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Fragged Sea - Character Sheets
Fragged Sea - Character Sheets
Character Sheet
Ch ar acte r Name
Backgrou nd
Re fle x e s
Move me nt
Attributes
Focus
I nte llige nce
Luck
Traits
Level +3 +
ity tio
cil ta
Untrained Untrained
r
o t
4 At t
Me tallu r gy +
Tailor i ng + Close Re solve + Swashbuck li ng +Br awli ng +
Education Skills
Wilde r ne ss +
Com bat
Me dici ne + Logistics Physical + C ar pe ntry + Me dici ne +
Cu ltu r e +
Me r cantilism + Gu nne ry Awar e ne ss + Me tallu r gy + Fir ear m s +
Stealth (Re f/Mov) +
Mov
Attributes
Swimming
3 Each point your Str is under items Weight
Foc 4 Swim mi ng
Int 5
-2 if no free hands, -1 per used Slot over 6.
Outfit De f e nce vs Tac vs I nt Ar mou r vs Luck at 0 E nd E nd Slots Swim Stealth Ac quir e Resources
+ + + + - -
Used Ammunition
Crew, Blade.
Crew, Firearm.
Used Ammunition
Strong Hit
Momentum Requirements Result
Critical Hit May Crit, Hit, 1 use per Attack (unless Ship, Crew or Henchmen) Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute.
Critical Boost Does not Req Hit +1 Critical Damage for this Attack vs all Targets with 0 Endurance.
Effort Does not Req Success, Not a Spare Time Roll You may re-roll a single die from this Skill Roll.
Natural, Small, Blunt, *Hit +Str with Tackle Action, **+2 End Dmg OR +2 Rng and +7 Max Rng if you have a improvised Weapon (torch, pistol but, chair).
Weapons
Used Ammunition
Used Ammunition
Ship Support,
Ship Support
Used Ammunition
Equipme nt Slots
1. 2. 3. 4. 5.
6. 7. 8. 9. 10.
11. 12. 13. 14. 15.
Equipme nt He ld by Cr e w
Equipment
1. 2. 3. 4. 5.
6. 7. 8. 9. 10.
Stu dy with
10t An othe r
(0-6) Total(18) Traits R andom At tr ibute Dam age Mor al Dam age & Ef f e cts
Damage
De ck
Hull
2 M ax Spe e d +
Sails 3
C ar go
Swabbie s 4 (Size x Size) +2) +
Gu nne rs
Sailors
Strong Hit (5-6), Crit Location: 1d3, *On a hit you deal equal Crit Damage to yourself (Front Armour) and reduce both of your Speeds by 2, *Auto Hit if your target has 0 Speed.
Used Ammunition
C annon Ammunition, x3
Used Ammunition
Used Ammunition
Auxiliary
Auxiliary
Used Ammunition
Strong Hit
Momentum Requirements Result
Critical Hit May Crit, Hit, 1 use per Attack (unless Ship, Crew or Henchmen) Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute.
Critical Boost Does not Req Hit +1 Critical Damage for this Attack vs all Targets with 0 Endurance.
Effort Does not Req Hit or Success You may re-roll a single die from this Skill Roll.
Promote Ship Skill Roll, Success, Combat Permanently reduce your Swabbies by 1 and gain 1 Gunner OR Cutthroat.
14w Change Out. Quick Fix; Heal any 2 10 First Aid; Stops Bleeding 12t Extended Care; Heal all 1
Change 1 Attribute, Wpn or Trait. 12p Requires: Toolbox. May be performed during Combat. and 1 Minor Condition.
12t Requires:
Requires: 1 Wood, & Cloth per Size. Toolbox.
14w Upgrade; Gain Trait or Weapon.
Patch-Up; Heal any 3
Requires 1 Wood, Cloth, & Metal per Size.
M aintenance; Heal Hull 2 Surgery; Heal one 8
Damage dealt that Combat.
12w Rearm; Regain all Ship Ammo. 12t Requires: Workstation. 12 Maximum of 1 Patch-Up per 4 Characters. 16t and 1 Condition.
Requires: Workstation.
Requires 1 Metal per 2 Cannons. Requires: 2 Wood, & 1 Cloth per Size. Requires: Toolbox. Requires: 1 Cloth.
Swim (Prep Action) Take 4 Endurance Damage or 1 Attribute Damage (no Armour).
Swim Roll of 10 to Move (Difficult Terrain).
Ship Environments Tread Water +2 to Swimming Roll, may not move during your Turn.
Collision Make a free Ram Attack against the object you have Collided with. Swing Gain +2 Move with Full Move or Charge Action.
Behind Ship If your ship is directly behind another ship and within 2: reduce their Speed
by 4 if you are larger, 2 if you have equal size or 1 if you are smaller. Personal Combat Effects
L arge Wave This Wave moves forward 3 spaces at the start of each Turn. Grabbing As with Grabbed Effect but may remove as a Free Action, and
If you cross this Wave: -2 to all Ship Skill Rolls for the Turn. -2 to your Swimming (not -4).
If you dont cross this Wave head on, take 10 Moral Damage.
Limited Vision Targets gain; Light Cover or Heavy Cover (Blind, Pitch Black).
Stor m Take 1d6 Moral Damage at the Start of your Turn.
Prone Cost 3 Movement to Change.
Shallows X If your Ship is over Size X you Collide with the Shallows*. Moving one space costs 2 Movement while Prone.
Shallows may have Defence 14 and dont count as being at Speed 0. -1 Push distance.
Stealthed May not be Targeted.
Lost if you make a visible attack or lose Cover.
Ship Effects (Do not Stack)
Boarded -2 to all Ship Skill Rolls.
Enemy may make Assault Attacks against you. Tackle Effects
If you take Crew Damage you may lose Boarded (GM discretion), E scape Remove Grabbing Character Effect from your Target.
Leaking 1 Dmg to a random (1d2) Attribute (no Armour) at the start of your Turn. Grabbed -1 Action per Turn.
On Fire 1 Dmg to a random (1d6) Attribute (no Armour) at the end of your Turn. May Move with Target if you have higher Str.
-4 to Swimming..
Push Target is forced to move 2 spaces directly away from you.
Auxiliary Action, 1 per Turn Trip Target goes Prone.
Move, not Against Wind.
Target is forced to move 1 space in any direction.
Auxiliary M anoeuvre Attack with your Weapon.
vs Defence Hit +1d6 per Attacking Body.
+1 Mor Dmg per Attacking Body.
Post Combat Plunder
Personal Combat No Crew: +1 free Spare Time Roll.
Crew Combat Actions, 1 per Turn Difficult Combat:
Easy Combat:
+1 free Spare Time Roll.
-4 to all Spare Time Rolls.
Defeat: You may only make Study Rolls.
Hit +Int.
Crew Attack +1 End Dmg per Attacking Body. Ship Capture Ship: +1 free Spare Time Roll.
Move, Attack, May Crit
Momentum 2: +1d6 Hit per Attacking Body. Captured Ship Taken to Land: +2 to all Spare Time Rolls.
Crew Prep Reload a Weapon or make a Skill Roll (eg: Stealth). Defeat: You may only make Study Rolls.
Move Roll +1, No bonuses from other sources. Failed Roll Gain a Loot Trade Box.
-2 per Rng Increment beyond the first. Gain a free Critical Hit vs Targets with 0 Endurance.