Leg 11 of the voyage

Pirates grow when the voyage changes them.

★ 1. Drives give XP

📝 Each playbook has 5 Drives.

✕ When you clearly play a Drive, check it. Each Drive can be checked once per session.

⭐ At the end of the session, gain 1 XP for each checked Drive.

★ 2. XP track

When your XP track fills, choose a Level Up reward.

★ 3. Scenes

A Scene is a short roleplay moment where your character changes, reflects, bonds, argues, repairs, confesses, trains, remembers, or decides.

Scene examples
Share food after a bad fight
Repair the ship with someone
Admit what scared you
Train under moonlight
Tell the truth about why you joined
Apologize
Ask another PC for help
Look at the stars and make a promise
Remember home
Argue over what happens next

You do not receive the reward yet.First, play a Scene.

★ 4. After the Scene, pick one reward
  1. Unlock a Secondary Approach: pick one of your other Approaches. It becomes a Secondary: +1d6 whenever it fits the fiction. (Your Weak Approach can never become Secondary.)
  2. New Animalfolk Aspect (+): add one new positive Aspect to your species traits (e.g. +Aquatic Swimmer, +Crushing Grip, +Sense of Smell). Grants +1d when relevant.
  3. New Specialty: take a Specialty from your playbook, or one from another playbook that fits the fiction.
  4. New Signature Ability: unlock your playbook's second Signature.
  5. New Gear or Special Item: gain an upgraded piece of gear, a magical trinket, or a custom weapon that reads clearly as an item in play.

Every reward adds a new source of dice or narrative leverage. Your dice pool is still built one die per fitting category, capped at 4d6.

★ 5. Running the game
A fox captain reading a chart
  1. GM, your job is to keep the sea moving.
  2. Present danger and opportunity.
  3. Ask what they do.
  4. Show consequences.
  5. Use Trouble.
  6. Threaten what they care about.
  7. Let players solve problems their way.
  8. When you're stuck, ask a question.

Don't optimize the fun out of the game. Play to find out what happens.

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