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Character Portrait

Character Sheet

Ch ar acte r Name
Backgrou nd

(0-5) Total(18) Traits

Str e ngth Flag

Re fle x e s
Move me nt
Attributes

Focus
I nte llige nce
Luck
Traits

Level +1 per 3 Sessions


1 Trait per Lv
Starting Value Perk Complication Knowledge

A Successful Wealth Roll of


M ax Wealth I nt + Current Wealth Treasure Trade Boxes -2 14w or More Treasure Box.
M ax Resources Current Resources
Advancement

Level +3 +

Gained Spare Time Points Gained Knowledge


Spent Spare Time Points Spent Knowledge
Max Unspent STP = 10
Gain 1 STP each Session Spare Time Rolls + Plunder + Study + Trade Goods +
Fa or ks e
n
W lbox r ibu e
t
To At ibut

ity tio
cil ta

Untrained Untrained
r
o t
4 At t

/Trained(x6) Total /Trained(x2) Total


Traits Traits
1

Coe r cion (I nt) + Swashbuck li ng +


Leade rship +
Personal Combat Skills

I nsight (I nt) + Br awli ng +


Everyday Skills

Seam anship (I nt) +


Str e e twise (I nt) + Tactics +
Re solve (Foc) +
Physical (Str/Re f/Mov) + Fir ear m s +
Awar e ne ss (I nt) +

C ar pe ntry + Com m and Leade rship + Seam anship + Tactics +


Ship Skills ( +1 per Trained Skill)

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) +

Strong Hit Requirements Result


Effort Does not Req Hit or Success You may re-roll a single die from this Skill Roll.

Michael Bower (Order #11160476)


Combat Sheet
R andom At tr ibute Dam age E ndu r ance Dam age & Ef f e cts
Damage

Str 1 Com bat Or de r I nt +


Re f 2
Ove r bu r de ne d -
Defence

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.

M ax Mome ntum Foc +


Luck 6
-Attribute = Bleeding Splash S cat te r 5 6
-5 Attribute = Death Scatters distance = 1d6 in a random (roll 1d6) direction. 4 1
-1 Luck to Avoid Death Weapons with ‘Splash’ Keyword only.
3 2

De f e nce 10 +Re f +Cove r + Ar mou r E ndu r ance 10 + (Str x5) +


Defensive Stats

vs Tack le De f + Str + vs Luck Dam age + Re c ove ry Focus +


vs I ntimidation 16 +Re solve + at 0 E ndu r ance -
Cover Steps

Adjacent to an Ally 1) Light Cover 2) Heavy Cover 3) Entrenched, + Int x3 Defence


Reduce all End Dmg by 2 + Int Defence + Int x2 Defence Immune to Critical Hits if you have Endurance.

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
+ + + + - -

Hit E nd Cr it Type and


Weapons ( + Skill) R ange M ax R ng Dam age Dam age Am mo Dr aw Re load Wgt Var i ation Ac quir e Resources

Used Ammunition

Crew, Blade.

Crew, Firearm.

Defence Ar mour Movement Bodies

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.

Michael Bower (Order #11160476)


Record Sheet
Hit E nd Cr it Type and
Weapons ( +Skill) R ange M ax R ng Dam age Dam age Am mo Dr aw Re load Wgt Var i ation Ac quir e Resources
Personality * 4 20 3 - Infinite - - - Intimidate. Auto -
Innate Weapons

Natural, *May not Hit targets that cannot perceive you.

Limbs * 1** 1** Str-2** 1 Infinite - - - Tackle. Auto -

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.

Equipme nt on You r Ship Equipme nt i n Stor age

Cargo Space: 0 1 2 3 4 5 6 7 8 9 10 0 1 2 3 4 5 6 7 8 9 10 Se ll 2 Tr ade Box e s or


Ac quir e 2
Food & Water 10w Tr ade G oods Auto 1 Tr easu r e Tr ade Box
+2 to a Wealth Roll or
Trade Goods

1 non-Tr easur e Trade Box


Wood 12w Ac quir e 4
Tr ade G oods Se ll 4 Tr ade Box e s
Loot Cloth 10t + 1 Cu r r e nt Re sou r ce
Ac quir e 8
16w Tr ade G oods Se ll 8 Tr ade Box e s
Treasure 4w 4t Metal 2w 2t 12t + 2 Cu r r e nt Re sou r ce s

Study Perks Complications L anguages


Free People
Ac quir e 1
12t Stu dy U nit

Stu dy with
10t An othe r

Michael Bower (Order #11160476)


Ship Sheet

Ship Name Build Upke e p Cost 10 +Weapons +(Tr aits x5) +

(0-6) Total(18) Traits R andom At tr ibute Dam age Mor al Dam age & Ef f e cts
Damage

Bu lk 1 C ann ons Size + Bu lk +

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

5 Consume (Size) Box e s of


7+ Days
Cutthroats 6
-Hull = Leaking
Food & Wate r e ve ry

-4 Hull = Destruction Daily Tr ave l Distance 100 % + %


Size 2+ -4 Sailors, 0 Moral = Surrender

De f e nce Armou r Mor ale


Defensive Stats

14 - (Size x2) + 3+ (Size x10) +


Reduce all C annon Hits by -1d6 when
they Attack your Front or Rear . Front Armou r 3+ Re silie nce 4+

Directly With Wind Directly Parallel Wind Parallel With Wind


You M ay Gain up to 2 2 Speed. You M ay Gain up to 2 2 Speed. You M ay Gain up to 3 2 Speed.
M ax Speed 2 Your Sails. M ax Speed 2 Your Sails. M ax Speed 3 Your Sails.
Wind

Parallel Against Wind Directly Against Wind


You M ay Gain up to 1 2 Speed. You M ay Gain up to 0 3 Speed.
M ax Speed 1 Your Sails. M ax Speed 1.

Hit Mor ale Cr it


Weapons ( + Skill) R ange M ax R ng Dam age Dam age Am mo Mi n Size Type and Var i ation Ac quir e Upke e p
Ram +Speed* 1, Front 1 Bulk +Speed Size - - Ram, Auto -

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.

Assault 1 4 Cutthroats 4 - - Assault, Auto -

Used Ammunition
C annon Ammunition, x3

Used Ammunition

Used Ammunition

Auxiliary
Auxiliary

Defence Ar mour Movement Bodies

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.

Michael Bower (Order #11160476)


Repair Healing Luck cannot be Healed by a Healing Roll.
Heal all Luck at the end of each Session.

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.

10w Recruit; Heal 6 Swabbies


May Retro Gunners or Cutthroats to Swabbies. 14t Rebuild; Heal Hull 8
and 1 Condition.
14w Requires: Facility.
Personal Combat Environments
14w Enlist; Heal any 2 Sailors
May Retro Swabbies to Gunners or Cutthroats.
Requires: 4 Wood, Cloth per Size.

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.

Personal Combat Actions, 2 per Turn


Thoughtful Actions Swift Actions Powerful Actions
Size Up Hit +Int. Full Move Move +2. Charge Move +2 (Straight Line).
Attack Once per Turn, +1 Momentum. Move Momentum 1: +2 Movement. Move, Attack, May Crit +1 Momentum per Adjacent Enemy.

Hit +Ref (Hit +Int with Intimidate).


Draw or Reload a Weapon. Hit +Ref.
Prep Skill Roll (eg: Medicine, Stealth). Quick Strike On Flanked Hit: +1 Momentum. Tackle On Hit: Momentum 1: Apply +1 Tackle Effect.
Move, Recover Move, Attack, May Crit Momentum 2: Attack with a different Weapon. Move, Attack
Momentum 2: Two Allies gain +1 Momentum. Momentum 2: Your next Attack gains +2d6 Hit.
Momentum 2: Your next Attack gains +2d6 Hit.
*In a 1800 Arc in response to any Action. Cover Step +1. Hit +Ref.
Ready Attack Momentum 2: Attack with a Ship Support Weapon.
Dodge An Attack Misses You: +1 Momentum (up to +2). Block On Hit: Gain +1 Momentum if any Opponent is
Attack*, May Crit Move Momentum 2: +1 Cover Step. Move, Attack adjacent to you at the start of your next Turn.
Momentum 2: Your next Attack gains +2d6 Hit.

Ship Skill Rolls, 1 per Person per Turn


Command Close Combat Logistics Gunnery
Lowest Speed First (or lowest Cutthroats if equal). Highest Deck First (or highest Cutthroats if equal).

Alter your ship’s Speed. Reduce your, and an adjacent,


Tack Rotate 45o OR
Grapple ship’s Speed by 2. And one of you
Patch Job Repair 1 Attribute Damage that Take Aim Boost next Cannon Attack: Rng +2.
14-Speed 12-Cutthroats 12-Bulk was dealt since your last Turn. 12-Gunners
Rotate 90o and -3 Speed. gains or removes a Boarded Effect.
Hit: +Gunners. +1 to all Ship Skill Rolls this Turn.
Push Crew A single Ship Roll gains Str Hit +1. Volley Attack with Assault.
Support Crew Remove Leaking or On Fire Effect. Pot Shot Attack with front or side Cannons.
14-Deck* *And take 5 Morale Damage. vs Defence 12-Deck vs Defence Requires no Ammunition.
Crit Attribute location: 1d3+3. Deploy an Auxiliary.
Give Speech +1 to all Ship Skill Rolls this Turn. To Ar ms Hit: +Cutthroats.
C atch Wind Move forward 1d3 spaces,
Port Hit: +1d6 per Cannon.
14-Swabbies Regain Moral. vs 12+Size
Attack all Boarded ships with Assault,
14-Sails not Directly Against Wind.
Broadside Rng: -1d6 per Increment, not -2.
No Rng penalties. vs Defence Attack with left side Cannons.
An adjacent Boarded ship takes 1 Dmg Star board Hit: +1d6 per Cannon.
Plot E scape 5 Successes = Leave Combat Area. Duel (no Armour) to any Sailors Attribute.
Navigate Alter your ship’s Speed by +1 to -1.
Rng: -1d6 per Increment, not -2.
12-Sails* *No enemy ships within 4 of you. vs 4d6* 15-Deck Rotate 45o. Broadside
*Failed Roll = YOU take 1 Dmg. vs Defence Attack with right side Cannons.
Attack Roll

3d6 Hit Targets Defence


For mula

-2 per Rng Increment beyond the first. Gain a free Critical Hit vs Targets with 0 Endurance.

Michael Bower (Order #11160476)

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