Leg 6 of the voyage

When things go wrong, they leave marks.
Some marks hit a character. Some marks hit the whole crew.

★ 1. Conditions

Each character has 4 Condition slots. A Condition is a named problem that sticks to your pirate.

When something harms or causes mental or emotional issues for your pirate, mark a Condition and name it.

Examples
  1. Shaken
  2. Bleeding
  3. Exhausted
  4. Trapped
  5. Guilty
  6. Cursed
  7. Distracted
  8. Salt-Blind
  9. Reckless
  10. Haunted
  11. Humiliated

Mark yours, and name them (saved in this browser):

♥ 2. When all Conditions are full

If all 4 Conditions are full and you would mark another, you are out of the scene. The GM and you decide what that looks like.

✕ You might be captured, knocked overboard, trapped, unconscious, overwhelmed, or forced to retreat.

A pirate's paw disappearing beneath the waves, hat floating

You are not dead unless you choose death as the right ending for your pirate.

➕ 3. Clearing Conditions

✔ Clear 1 Condition when you get real care, rest, repair, comfort, or time to recover.

✔ You can also clear 1 Condition through a Scene.

🏴 4. Trouble

Trouble is the world getting worse.

Use a shared 3, 4, or 6-box Trouble track. Name the current Trouble.

Examples
  1. The Navy Finds Us
  2. The Storm Breaks
  3. The Curse Wakes Up
  4. The Rival Captain Catches Us
  5. The Ship Is Taking Water
  6. The Crew Turns on Each Other
  7. The Island Starts to Sink
  8. The Sea Monster Smells Blood

The shared track (saved in this browser). Fill it and see:

⚠ 5. Trouble may rise when…
  1. A player rolls 1–3
  2. A 4–5 affects the crew, ship, mission, or world
  3. A player avoids a Condition by letting the problem spill outward
  4. The crew ignores an obvious threat
  5. Time passes while danger is active
  6. Someone uses something cursed, unstable, illegal, or risky
  7. The GM needs to show that danger is moving
☠ 6. When Trouble fills

When all Trouble boxes are full, the named Trouble happens.

Then clear the track and name a new, escalated Trouble.

A storm swallowing a ship near a lighthouse

Conditions hurt pirates. Trouble changes the world.

All four Conditions marked

You are out of the scene.

The GM and you decide what that looks like. Captured. Knocked overboard. Trapped. Unconscious. Overwhelmed. Forced to retreat.

You are not dead unless you choose death as the right ending for your pirate.