than you would expect (+fast, +nimble)

● Your ship is well set up for ship to ship fighting (+ballista and other useful
adaptations)

● Your ship has a very shallow draft and can travel into shallow seas and even deep rivers
(+shallow draft)

● Your crew are dangerous and used to deadly fighting (d8 damage, +deadly)

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● Your crew are loyal beyond their next paycheck (+1 Loyalty)

● Your crew are disciplined and self-controlled (+discipline)

● Your crew are highly trained (+1 Skilled crew)

2. Choose two drawbacks


● Your ship is a leaky old hulk, always needing more repairs (Vulnerable: breakdown,
mark 1 condition now)

● Your ship is more barrel than boat (-nimble, -fast)

● Your ship was cursed by a seawitch (did you know when you bought it?) (Vulnerable:
black fate)

● Your crew all have unsavoury histories in a variety of ports (Vulnerable: arrest)

● Your crew are undisciplined, given to getting drunk at the worst times (-discipline)

● Your crew are from a ragtag of cultures, and they neither speak your language or each
other's very well (Vulnerable: confusion)

3. Choose skills
Choose which tag your Skilled crew person (or people) has now (see "Meet the crew").

4. Choose a name
● Black Hawk

● Flying Dragon

● Greasy Fleece

● Jackdaw

● Manta

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● Riptide

● Seabird

● The Freedom

● The Revenge

● The Rose Pink

● ..............

Moves
Meet the crew
When a member of the crew comes under the spotlight for the first time, give them a name
and then create them as follows:

1. They inherit the Quality, Loyalty and tags of the crew

2. Choose or roll an archetype


1. Lubber, new to the job. -1 Quality, -Sea-wise, +Meek
2. Hand, no special bonuses
3. Grizzled, been at sea too long. -1 Quality, +____-wise (players' choice)
4. Skilled, choose one: +Navigator, +Quartermaster, +Cook, +Shipwright,
+Swimmer
3. Any player, describe them and give them life

Chart a course
When you chart a course across the seas roll+INT and spend Supplies as described below. Add
+1 if you have excellent charts or you have been there before. Add a crew person's Quality if
they have the Navigator tag. On a 10+, it's smooth sailing: everyone on board make the Recover
move now. On a 7-9 choose 1 from the list below:

● The winds are against you; use 2 more Supplies

● You have to Make Port somewhere unexpected. The GM will tell you where. You'll
have to chart a course again, but take +1 forward.

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● Your ship is damaged by rough weather or unexpected shoals. Mark a ship
condition.

Ask the GM to gauge the distance. Short journeys take 1d4 days and cost 1 supply. Medium
journeys take 1d8+3 days and cost 2 supplies. Long journeys take 1d12+8 days and cost 3
supplies.

Run out of supplies


When you use more supplies than you have, roll+supply shortfall. Subtract a crew person's
Quality if they have the Quartermaster tag. On a 10+ choose both. On a 7-9 choose one. On a 6-,
you tighten your belts and get through it.

● Everyone marks weak and shaky. Clear one when you get some fresh water and another
when you get a big meal.

● The crew loses 1 Loyalty

Resupply
When you resupply in port spend coin as follows:

● 25 per supply, up to a maximum of 6

● 100 to get the shipwrights to remove a ship condition (takes 1 day per condition)

When the crew scavenge for supplies all day on an island roll+Quality. If you assist them, add
+1 (or +2 for a Ranger). On a hit, they replenish up to 3 supplies (if you already have 3, this has
no effect). On a 10+ choose 2, on a 7-9 choose 1:

● They find supplies that store well: replenish up to 5 instead

● They find materials needed for repairs: remove 1 ship condition when the crew spend
a day working at repairs

● They don't get in trouble with the local creatures or inhabitants

Make port
When you make port you must either give the crew Shore Leave for R&R or reduce their
loyalty by 1.

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When the crew takes shore leave, roll +Quality. Add +1 if the crew are disciplined, -1 if they are
undisciplined. On a hit, increase loyalty by 1. On a 10+ choose 3. On a 7-9 choose 1.

● They have a fantastic time. The crew takes +1 forward

● They make a useful connection or gain useful information

● They make a good impression. Take +1 forward to Recruit

● None of the crew get into trouble (otherwise, see suggested complications below)

On a miss, it's up to GM, but probably there's a serious complication that affects the whole crew.
Suggested complications: arrest, beaten up and robbed, ensorcelled, interrogated about the ship's
plans, press-ganged into another ship.

Grab the wheel


When you grab the wheel and take the boat through risky manoeuvers roll+STR. If all hands are
on deck, add the crew's Quality. You might do this to avoid a pirate ship's broadside, to ride out a
storm, or to shoot a narrow gap in some shoals. On a hit you succeed at your goal. Additionally,
on a 7-9, choose one:

● You don't dare push it too far, the best you can achieve is a limited success.

● The ship can't take the strain. Describe how the manoeuver damages the ship and mark 1
ship condition

● Man overboard! One of the crew is in the water and (unless they can swim) sinking

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