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sailing actions
After the Voyage, players get +1 Downtime Action for each filled clock.
Steer Clear: Travel fast and far. 1-3: 1 tick | 4-5: 2 ticks | 6: 3 ticks | Crit: 5 ticks
Required: If no one chooses Steer Clear, the Guide rolls it at 0d.
lunge home
You find good routes, navigate to catch the wind, or keep the ship
working efficiently on the open seas. Roll an appropriate action; you can If you are out of Supply, but haven't returned Home, players may
sail hexes according to your result. optionally agree to Lunge Home: Every player takes 2 Stress to complete
1 more leg of the Voyage. If you are still not Home, you are Lost at Sea.
When you sail through a hex, the Guide will say if it's empty or not.
1-3: 1 hex | 4-5: 2 hexes | 6: 3 hexes | Crit: 5 hexes lost at sea
Look Out: Discover new places. You are stranded at sea...but it doesn't end here. Guide, roll a d6 to
determine how the players can make it back.
You find new places via observation and attention to detail. Roll an
appropriate action, then as you sail, pick hexes adjacent to your route to 1. A powerful entity will send you home, in exchange for a favor.
scout. The Guide will say if a hex is empty or has a point of interest. 2. A deadly storm of howling wind and ice offers hope. You're in a
Desperate position; finish an 8-tick clock "Ride the Storm".
1-3: 1 hex | 4-5: 2 hexes | 6: 3 hexes | Crit: 5 hexes
3. You push the ship to its limits, and limp home. 6-tick clock
Dive Deep: Get answers for burning questions. "Repairs" to complete in Downtime before next Voyage.
4. You wake up at home. It's been years since you were last here.
You ponder, attune to the supernatural, or connect with others to find
5. In a blink, you appear in a random Hex with full Supply.
answers. Ask a question based on something you have or know, then roll
6. You return to destruction and loss. Lose an Upgrade.
an appropriate action. Guide answers with quality based on your result.
1-3: Bad/None | 4-5: OK | 6: Good | Crit: Good + followup question
Steer Clear resolves first; Elera chooses to go southwest for both. Supply ◼◼▢▢
Look Out resolves next; Asher and Thistle pick 2 hexes adjacent to their
route. The Guide reveals that one hex has a point of interest, and the
other is empty. (The Guide also notes that both hexes sailed with Steer
Clear are also empty). The group marks this on their map with 'X' and 'O'.
Supply ◼▢▢▢
Find this and more at amerai.itch.io!
Hex map created with Hex Kit (cone.itch.io/hex-kit). Illustrations from the British Library (flic.kr/p/hN4o2w, flic.kr/p/ie8a5Q and flic.kr/p/icXBGc).
third leg lunge home
The group spends a Supply, and decides to spread roles out: The group deliberates briefly, and decides that since they're still pretty
close, they can afford the Stress needed to Lunge Home.
● Asher takes Steer Clear again:
○ Command @ 2d: [2, 6] -> 3 hexes to sail ● Asher, Elera, and Thistle take Steer Clear as a Group Action:
● Thistle takes Look Out: ○ Command @ 2d [3, 6], 2d [6, 5], 1d [1] -> 3 hexes to sail
○ Survey @ 2d: [4, 3] -> 2 hexes to reveal
That's enough to sail straight Home!
● Elera takes Part and Parcel:
○ Tinker @ 2d: [1, 1] -> 1 tick, and -1 Supply Supply ◼◼◼◼
Asher picks 3 hexes to sail, and Thistle picks a couple of hexes to reveal.
Elera ticks the last tick on the first Part and Parcel clock, and has to
spend 1 more Supply.
The group is now out of Supply, and since they're not at Home yet, they
need to decide if they Lunge Home or are Lost at Sea.
Supply ◼◼◼◼
at home, again
The group docks the ship back at their island, only a bit worse for wear.
Their Voyage complete, they take a short break before diving into
post-Voyage things like Entanglements and Downtime.
During Downtime, Elera's Part and Parcel work means each player gets
Part and Parcel: +1 Downtime Action!
Notes: _____________________________________________________________________
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Find this and more at amerai.itch.io!
Hex map created with Hex Kit (cone.itch.io/hex-kit). Illustrations from the British Library (flic.kr/p/hN4o2w, flic.kr/p/ie8a5Q and flic.kr/p/icXBGc).