Leg 5 of the voyage

Push harder. Work together. Change the story.

โ˜… 1. Momentum

Momentum is confidence, timing, pressure, and the wind at your back.

๐Ÿช™ Hold up to 3 Momentum.

โšก Gain 1 Momentum when playing a Bond or Drive gets you into trouble or costs you something.

โž• Spend 1 Momentum before a roll to add +1d6.

โญ Spend 1 Momentum after a success to make it bigger, louder, faster, or safer, if the table agrees it fits.

๐Ÿ”„ Spend 1 Momentum to refresh your Signature and let you use it again.

Examples
  1. Hit two nearby enemies
  2. Grab the treasure and escape
  3. Reach someone just in time
  4. Protect an ally from the worst of it

Track yours (saved in this browser):

๐Ÿค 3. Help

When you help an ally, describe what you do.

๐ŸŽฒ They gain +1d.

โš ๏ธ If the roll has consequences, you are exposed to it.

๐Ÿ‘ค Only one ally can Help.

๐Ÿšซ Help and Momentum do not stack.

โญ 4. Signatures

Your Signature is your playbook's unique ability. It gives you an advantage or changes the story.

โœ• If it says Once Per Session, mark it when used.

๐Ÿ”„ Spend 1 Momentum to refresh your Signature and let you use it again.

โ˜… 2. Tempt Trouble

The sea makes you an offer

When you take a risky action, the GM may offer:

"You can gain 1 Momentum, but Trouble goes up."

If you accept: gain 1 Momentum ยท increase Trouble by 1 ยท then roll normally.

โš“ Captain's tips
๐Ÿช™ Momentum
gives you more control.
๐Ÿค Help
gives teamwork with entanglement.
โญ Signatures
make the character shine.