Callsign Pronouns Description Player XP From Tracks 12 XP Added 0 Total XP Earned 12 XP Spent 11 edge heart iron shadow wits health 5 spirit 3 supply 5 momentum 10 Quests 6 Bonds 2 Discoveries 4 Misfortunes Wounded Shaken Unprepared Lasting Effects Permanently Harmed Traumatized Burdens Doomed Tormented Indebted Current Vehicle Battered Cursed Category Path Name Armored When you Face Danger, React Under Fire, or Clash against physical attacks or impact, you may put trust in your armor’s strength. If you do, preset your action die to 4. On a strong hit with a match, take +2 momentum as you build confidence, make an impression on your foes, or improve your position. You add an important new piece to your set of armor, or upgrade its materials. As above, but preset your action die to 5 instead of 4. When you must Endure Harm, you may instead let your armor take the hit. If you do, roll your action die. On a 4 or greater, ignore the harm. On a 1-3, ignore the harm but your armor is now broken; you must Repair and spend 5 repair points to bring it back to working condition. Category Path Name Bannersworn IDEOLOGY You are bound to a clan, faction, or creed. When you Swear an Iron Vow in service to this ideology, reroll any dice. On a hit, mark 1 tick on your bonds legacy track. When you or an ally Sojourn and score a strong hit with a match, you may envision meeting someone of the same ideology. If you Make a Connection with them and score a hit, mark 1 tick on your bonds legacy track. When you Forge a Bond with anyone of your ideology, make the legacy reward one rank higher (1 extra box if already epic). When you make a progress move in direct service to your ideology, you may reroll one challenge die. If you score a strong hit with a match, your reputation grows among those who share your ideology; mark 1 tick on your bonds legacy track. 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 Navigator When you Set a Course, choose one. * Follow the fastest path: Take +2 momentum on a strong hit. * Follow the safest path: Add +1 On a strong hit with a match, you charted a new path during the journey; mark 1 tick on your discoveries legacy track. When you Secure an Advantage by charting the way forward, Face Danger to find a path around a hazard, or Gather Information about a location by studying your charts, add +1 and take +1 momentum on a hit. Once per expedition, when you or an ally Undertake an Expedition and score a weak hit or miss, you may ignore that result, plot an alternate path, and make it an automatic strong hit. Category Path Name Crew Commander You have 2 command; your max is 4. When you or an ally make a move leading or aided by the crew, you may (after rolling) suffer -1 command to improve a miss to a weak hit, or a weak hit to a strong hit. When you Pay the Price, you may suffer the cost as -1 command. While at 0 command, this asset counts as an impact. To bolster your crew, provide a notable reward or respite, and roll +heart. On a strong hit, take +4 command. On a weak hit, take +2. On a miss, take +2 but envision a threat to your crew or leadership. Take +2 command; your max is now 6. When your command is 0 and the situation desperate, you may Compel your crew to action; if you do, take +2 command on a hit. COMMAND 01234
Category Path Name Armored When you Face Danger, React Under Fire, or Clash against physical attacks or impact, you may put trust in your armor’s strength. If you do, preset your action die to 4. On a strong hit with a match, take +2 momentum as you build confidence, make an impression on your foes, or improve your position. You add an important new piece to your set of armor, or upgrade its materials. As above, but preset your action die to 5 instead of 4. When you must Endure Harm, you may instead let your armor take the hit. If you do, roll your action die. On a 4 or greater, ignore the harm. On a 1-3, ignore the harm but your armor is now broken; you must Repair and spend 5 repair points to bring it back to working condition.
Category Path Name Bannersworn IDEOLOGY You are bound to a clan, faction, or creed. When you Swear an Iron Vow in service to this ideology, reroll any dice. On a hit, mark 1 tick on your bonds legacy track. When you or an ally Sojourn and score a strong hit with a match, you may envision meeting someone of the same ideology. If you Make a Connection with them and score a hit, mark 1 tick on your bonds legacy track. When you Forge a Bond with anyone of your ideology, make the legacy reward one rank higher (1 extra box if already epic). When you make a progress move in direct service to your ideology, you may reroll one challenge die. If you score a strong hit with a match, your reputation grows among those who share your ideology; mark 1 tick on your bonds legacy track.
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 Navigator When you Set a Course, choose one. * Follow the fastest path: Take +2 momentum on a strong hit. * Follow the safest path: Add +1 On a strong hit with a match, you charted a new path during the journey; mark 1 tick on your discoveries legacy track. When you Secure an Advantage by charting the way forward, Face Danger to find a path around a hazard, or Gather Information about a location by studying your charts, add +1 and take +1 momentum on a hit. Once per expedition, when you or an ally Undertake an Expedition and score a weak hit or miss, you may ignore that result, plot an alternate path, and make it an automatic strong hit.
Category Path Name Crew Commander You have 2 command; your max is 4. When you or an ally make a move leading or aided by the crew, you may (after rolling) suffer -1 command to improve a miss to a weak hit, or a weak hit to a strong hit. When you Pay the Price, you may suffer the cost as -1 command. While at 0 command, this asset counts as an impact. To bolster your crew, provide a notable reward or respite, and roll +heart. On a strong hit, take +4 command. On a weak hit, take +2. On a miss, take +2 but envision a threat to your crew or leadership. Take +2 command; your max is now 6. When your command is 0 and the situation desperate, you may Compel your crew to action; if you do, take +2 command on a hit. COMMAND 01234