2d6+ (ToG Overhaul) - 2) Characters and Crews

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Characters

The Desideria Sea is a mercantile paradise on Player Role


the The player’s role is defined by your agenda,
precipice of greed-driven war. The nations of the principles, and contributions.
region
joined together to defeat a common enemy, Player Agenda
reopened The agenda is what you aim to do all times
the Golden Road of trade between all while playing:
continents, and »≫ Chase your dreams
welcomed foreign trade and visitors with relief »≫ Stick by your crew
and »≫ Play to find out what happens
trust born of shared near-death experiences. But
that Tides is a game about people striking out into a
peace was forged 50 years ago, and those who vast ocean of riches, conflict, monsters, and
fought discovery in order to achieve the type of success
for its survival are dying off. that fills their dreams. It is about wanting
The first fractures have begun, as merchant something and taking action to make that
companies secretly hire privateers to raid their desire a reality. You are driven by the
rivals, need to chase your dreams.
pirates burn and loot neglected forts, and
zealotus You want to stick by your crew. You survive
pirate hunters seek not to keep the peace, but and succeed only as much as you work together.
unleash This means supporting the goals and efforts of
justice. other players. While you have goals in mind,
This section introduces the characters you can you remain open to being influence by other
play and crew players, dice rolls, and the supporting cast
types you can form. It will provide an narrated by the GM.
introduction, highlight This means you play to find out what
special abilities, and explain the different happens. You’re sharing in the fun of finding
equipment listed on the out how the characters react to and change the
playbooks. You may find it easier to look at the world you’re portraying. You’re all participants
playbooks at the in a great adventure that’s unfolding. So really,
end of the book for quick reference, but this don’t plan too hard. It’s fun to see how things
section is provided for unfold.
those who prefer more specific details.

Player Principles
»≫ Time is fluid
Agenda, Principles, »≫ Riches are worth risks
»≫ Flow don’t plan
»≫ Be a fan of the story
& Contributions »≫ Ask questions and use the answers
Your principles are your guides. If you aren’t
This section provides procedures and rules for sure how to react or where to go next, fall back
whoever takes on the role of a player or a GM. on these principles.
It does not provide advice on how to play or
improv; there are many resources to fill those Time is fluid. The game embraces a non-linear
needs. Instead, this details more about your and unmeasured form of time. Some raids will
“role” in the game. If you become stuck or your ask you to fall into memories of past trials;
mind goes blank while playing, these can help during scores you may flashback to a scene
guide you back to actions that fit the game. before this adventure, when you prepared for
future problems; you may slow down to detail a they feel in their presence. Describing your
scene blow by blow, or use a cinematic montage internal reaction or perspective can spark a
to summarize a long sea voyage. If you find response from others players, and allow you to
yourself stalled, ask: should I skip forward? contribute even if you feel unsure of how you
Flashback? Slow or speed time? Think of want to act immediately.
time like a cinematic movie: manipulate the
focus to highlight the most interesting parts. Declare your intent. Play is based on goals, so
it’s important to describe your intent with your
Riches are worth risks. The life of a corsair is actions. If the GM describes a prickly guard
about making bold moves for big pay off. blocking your way, don’t just say you charm
Someone proposes a dangerous but incredible them: say what you want to accomplish. Do you
idea? Embrace it! want to distract? Soften their attitude? Gain
information? Suggesting your intent can
Flow don’t plan. Try to focus on momentum in give you a focus for your actions and help the
the story, not preparation. Discuss a plan just GM know how to introduce relevant
enough to create the vault you need to leap into complications if the roll isn’t a heroic success.
action. If someone throws out a plausible idea, It is also a good way to clarify how you want to
try and build on it rather than block it. (Within act if you feel lost: what does your character
your comfort level, of course.) want from this moment?

Be a fan of the story. Tides is about the stories Enter the storm. Find the tension or conflict in
you make as an ensemble cast. It’s important to the scene and jump into the middle! Your
know what your character wants and to pursue characters don’t stand on the sidelines, they dive
it, but be willing to put a pause on your towards opportunity.
individual goals for the sake of an interesting
story. Sometimes conflict or not getting what
you want is more interesting than insisting on
success or optimal measures.

Ask questions and use the answers. The GM


Character Overview
Each PC in Tides is a daring corsair on the
will describe scenes, characters, and reactions of
fringes of the Golden
the world. But they can’t provide
Road. Corsairs are familiar with all sorts of
exhaustive detail. If you want to know more
useful skills represented
about something, ask! If a certain area, creature,
by actions in the game. They’re all able to
or person interests you, show the GM by asking
Skirmish in a knifefight,
for more detail. Then use those answers to
Prowl in the shadows, Attune to mystical
motivate your character’s response.
currents, Consort
with contacts for information, and so on. Every
Player Contributions corsair can roll at
If you are uncertain how to add to the story or least 2d6 for any action in the game.
work your character into the scene, fall back on Of course, you’ll also have your specializations
these contribution methods: and skills, the
»≫ Add your perspective qualities that make your character uniquely
»≫ Declare your intent effective in the
»≫ Enter the storm maritime world. In this section, you’ll review
the essential aspects
Add your perspective. The GM will describe of a PC, and learn how to create your own
the world and ask you what you do. If you are unique corsair with the
unsure what action to take, describe your abilities that suit the style of play you prefer.
perception of the scene. If the GM describes an
NPC, respond with what your character notices
about them, who they remind them of, or how
to the situation may be less effective and may
Actions & Attributes put the character in
more danger, and the GM may give you a
Characters will primarily use the 16 core actions
penalty to the roll, but
when they want to accomplish tasks.
you can always attempt an action (see Bonuses
and Penalties later
Empathy Insight Power Prowess in this chapter).
Consort Hack Attune Finesse
Doctor Hunt Command Helm
Action Types
Survey Study Exert/Wreck Prowl
Attune: open your mind to currents of
Sway Tinker Skirmish mystical power.
You might receive a vision of the future. You
◊ Attune could hear words
◊ Command from your deity. You could try to perceive
◊ Consort beyond sight in order
◊ Finesse to better understand your situation (but
◊ Hunt Surveying might be
◊ Prowl better).
◊ Skirmish Command: you compel swift obedience.
◊ Study You might intimidate or threaten to get what
◊ Survey you want. You
◊ Sway might lead a crew in a group action. You could
◊ Tinker try to order
◊ Wreck people around to persuade them (but Consorting
INSIGHT PROWESS RESOLVE might be
Each action has a rating (from zero to 3) that better).
tells you what Consort: you socialize with friends and
modifier (bonus) you will add to a roll when contacts.
you use that action.
You might gain access to resources,
If none of the dots on an action are filled in,
information, people, or
then you would roll
places. You might make a good impression or
the typical 2d6 without adding any modifier. If
win someone
one dot is filled in,
over with your charm and style. You might
then you would roll 2d6 and add +1 to the total;
make new friends
if two dots are
or connect with your heritage or background.
filled in, then you would roll 2d6 and add+2 to
You could try to
the total, etc.
manipulate your friends with social pressure
Action ratings don’t just represent skill or
(but Sway might
training—you’re free
be better).
to describe how your character performs that
action based on the Finesse: you employ dexterous
type of person they are. Maybe your character is manipulation or subtle
good at Command misdirection.
because they have a scary stillness to them, You might pick someone’s pocket. You might
while another character handle the
barks orders and intimidates people with their controls of a vehicle or direct a mount. You
military bearing. might formally
You choose which action to perform to duel an opponent with graceful fighting arts.
overcome an obstacle, by You could try to
describing what your character does. Actions employ those arts in a chaotic melee (but
that are poorly suited Skirmishing might
be better). You could try to pick a lock (but a person’s motivations or intentions. You could
Tinkering might try to spot a good ambush point (but Hunting
be better). might be better).
Sway: you influence with guile, charm,
Hunt: you carefully track a target. or argument.
You might follow a target or discover their You might lie convincingly. You might persuade
location. You might someone to do
arrange an ambush. You might attack with what you want. You might argue a compelling
precision shooting case that leaves
from a distance. You could try to bring your no clear rebuttal. You could try to trick people
guns to bear in a into affection or
melee (but Skirmishing might be better). obedience (but Consorting or Commanding
Prowl: you traverse skillfully and might be better).
quietly. Tinker: you fiddle with devices and
You might sneak past a guard or hide in the mechanisms.
shadows. You You might create a new gadget or alter an
might run and leap across the rooftops. You existing item. You
might attack might pick a lock or crack a safe. You might
someone from hiding with a back-stab or disable an alarm or
garrote. You could trap. You might turn the clockwork devices
try to waylay a victim in the midst of battle (but around the city to
Skirmishing your advantage. You could try to use your
might be better). technical expertise
Skirmish: you entangle a target in close to control a vehicle (but Finessing might be
combat so they better).
can’t easily escape. Wreck: you unleash savage force.
You might brawl or wrestle with them. You You might smash down a door or wall with a
might hack and sledgehammer,
slash. You might seize or hold a position in or use an explosive to do the same. You might
battle. You could employ chaos or
try to fight in a formal duel (but Finessing might sabotage to create a distraction or overcome an
be better). obstacle. You
Study: you scrutinize details and could try to overwhelm an enemy with sheer
force in battle
interpret evidence.
(but Skirmishing might be better).
You might gather information from scrolls,
As you can see, many actions overlap with
inscriptions, or
others. This is by
books. You might do research on an esoteric
design. As a player, you get to choose which
topic. You might
action you roll, by
closely analyze a person to detect lies or true
saying what your character does. Can you try to
feelings. You
Wreck someone
could try to examine events to understand a
during a fight? Sure! The GM tells you if you
pressing situation
receive any bonuses
(but Surveying might be better).
or penalties in the situation. As it says, Skirmish
Survey: you observe the situation and might be better
anticipate (less foolhardy), depending on the situation at
outcomes. hand.
You might spot telltale signs of trouble before it
happens. You
might uncover opportunities or weaknesses. You Attribute Ratings
might detect
There are three attributes in the game system to their anchor to recover; see the Core
that the player Gameplay section for
characters use to resist bad complications: details on the mechanics.
Insight, Prowess, and Narratively, this creates a stronger bond to the
Resolve. Each attribute has a rating (from zero character’s anchor
to 4) that tells you and that connection influences more of their
how many dice to roll when you use that daily choices. In some
attribute. (If you have a ways, the more chains that form, the more even
zero, you roll two dice and keep the lowest.) their adventuring
The rating for each attribute is equal to the life becomes about their anchor. You can always
number of dots in decide how much
the first column under that attribute. The more your roleplay the chains:
well-rounded ◊ Profess: focus on only the positive aspects of
your character is with a particular set of actions, your anchor
the better their and reference them (and their positive qualities)
attribute rating. See the resistance section later in
in this chapter for decisions and events whenever possible
more details about using attributes. ◊ Provide: focus on collecting material benefits,
risking
yourself for expensive souvenirs or unique
Character Playbooks curiosities
The eight core playbooks are summarized in the ◊ Dedicate: channel any spare moment into
following pages. finding ways to
communicate and connect
Anchors ◊ Fix: focus on your anchor’s problems and
ways you can
Your characters are seeking fortunes and solve them, regardless of what it distracts you
adventure, but they can from in your
only weather the storms of this stressful and current environment
dangerous life because ◊ Glorify: engage in epic feats so stories of
they are grounded by an anchor. They depend your greatness
on this anchor to reflect positively on your anchor
cope, and must seek it out to relieve stress. ◊ Entertain: discover incredible creatures,
Sometimes this anchor will feel positive and marvelous magics,
uplifting; other or harrowing tales to impress your anchor
times it might feel like an obligation or pressure ◊ Cover: avoid angering authorities to prevent
to push forward. negative
Whatever anchor you choose, feel free to fallout on your anchor
roleplay the character’s ◊ Blend: when in conflict or pressured, act in
relationship to it however you want. For the first the way your
few sessions you anchor would approve of most
can change the anchor if you think of one that
fits better. As the Background
game progress however, changing your anchor Your background represents your family’s
would require a legacy and the
long-term project to playout the shifting knowledge you were exposed to as a result. As
commitment. an adult, you may
FORMING CHAINS have pursued a profession that matches your
Sometimes your character will exceed their family legacy or you
stress tracker. They may have struck out your own path.
will become unmoored and need to strengthen Your background has two primary effects:
their connection 1. During character creation, you will add one
action dot to
each action listed with your heritage. This Special abilities are unique powers or skills that
represents the give the characters
skills you developed growing up. ways to break the rules. Each character
2. Your background gives you access to a playbook has a list of
specialized body of eight unique special abilities organized around
knowledge: the theme of the playbook. You can also take the
Once per session, you can gather information “Veteran” ability up to three times,
within which allows you to take special abilities from
that knowledge area, and the GM will answer any of the other
your playbook.
question as if you rolled a 10+. With the Tides playbooks, your first special
ability is already
BACKGROUND OPTIONS chosen for you, because it provides the
The specific backgrounds are listed in the necessary foundation for
creation section, this is the other abilities. You can choose a new ability
just a sampling of some examples. If you want each time you earn
to create a different a playbook advancement with xp.
background, work with your GM and use the SPECIAL ARMOR
format, “Background Some special abilities refer to your special
descriptor: 2 related actions; unique area of armor. Each character
knowledge.” sheet has a one box to track usage of special
◊ Bandit: Hunt, Wreck; knowledge of travel armor. If you have any
routes abilities that use your special armor, tick its box
◊ Bounty Hunter: Prowl, Wreck; knowledge of when you activate
city one of them. If you don’t have any special
institutions abilities that use special
◊ Charlatan: Finesse, Attune; knowledge of armor, then you can’t use that armor box at all.
deception Friends & Rivals
◊ City Watch: Skirmish, Command; knowledge While your crew forms your primary
of the law relationship, each character
and citizenry has a collection of friends and rivals they
◊ Criminal: Tinker, Prowl; knowledge of formed before joining the
security crew. These represent NPCs your character
◊ Dissenter: Prowl, Attune; knowledge of knows outside of the
conspiracies ship, and are unique relationships to your PC.
Heritage They can be used
Your heritage relates to your original home and as a useful source for information, potential
culture. Review scores, help acquiring
the Three Contients section in the book for more an asset, etc. Of course, they can also cause
information. complications that put
Once per session, when you are in the region of your character in a tough spot.
your heritage you The overall flavor of the relationship is
can connect with an old acquaintance from your represented by the arrows.
home; roll 2d6 to An up triangle indicates the association is
determine how they feel about you when you overall positive, and
reach out: 6 or less, you two will go out of your way to help each
they are an old rival; 7-9, you owe them other. The NPC may
something; 10+, they are be a close friend, lover, family member, or
friendly. former crew member. A
down triangle indicates the association is
Special Abilities marked by tension, and
you two may require extra incentive to help This represents your family’s legacy and the
each other out. The knowledge you
NPC may be a rival, ex-lover, critical family were exposed to as a result. As an adult, you
member, or belong to may have pursued
a faction that doesn’t think well of corsairs. a profession within their legacy or you may
It’s important to remember that your ship’s have struck out your
crew, and the close own path.
bond formed with them, will always come Once per session you can reference knowledge
before these supporting from this
characters. If a character prioritizes someone background when you ask the GM a question
else over the ship, related to it; they
they may quickly find themselves left behind on will answer as if you rolled a heroic success
a remote island or Your background will determine two of your
in the remains of a raided fort starting action dots.
Add +1 dot in the listed action.
◊ Monster Hunter: Hunt,
Character Creation Study; knowledge of
beasts
This chapter will walk you through the process ◊ Whaler Clan: Hunt,
of creating a Survey; knowledge of the
character. sea
Choose a playbook. ◊ Bandit: Hunt, Wreck;
knowledge of travel
Your playbook represents the type of corsair you
routes
will play, their
◊ Investigator: Hunt, Sway;
special abilities, and how they advance. To start
knowledge of crimes
out, every player
◊ Sage: Study, Finesse;
should pick a different playbook to represent
knowledge of history
your unique role
◊ Acolyte: Study, Attune;
in the ship’s crew. You can eventually learn
knowledge of religions
abilities from other
◊ Scholar: Study, Consort;
playbooks, but there will only ever be one
knowledge of cultures
Captain or Compass.
◊ Street Urchin: Survey,
◊ The Captain is a dashing commander and
Prowl; knowledge of
profiteer
underworld factions
◊ The Collector is an inquisitive traveler and
◊ Sailor: Survey, Skirmish;
peddler
knowledge of ships
◊ The Compass is an unwavering guide and
◊ Noble: Survey, Consort;
mystic
knowledge of politics
◊ The Exile is a displaced cast-off and
◊ Guild Craftsman:
observant seeker
Tinker, Finesse;
◊ The Firebrand is a reckless and passionate
knowledge of labor and
rebel
trade
◊ The Old Timer is a grizzled veteran and
◊ Criminal: Tinker, Prowl;
haunted survivor
knowledge of security
◊ The Scamp is a nimble and unrepentant
◊ Refugee: Tinker,
mischief maker
Skirmish; knowledge of
◊ The Scoundrel is a brawler and fortune
survival
hunter
◊ Apothecary: Tinker,
Sway; knowledge of
Choose a background. medicine
◊ Charlatan: Finesse,
Attune; knowledge of
deception Assign action dots.
◊ Gambler: Finesse, Sway; Whenever you roll an action, you will add your
knowledge of games total action dots to
◊ Bounty Hunter: Prowl, the final result. For example, if I have 2 dots in
Wreck; knowledge of city Wreck and I try to
institutions destroy a door, I will roll 2d6 and add 2 to the
◊ Dissenter: Prowl, total.
Attune; knowledge of You should have three action dots already
conspiracies assigned. Now assign
◊ Double Agent: Prowl, two more action dots; only one action can start
Command; knowledge of with 2 dots in it,
secret factions and none can start with more than 2.
◊ City Watch: Skirmish,
Command; knowledge of
Review your special
the law and citizenry
◊ Soldier: Skirmish,
ability.
Your playbook is assigned a starting special
Consort; knowledge of
ability. Review it now.
wars
If it requires you to make additional choices
◊ Zealot: Wreck, Attune;
(e.g. the Old Timer’s
knowledge of fringe
scar), make the choice and note it on your
factions
playbook.
◊ Mercenary: Wreck,
Command; knowledge of Choose a close friend &
violence
◊ Folk Hero: Command, rival.
Sway; knowledge of Every playbook lists five contacts your
myths and legends character knows. Choose
◊ Entertainer: Consort, one to be a close friend and mark the up arrow.
Sway; knowledge of arts Choose another to
be a rival and mark the down arrow. The
Choose a heritage. remaining contacts are
neutral aquaintances.
This represents the continent and subculture of
your family. Choose your anchor
The choices are briefly summarized below; you Each character has something that anchors them
can find more during the
information in the Three Continents chapter. stressful times and motivates them to reach for a
The traits listed are better life. Select
how these groups are seen by outsiders; the the type of anchor and fill in a note about your
realities are always character’s specific
more complex. anchor.
Once per session, when you are in the region of ◊ Person: a lover, child, friend, family member,
your heritage you mentor, hero,
can connect with an old acquaintance from your etc.
home; roll 2d6 to ◊ Place: homeland, parents’ village, sacred
determine how they feel about you when you ground, etc.
reach out: 6 or less, ◊ Institution: home nation, religious group,
they are an old rival; 7-9, you owe them family guild,
something; 10+, they are former crew, etc.
friendly ◊ Oath: promise to a loved one, professional
duty, religious
obligation, loyalty to a mentor, etc. ◊ Polearm: A long weapon like a spear, javelin,
◊ Belief: spiritual tradition, personal ethics, staff, harpoon,
cultural trident, or glaive
prophecy, homeland politics, ambitious dream, ◊ Unusual weapon: a tool or item turned into a
etc. weapon like
◊ Regret: family curse, past mistake, dark a shovel, hammer, whip, heavy chain
secret, betrayed ◊ Burglary gear: lockpicks, iron bar to pry
loved one, etc. things open, a bit
of oil for hinges
Final details. ◊ Climbing gear: hooks, ropes, spikes, a
Record your name, look, and pronouns harness
◊ Boarding tools: ropes with hooks, spiked
plank, waterproof
Equipment satchel
◊ Mystic implements: vial of sacred water,
Items & Load chalk, white sand,
You have access to all of the items on your bag of salt, incense, holy words
playbook. For each ◊ Documents: a slim book or papers, common
operation, decide what your character’s load maps, a
will be. During the license, a doctored cargo manifest
operation, you may say that your character has ◊ Subterfuge supplies: make-up, wigs, sewing
an item on hand by kit to modify
checking the box for the item you want to use— clothing, costume jewelry, dye
up to a number of ◊ Demolition tools: sledgehammer, explosive
items equal to your chosen load. Your load also powder, vial
determines your of unstable acid
movement speed and conspicuousness: ◊ Tinkering tools: assortment of tools for
»≫ Light Load (3): Unburdened. You carry crafting work,
very little, quick could be a jeweler’s pliers, woodcarver’s blades,
and agile. sculptor’s
»≫ Normal Load (5): Prepared. You look like chisels, painter’s ink and brushes
someone ready ◊ Lantern: simple light source like a torch,
for action, able to maneuver normally. candle, or fancy
»≫ Heavy Load (7): Threatening. You are oil light
ready for war,
slowed by your haul. Crews
Some special abilities increase the load limits.
Some items count as two items for load (they
have two connected Crew Overview
boxes). Items in italics don’t count toward your Your crew type determines the scores that you’ll
load. focus on, as well
Standard Equipment as a selection of special abilities that support
This is the equipment listed on every playbook that kind of action.
that all characters The crew type isn’t meant to be restrictive, but
cane use. the core activity
◊ Blade or two: Simple fighting knives or short of the crew type is the most frequent way they
swords. earn coin and xp
◊ Ranged weapon: A few throwing knives, for advancement. It will also influence your
throwing axes, opportunities for new
small throwing spear, longbow. territory and assets, reflected in the turf map.
◊ Cutlass: broad, curved sword that marks you Like a character playbook, your crew type is
as a sailor also how you’re known
in the merchant wars. The trade factions and
institutions think of
you as “pirates” or “privateers” etc., and will
Crew Creation
This chapter will walk you through the process
treat you accordingly.
of creating your
Crew Playbook group’s crew. The game includes three premade
crews with starting
Overview situations for a faster creation process. Skip to
The three core playbooks are summarized on the the premade section
following pages near the end of the book if you want to use one
of them.
Questionable Associates
Each crew type will have its own cast of Choose a crew playbook
supporting characters.
These questionable associates live on your ship, &
each for their
own reasons. Your relationships with them will ship.
often provide the The crew playbook represents the type of
most consistency outside of the other player operation your group
characters as your wants to build. While all of the crews focus on
crew can decide to pull them into any scene they stealing (or
want. Unlike “confiscating”) goods and selling them, each
cohorts, these characters do not work for you playbook presents
and may take a different public face for their operation. This
persuading (or require bribing) to enlist their will affect how
help. different factions perceive you and the type of
These associates are like equipment: they are scores you might
potentially always pursue. For example, criminal factions will open
available and can be checked off to appear in a up more readily to
scene. When you pirates than to pirate hunters, while conversely,
introduce one decide if they are an asset (up formal institutions
arrow) or obligation will likely feel more comfortable working with
(down arrow). You can never have more assets the hunters.
than obligations, ◊ Pirates are raiders and highwaymen of the
unless you are calling in your loyal associate. seas
You choose one ◊ Pirate Hunters act as maritime police,
long-term associate during crew creation; they judges, and
can be called into executioners
a scene whenever you want, regardless of the ◊ Privateers are mercenaries for legitimate
asset to obligation companies who
balance. desire plausible deniability
When an associate is an asset, they will know Each ship type comes with its own advantages
something useful or and disadvantages:
their goals will align with yours. When they are ◊ Brig: Jack-of-all-trades, this ship is average at
an obligation, they everything and excels at nothing
will have demands or goals counter to yours. ◊ Merchantman: can store the most cargo and
The GM can also bring one of your associates in house a larger
as a complication crew, but is vulnerable to attack
on a failed roll; if they do, the associate will be ◊ Sloop: the smallest ship, it is also the fastest
marked with the and wellarmed
down arrow. You can reset the checks after a for attacks
port downtime phase ◊ War Galley: designed for war, it is durable,
well armed,
and well staffed—but its bulk makes it the resent your success because it came at their
slowest expense and take -2
Whatever ship you choose represents you status with them.
starting vessel. As your
crew increases its Wealth rating, you will have Pick a loyal associate.
the opportunity Every crew type has a different list of
expand your fleet and claim new ships. supporting characters.
Narratively, these characters live on your ship.
Choose a reputation and They may disperse
throughout a port when you dock, but can
flag. always be brought into
Your crew will be known by its reputation, and a scene when you check them off. An up arrow
recognized by makes them an
its flag. Pick a starting reputation: Ambitious; asset in the scene; a down arrow makes them an
Brutal; Daring; obligation. You
Honorable; Professional; Savvy; Subtle; or can never have more assets than obligations, and
Strange. their status resets
Describe your flag’s basic design and colors. each port based downtime.
Choose a special ability. One of these associates is a long-term ally, close
friend, or partner
Your crew can gain two different types of in crime. They will always be an asset with the
abilities: crew abilities up-arrow filled in
(based on your crew type) and ship abilities and can always be brought in a scene regardless
(based on your ship of asset/obligation
type). balance. Underline this associate and fill in the
Pick 1 special ability to start. It can be a crew upwards arrow for
ability or a ship them
ability. Mark your choice on the crew playbook Record the faction status changes related to your
Assign crew upgrades long-term ally:
»≫ One faction is friendly with your contact.
and Take +1 status
with them.
faction effects. »≫ One faction is unfriendly with your contact.
You begin the game with 4 upgrade points. Take -1 status
Spend them now. Most with them.
crew upgrades require 1 point. Upgrades shown
as multiple boxes Pick a homeport.
connected by lines require you to pay for each Select one of the nine main ports to serve as
box before you your crew’s original
unlock the upgrade (e.g. a vehicle requires 2 homeport. You can review details about each
boxes). port in the Ports
Special abilities and cohorts both require 2 section of the book. Briefly describe where you
upgrade points. dock and how the
At this point in crew creation, you can only immediate area looks.
purchase up to 1 more ARGYROS
special ability. Phaenna metropolis; Ionthos smuggler’s den;
Once you have chosen your upgrades, you need Alkyon trade
to adjust your town
faction relationships. Pick two factions who VELIA
helped you get these Furnia merchant battleground; Dexius cliffside
upgrades and take +2 status with them. Pick two port; Mallius
factions who world market
TAZWARA
Idukan metropolis; Sdaqa entertainment Your character’s beliefs and drives are yours to
capital; Taymust define,
cursed crimeland session to session. Feel free to tell the group
about them
Pick the site of your first when you mark xp.
operation. »≫ You invoked your anchor or struggled with
your chains. If
It went poorly. Whenever you visit this port, you you brought your anchor into your decisions or
take +2 on any narration somehow, maybe you mentioned a
raid rolls for the duration of your stay. past memory or sought
However, you earned favors for your efforts. out someone who knows your anchor, mark xp.
Take +1 status with If your
one faction in this location. chains pushed you to act against your own
benefit, you
can also mark xp. Becoming homesick during a
Advancement “seek your
anchor” action doesn’t count; this has to be

Character something you


sought out as a player.
You may mark end-of-session xp on any xp

Advancement tracks you want (any


attribute or your playbook xp track).
When you fill an xp track, clear all the marks
Each player keeps track of the experience points and take an advance.
(xp) that their When you take an advance from your playbook
character earns. track, you may
During the game session, mark xp: choose an additional special ability. When you
»≫ When you fail an action roll. Mark 1 xp in take an advance
the attribute for from an attribute, you may add an additional
the action you rolled. For example, if you fail at action dot to one of
a Skirmish the actions under that attribute.
action, you mark xp in Prowess. You can also earn xp by training during
At the end of the session, review the xp triggers downtime. When you
on your character train, mark xp in one of your attributes or in
sheet. For each one, mark 1 xp if it happened at your playbook. A
all, or mark 2 xp if given xp track can be trained only once per
it happened a lot during the session. The xp downtime phase.
triggers are:
»≫ Your playbook-specific xp triggers. For
example “Put
yourself at risk to protect your ship or your
crew” or
Crew
“Attempted to address a challenge with
recklessness or
bravado.” As the trigger say, you only needed to
Advancement
At the end of the session, review the crew xp
put yourself triggers and mark 1
at risk or attempt to address the problem; it crew xp for each item that occurred during the
doesn’t matter session. If an item
if the action is successful or not. You get xp occurred multiple times or in a major way, mark
either way. 2 crew xp for it.
»≫ You expressed your beliefs, drives, heritage, The crew xp triggers are:
or background.
»≫ Your crew-specific xp trigger. For example, ◊ Cohort: A cohort is a gang or a single expert
the Pirate NPC who
Hunters’ is “Apprehend a criminal, rescue works for your crew. For all the details on
citizens in cohorts, see
distress, severely damage a criminal operation. below.
or further ◊ Deceptive Rigging: Make your ship appear to
the interests of an official.” If the crew be another
successfully model. Each different appearance requires an
completed an operation from this trigger, mark upgrade.
xp. ◊ Harpoon Launcher: A device for aiming and
»≫ Contend with challenges above your current shooting
station. If you harpoons into the sea. Useful for catching sea
tangled with higher Tiers or more dangerous creatures or
opposition, latching onto a runaway ship.
mark xp for this. ◊ Quality: Each upgrade improves the quality
»≫ Bolster your crew’s reputation or develop a rating of
new one. Review all the PCs’ items of that type; take +1 when you
your crew’s reputation. Did you do anything to use an
promote it? improved item. You can improve the quality of
Also mark xp if you developed a new reputation Documents,
for the Gear (covers Burglary Gear and Climbing
crew. Gear),
»≫ Express the goals, drives, inner conflict, or Arcane Implements, Subterfuge Supplies, Tools
essential nature (covers
of the crew. This one is very broad! Essentially, Demolitions Tools and Tinkering Tools), and
did anything Weapons.
happen that highlighted the specific elements ◊ Sawbones: A (relatively) clean room for
that make medical treatment
your crew unique? on the ship. Allows you to take the recovery
When you fill your crew advancement tracker, action during
clear the marks and downtime at sea.
take a new crew ability or mark two crew ◊ Secure Homeport: When you dock at any port,
upgrade boxes. you have extra gear to reinforce your ship with
For example, when a crew of Pirate Hunters advanced locks,
earns a crew advance, they could take a new alarms, and traps to thwart intruders. A second
special ability, like Righteous Storm. Or they upgrade
could mark two upgrades, like Small Army and improves the defenses to include arcane
Resolve Training. measures that
Say how you’ve obtained this new ability or work against mystical forces. You might roll
upgrades for the crew. your crew’s
Where did it come from? How does it become a Wealth if these measures are ever put to the test,
new part of the to see how
crew? Mark -1 status with a faction hurt by your well they thwart an intruder.
growing success. ◊ Vault: Your operation has access to a secure
vault, increasing
Standard Crew the coin you can gather without attracting the
Upgrades attention of
raiders. With 1 vault, you can store up to 15 coin
◊ Alter: You create a dedicated space on the ship that does
to the deity not contribute to your gilded level. With 2
of your crew’s choice. Gain a +1 modifier to vaults, you can
any attune
actions while on your ship.
store up to 30 coin. With a third vault, you can someone who will truly appreciate its fine
lower you technology . . .
Wealth level when you roll raids. This is to say, crew sheets outline the default
◊ Vehicle: You can store a smaller mode of upgrade limits, but
transportation on you can always work with your GM to perform
your ship. This could include a row boat, small a score or series
cart with a of scores to upgrade other stats if you want. No
mule, or two horses. stats can ever
◊ Workshop: Your ship has a workshop exceed 4 dots.
appointed with tools
for tinkering and alchemy, as well as a small
library of
books, documents, and maps. You may Cohorts
accomplish longterm A cohort is a gang or an expert who works for
projects with these assets without leaving your your crew. To
ship. recruit a new cohort, spend two upgrades and
Useful for when you want to spend downtime at create them using
sea. the process below.
◊ Sail Glides: You are able to rig your sails into
a glider form, Gangs
allowing you to glide down otherwise deadly Creating a Gang
drops and Choose a gang type from the list below:
waterfalls. Allows your ship to travel further ◊ Adepts: Scholars, tinkerers, mystics, and
inland on alchemists.
riverways. ◊ Rooks: Con artists, spies, and socialites.
◊ Rovers: Sailors, carriage drivers, and

Ship Advancement deathlands scavengers.


◊ Skulks: Scouts, infiltrators, and thieves.
◊ Thugs: Killers, brawlers, and roustabouts.
You can make improvements to your base ship Assign them edges and flaws according to the
by scavenging parts list below.
and improvements from your defeated foe.
Each time you defeat another ship in combat, Using a Gang
mark a ship xp. If A gang can provide a teamwork bonus when
the faction controlling that ship has more Wealth helping with a task
above you, mark that matches their type. If they help, roll 3d6
2 ship xp. and keep the two
When you fill the ship xp tracker, choose a new highest. Some crew upgrades will add the
ship ability. “Elite” feature to a gang. When
Abilities that improve your ship’s trait can be they help, you take +2 on the related roll.
taken multiple times, Gangs cannot help with tasks outside of their
until you reach the listed limit. Most ships can type.
upgrade 1-2 stats,
based on its model. If those upgrades aren’t
Experts
sufficient, your crew Creating an Expert
may need to set about getting a different ship Record the expert’s type (their specific area of
model with a Wealth expertise). They
expansion. Or, perhaps you can gather might be a Mender, an Investigator, an Oracle,
information about a new an Assassin, a Spy,
prototype ship, sitting in the shipyards, just etc.
waiting to be taken by Assign them edges and flaws according to the
list below.
Using an Expert Cohorts suffer a simplified form of harm: they
are healthy, injured,
Unlike gangs, experts are able to work on their
or broken.
own direction and
If a cohort is injured, they can continue to
can take actions at your command. An expert
function with a -1
will always have an
modifier to their rolls and any teamwork related
advantage within their area of expertise: roll 3d6
rolls. They will
and keep the two
be at risk for becoming broken. Injuries will
highest. However, this training has its limits; if
heal naturally during
you want them to
a downtime phase.
act outside their expertise, they roll 3d6 and
If the cohort is broken, they become
keep the two lowest
incapacitated and cannot
dice.
do anything until they heal. You will need to
Edges & flaws spend a downtime
When you create a cohort, give them one or two action reducing their harm from broken to
edges and an injured. Then on the
equal number of flaws. next downtime phase, their injuries will heal
naturally. Or, if you
Edges want to be safe, you can spend 2 downtime
◊ Fearsome: The cohort is terrifying in aspect actions helping them
and reputation. heal.
◊ Independent: The cohort can be trusted to
make good
decisions and act on their own initiative in the
absence of
direct orders.
Wealth Expansion
Whenever you gain a new Wealth level you can
◊ Loyal: The cohort can’t be bribed or turned choose one of
against you. the Wealth expansions. If you lose a Wealth
◊ Tenacious: The cohort won’t be deterred from level, you must lose
a task. an expansion as well. Expansions fall into three
Flaws attributes: fleet,
◊ Principled: The cohort has an ethic or values bribes, and fame. Each time you advance an
that it won’t attribute, you gain a
betray. related benefit. If you invest in the same
◊ Savage: The cohort is excessively violent and attribute, the new benefits
cruel. grow in power at each level.
◊ Unreliable: The cohort isn’t always available,
due to other
Fleet
Increase the number of ships under your control.
obligations, stupefaction from their vices, etc.
1. Spare: Gain a second ship. You can switch
◊ Wild: The cohort is drunken, debauched, and
ship playbooks
loudmouthed.
between phases. If you have a gang to pilot the
Modifying a cohort second ship,
You can add an additional type to cohort by it will accompany you, adding its cargo space to
spending two crew yours and
upgrades. A given cohort can have up to two allowing you to create more cohorts.
types (i.e. a gang can 2. Squadron: Gain a small, coordinated fleet. If
have two types and an expert can specialize in a gang cohort
two professions). and an expert is present in the fleet, it can
provide a +2
Cohort Harm & Healing bonus to any action once per combat round. You
upkeep
limit is now your speed +2 phases. (If the fleet
travels with
you, your upkeep is based on the slowest ship).
3. Flotilla: You cannot be raided when you
spend downtime
at sea.
Bribe
You spend your resources bribing more factions
to your side.
1. Spy: Choose one faction. You will always
know what they
have stocked.
2. Inner Circle: Choose Underworld or
Institution factions,
and a specific nation. You will always know
what those
factions have stocked.
3. Pocket of Power: Choose one port. You
cannot be raided
while in this port.
Fame
You build your reputation into a source of
power.
1. Feared: When you loot a neutral or hostile
faction, each
character gains additional coin equal to your
Fame attribute.
2. Sea Story: When you loot a faction, you can
gain an intact
Sea Raider artifact instead of cargo. Use the
crafting rules
to create the artifact as a group.
3. Legend: Choose one nation. When you enter
their ports,
the usual “at war” penalties do not apply.

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