Callsign Pronouns Description Player XP From Tracks 0 XP Added 0 Total XP Earned 0 XP Spent 0 edge heart iron shadow wits health 5 spirit 5 supply 5 momentum 2 Quests 0 Bonds 0 Discoveries 0 Misfortunes Wounded Shaken Unprepared Lasting Effects Permanently Harmed Traumatized Burdens Doomed Tormented Indebted Current Vehicle Battered Cursed Category Command Vehicle Name Flagship NAME Your seagoing flagship is armed with cannons, transports crew, cargo, and passengers, and can equip support vehicle and module assets. In addition, it has up to 5 hold that acts as supply for you and your allies when taking action or suffering a cost related to shipwide gear and provisions. When you Finish an Expedition (dangerous or greater) on a seagoing journey and score a hit, this expedition strengthened your ties to your ship and crew. You and your allies may mark 1 tick on your bonds legacy track. You fly a distinctive flag. Envision its design. Once per situation, when you hoist the colors in a dramatic moment, you and your allies take +1 momentum. BATTERED CURSED INTEGRITY 012345 UNEQUIPPED (HOLD) SUPPLY (HOLD) 012345 Category Path Name Pistoleer When you Enter the Fray with pistols in hand, or Battle by unleashing a whirlwind of gunfire, add +1. On a hit, take +2 momentum. When you Strike or Clash with a flurry of shots, you may roll your action die up to three times (or roll three action dice at once), keeping the highest. On a strong hit, mark progress. On a weak hit or miss, after resolving the outcome of the attack, immediately Check Your Gear to see if you have more pistols and ammo at the ready. If not, this asset is unusable for the remainder of the fight. When you participate in a charged or antagonistic parlay with your pistols on display, take +2 momentum at the start of the interaction. Category Path Name Swashbuckler When you make a move with outrageous style, and do not roll a 1 on your action die, you may reroll that die. If you burn momentum to improve your result on this move, roll your action die again; on a 5 or 6, do not reset momentum. When you Enter the Fray in personal combat, or when an ongoing fight transitions to personal combat, you may envision up to three useful aspects of your surroundings. Take +1 momentum for each. Then, when you make a daring or unexpected move incorporating one of those aspects (once per aspect), add +1. When you React Under Fire in close quarters by parrying, and score a strong hit, you counter or turn your foe’s attack against them; mark progress. Category Path Name Windbinder When you bind the winds to your will, roll +edge. On a strong hit, the winds are fine; you and your allies take +2 momentum now, and add +1 when you make a move to navigate or maneuver. On a weak hit, the winds are fair; take +2 momentum. On a miss, the capricious winds are foul; you and your allies Lose Momentum (-2), and face weather-related hazards as appropriate. No matter the outcome, the winds are fair after a few hours. As above, and add +1 when you bind the winds. Once per situation, you may summon a mighty cyclone. Take an automatic miss as defined above, but also wreak havoc on your foes; mark progress on a related quest, or mark progress twice on an objective in a fight.
Category Command Vehicle Name Flagship NAME Your seagoing flagship is armed with cannons, transports crew, cargo, and passengers, and can equip support vehicle and module assets. In addition, it has up to 5 hold that acts as supply for you and your allies when taking action or suffering a cost related to shipwide gear and provisions. When you Finish an Expedition (dangerous or greater) on a seagoing journey and score a hit, this expedition strengthened your ties to your ship and crew. You and your allies may mark 1 tick on your bonds legacy track. You fly a distinctive flag. Envision its design. Once per situation, when you hoist the colors in a dramatic moment, you and your allies take +1 momentum. BATTERED CURSED INTEGRITY 012345 UNEQUIPPED (HOLD) SUPPLY (HOLD) 012345
Category Path Name Pistoleer When you Enter the Fray with pistols in hand, or Battle by unleashing a whirlwind of gunfire, add +1. On a hit, take +2 momentum. When you Strike or Clash with a flurry of shots, you may roll your action die up to three times (or roll three action dice at once), keeping the highest. On a strong hit, mark progress. On a weak hit or miss, after resolving the outcome of the attack, immediately Check Your Gear to see if you have more pistols and ammo at the ready. If not, this asset is unusable for the remainder of the fight. When you participate in a charged or antagonistic parlay with your pistols on display, take +2 momentum at the start of the interaction.
Category Path Name Swashbuckler When you make a move with outrageous style, and do not roll a 1 on your action die, you may reroll that die. If you burn momentum to improve your result on this move, roll your action die again; on a 5 or 6, do not reset momentum. When you Enter the Fray in personal combat, or when an ongoing fight transitions to personal combat, you may envision up to three useful aspects of your surroundings. Take +1 momentum for each. Then, when you make a daring or unexpected move incorporating one of those aspects (once per aspect), add +1. When you React Under Fire in close quarters by parrying, and score a strong hit, you counter or turn your foe’s attack against them; mark progress.
Category Path Name Windbinder When you bind the winds to your will, roll +edge. On a strong hit, the winds are fine; you and your allies take +2 momentum now, and add +1 when you make a move to navigate or maneuver. On a weak hit, the winds are fair; take +2 momentum. On a miss, the capricious winds are foul; you and your allies Lose Momentum (-2), and face weather-related hazards as appropriate. No matter the outcome, the winds are fair after a few hours. As above, and add +1 when you bind the winds. Once per situation, you may summon a mighty cyclone. Take an automatic miss as defined above, but also wreak havoc on your foes; mark progress on a related quest, or mark progress twice on an objective in a fight.