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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
● 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)
1
● Your crew are loyal beyond their next paycheck (+1 Loyalty)
● 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
2
● Riptide
● Seabird
● The Freedom
● The Revenge
● ..............
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:
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:
● 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.
3
● 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.
● Everyone marks weak and shaky. Clear one when you get some fresh water and another
when you get a big meal.
Resupply
When you resupply in port spend coin as follows:
● 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 materials needed for repairs: remove 1 ship condition when the crew spend
a day working at repairs
Make port
When you make port you must either give the crew Shore Leave for R&R or reduce their
loyalty by 1.
4
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.
● 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.
● 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