TEXT: Strike or Shoot
  When you strike or shoot someone, roll +Blood. On a hit, your strike lands; 
  deal your weapon’s harm. On a 10+, the Fates may give you a special op-
  portunity, but you’ll invite risk. On a 7-9, you stumble; trade blows or put 
  yourself in a bad position, your choice. 
  Break in or out 
  When you see an opening to break in or out, roll +Blood. On a hit, you’ve 
  gotten in or out; choose 1. On a 7-9, the Fates choose 1 as well. 
   
  ☸ You suffer harm or weakness.
   
  ☸ You hop from the frying pan to the fire. 
   
  ☸ You lose track of something important. 
   
  ☸ You leave evidence or attract attention. 
  uSe a Dirty trick
  When you use a dirty trick against an opponent in a fight, roll +Vinegar. On 
  a hit, your trick works at a cost. On a 10+, you can get away clean or you can 
  up the ante, your choice. 
  Size up
  When you size someone up, roll +Vinegar. On a hit, hold 2. On a 7-9, they 
  hold 1 as well. Spend hold, one for one, to ask the following questions:
   
  ☸ What sorts of treasure are you carrying? 
   
  ☸ How are you actually feeling? 
   
  ☸ What’s your goal here? 
   
  ☸ What aces do you have up your sleeve?
   
  ☸ How could I get you to ______?
  hooDwink
  When you hoodwink someone with a clever lie, roll +Polish. On a hit, 
  you’ve pulled it off. On a 7-9, pick 1: 
   
  ☸ They’ll catch on soon. 
   
  ☸ You cause collateral damage.  
   
  ☸ Your deception works too well.
  parley 
  When you parley with an interested party, offer something and roll +Pol-
  ish. On a 10+, they take your offer; the Fates may offer something more but 
  you’ll invite risk. On a 7-9, they want to see you hold up your end of the 
  bargain first or they change the terms, the Fates decide.
  twiSt Fate  
  When you try to twist your fate, roll +Spitfire. On a hit, pick 1 of the follow-
  ing options. On a 7-9, you must spend 1 Luck or the Fates get to answer the 
  attached question. On a miss, the Fates choose one and answer its question. 
   
  ☸ You remember something hidden in your pockets; what is it and 
  how’d you get it? 
   
  ☸ You notice something overlooked in this area that might help you; 
  what is it? 
   
  ☸ You find a flaw or vulnerability in your opponent; describe it. 
   
  ☸ The weather, the wind, or the tides change; how do they help?  
  StanD your GrounD
  When you stand your ground in the face of a compel, you must spend x Bond 
  with someone relevant, explain how they’re helping you overcome yourself, 
  and roll +x. On a hit, you’ve escaped your vices. On a 7-9, choose 1. 
   
  ☸ You take a weakness. 
   
  ☸ You permanently lose Rank equal to the Bond you spent.
   
  ☸ You are in a worse position than before.
  Last Words
  When you reach 0 Health or take more weaknesses than you have room 
  for, say your Last Words and roll blank. 
   
  ☸ On a 10+, you’ve cheated Death itself. You’re 0 Health but stable, not 
  getting better but also not getting any worse. 
   
  ☸ On a 7-9, Death will offer you a bargain. Take it and become stable, or 
  refuse and say your Last Words. 
   
  ☸ On a 6 or below, your fate is sealed. You have only a few more min-
  utes left in this world. Say your Last Words, have your final scene, 
  and put your character to rest.  
  Basic Moves 
  These are moves any pirate can manage. Look through them! They’re any upstanding buccaneer’s basic bread and butter. You’ll probably 
  roll for each one at least once a session. 
  
  Luck
  You have a Luck tally on your sheet, which tells you how much Luck you 
  have to spend. When a move or ability tells you to “mark Luck”, fill in the 
  bubbles on the tally, starting at the left and going forward. Whenever you 
  spend x Luck, remove x amount of Luck from your tally. Every playbook 
  has a different maximum amount of Luck they can have at one time. 
  At the beginning of every session, mark Luck equal to your Spitfire score 
  (minimum 0). If you have a good character moment with another crew-
  member, mark 1 Luck as Fates permit. 
  Spend 1 Luck to:
   
  ☸ Twist Fate as if you had rolled a 10+.
   
  ☸ Use playbook powers and moves that require it. 
   
  ☸ Take +1 forward (you must spend Luck before rolling). 
  Rank and Bond
  Rank represents your relationships. You can have up to 3 Rank with some-
  one. You have a pool of Bond with someone equal to your Rank with them; 
  you can spend Bond to help yourself or your crewmates, and it replenishes 
  every session. Your playbook gives you Rank to allocate to any crewmates, 
  Lackeys, or enemies you choose.  
  If you have Rank with a crewmate, you can spend Bond to: 
   
  ☸ Assist or hinder that crewmate; add to or subtract 1 from their roll.  
   
  ☸ Use them as inspiration and Stand Your Ground. 
  If you have Rank with an NPC, you can spend Bond to: 
   
  ☸ Push them to greatness or force them to stumble. 
   
  ☸ Add 1 to any roll against them. 
   
  ☸ Use them as inspiration and Stand Your Ground. 
  The End Move
  You use this move at the end of each session. When you’ve defeated a ma-
  jor foe, gained significant treasure, or accomplished one of your charac-
  ter’s goals during this session, choose one. When the Fates call this a big 
  finale, choose an additional one. 
   
  ☸ Mark 1 experience. 
   
  ☸ Add 1 to your Rank with someone. 
   
  ☸ Clear all of your weaknesses. 
  Your Ship
  Pirates are nothing without their ship. There are some moves that can only 
  be used when you’re astride your ship, and all of them use your Rank with 
  the ship as their associated Skill. Your ship moves are as follows: 
  Man the cannonS
  When you use your ship weapons in a battle, roll +Rank with your ship. 
  On a hit, your shot lands; deal your weapon’s harm, at a cost. On a 10+, you 
  can ignore consequences or hit a special spot, your choice. 
  Steer the Ship 
  When you steer your ship in a difficult maneuver, roll +Rank with your 
  ship. On a hit, you steer true. On a 7-9, you hit an obstacle; the Fates will 
  offer you a hard choice or devil’s bargain.  
  Shipwreck
  Unlike the pirates that ride them, ships don’t have Health. Instead, they can 
  be Wrecked if they receive enough damage. Your ship can only be touched 
  by weapons that have the wreck tag. Whenever you receive Wreck, you 
  start tallying up this damage in Wreck Boxes, starting from the left-most box 
  and going up until you reach your Wreck Level cap. This is your average 
  ship’s Wreck Tally: 
   ○ ○ ◌ ◌ ◍ 
  The colors of these boxes represent how badly your ship has been hurt:
   
  ☸ If you mark more than two levels, your Ship is slowed until you’re fixed. 
   
  ☸ If you mark all of your available levels, your ship can’t move and will 
  begin to slowly sink. You’re Wrecked. 
  
  The Captain
  Name:
  Looks:
  Blood        Vinegar        Polish        Spitfire
  ▢   ▢   ▢   ▢
  Choose your skill modifiers (in order):  0, 0, +2, -1  ●  0, +1, +1, -1  ●  +1, -1, +1, 0
  Health:   ◌ ◌ ◌ ○ ○ ○ ○ ○
  Luck:  ○ ○ ○ ○ ○ 
  Experience Tally
  Starting Experience 
    1st   2nd  3rd  4th   5th  6th    7th   8th  9th  10th
     ◌◌◌◌◌     ○ ○ ○ ○ ○ ○ ○ ○ ○ ○
  Kit
  Pick a kit – bold items are considered heavy: 
   
  ཥ A small cutlass, a very fancy hat, a distinctive article of clothing you al-
  ways wear, a spyglass, a leather cuirass (light armor), papers (real or forged) 
  claiming this ship as your property, a large loyal bird who serves as your 
  pet, 1-gild 
   
  ཥ An ornate dagger, several sets of noble clothes made by distinguished 
  tailors, an impressive-looking signet ring (heirloom or stolen) marking you 
  as high nobility, a lot of parchment and several bottles of ink, sealing wax, 
  a collection of land deeds or promissory notes for important assets, 3-gild
   
  ཥ Two cutlasses and a pistol inscribed with your name, big shiny black boots, 
  an impressive coat, a silver hip flask, a bandolier full of ammo and a single 
  explosive, a sturdy set of manacles, the ship’s metal lockbox with its key 
  (and whatever’s inside), a bull’s-eye lantern, a cigar box, 1-gild 
  You can wield any weapon that is not heavy or two-handed.  
  Questions
   
  ☸ In addition to your kit, you have a mysterious old map claiming to lead to 
  treasure. How did you obtain it? Mark its treasure, “X”, on the world map. 
   
  ☸ You possess a TREASURE •  BUSINESS •  TITLE. Who did you sacrifice to get it? 
   
  ☸ This is your ship. How did it come into your possession? 
   
  ☸ You begin with 1 Rank with your ship, and 4 Rank to allocate to your 
  crewmates. Who do you have Rank with?
  Specials
  Choose one starting Special. 
   
  ཥ Sea Prince. You’re a lost legend, a once-great pirate lord. Name three fac-
  tions on the high seas: one you hunt, one you owe, and one you run from.  
  You have their respect, their best secrets, and their everlasting ire. You have 
  hidden 10-gild in a secret stash, the last of your riches. Mark its location on 
  the world map. 
   
  ཥ Titankiller. You’ve killed a Leviathan and have its blood on your hands. 
  You can speak the language of Leviathans. You always know the way 
  north, you can breathe underwater, and you have violent nightly prophet-
  ic dreams. If you wish to remember your dreams, spend 3 Luck or take a 
  weakness. The Fates will give you a useful prophetic vision. 
   
  ཥ Possessed. You’ve got a spirit rattling around inside you. You may have 
  Rank with your ghost, and spend Bond accordingly. You may spend 1 
  Bond with your ghost to take +2D forward. You are compelled to do as 
  the ghost desires.
  Weaknesses
  Mark one whenever the Fates give you a weakness. 
   
  ཥ Sick [downtime or witchery]. -1 ongoing for all basic moves that don’t use Spitfire. 
   
  ཥ Exhausted [extended rest]. When rolling with Blood: roll 3 dice and take the 
  two lowest. 
   
  ཥ Wanted [pay it off or get caught]. You have a bounty on your head; your face 
  is known. 
   
  ཥ Broken Limb [medical care]. You can’t use a limb; -1 ongoing to Striking 
  and Shooting. 
   
  ཥ Pirate’s Vice [amass wealth or go broke]. Compel when faced with treasure: 
  possess it. 
   
  ཥ Obsessed [make a strategic mistake]. Compel at any opportunity: pursue 
  your obsession. 
  Advances 
  ○ ○ ○ (Up to 3 times) +1 to Skill. 
  ○ ○ ○ (Up to 3 times) Mark one additional Luck every session.  
  ○ ○ ○ ○ ○ ○ ○ ○ ○ (Unlimited) Take an advanced move. 
  
  Playbook Moves
  You can use these as basic moves. 
   
  ☸ Bond: When a crewmate submits to you despite their doubts, add 1 Rank with 
  them. When you push a crewmate too far, they add 1 Rank with you or you 
  lose 1 Rank with them, their choice. If Rank can’t go higher, mark experience.
   
  ☸ Command: When you choose a goal and command an interested crowd, 
  roll +Polish. On a 10+, they will follow your goal; pick two. On a 7-9, 
  they’re interested in your goal; pick one. 
   
  ☸ They’ll follow your orders for more than just a few minutes. 
   
  ☸ They take the trained tag. 
   
  ☸ They take the loyal tag. 
  When you choose a goal and command your crew, spend x Bond with any 
  crew and roll +Bond spent. On a hit, they’re compelled to do as you say. On a 
  10+, choose two. On a 7-9, choose one. As long as they’re pursuing your goal 
  and you command them, the crew gains the advantages you chose. 
   
  ☸ They can spend x Bond with you and add x to their roll, even after rolling.
   
  ☸ They can’t be compelled by any weakness or by their Health going dark. 
   
  ☸ They all have 1 temporary Rank with all Lackeys and nearby enemies. 
  On a 6 or below, your command fails, or you can take the 7-9 result but 
  permanently lose Rank equal to the Bond you spent, your choice. 
   
  ☸ The White Whale: Choose an obsession. If you see the opportunity to pursue 
  your goal at the expense of your crewmates, you may permanently lose 1 
  Rank with a crewmate of your choice and take +2D ongoing until the opportu-
  nity is past. If you manage to achieve your ambition to your satisfaction, mark 
  all Luck, mark experience, and choose a new obsession. 
   
  ☸ Take over a country
   
  ☸ Collect all ten pieces of the Star Jewel 
   
  ☸ Accrue stupid amounts of wealth
   
  ☸ Become a Pirate King 
   
  ☸ Destroy a powerful rival
  You may create your own obsession; it must be of the same scope as above. 
  Advanced Moves
  You may pick one of these when you take an advance. 
   
  ཥ Blacktongued: When someone stands between you and pursuing your 
  current obsession, show your cards to them and roll +Polish. On a hit, 
  you’ve got blackmail on this person, or you have something they truly de-
  sire, your choice. On a 10+, take +1 Rank with them.
   
  ཥ King of the Books : Over a downtime, you may ply a trade and roll +Pol-
  ish. On a hit, your business grows; take 3-gild. On a 10+, choose one: 
   
  ☸ until next downtime, you have access to your chosen trade for a severely 
  reduced price
   
  ☸ a business contact owes you a favor
   
  ☸ you take an additional 1-gild. 
  On a 6 or below, take 1-gild and unwanted attention.
   
  ཥ Modern Major General: When you hit the streets to scope out new talent, 
  lose 1 Rank you currently have with a crewmate and roll +Polish. On a hit, 
  you’ve found a loyal Lackey; take 1 Bond with them. On a 10+, choose an-
  other tag for them. On a 7-9, the Fates choose another tag. On a 6 or below, 
  you find a Lackey with the baggage tag, and some trouble.
   
  ཥ Scrutinize: When Twisting Fate to find a flaw or vulnerability in your op-
  ponent, you can roll +Polish instead of +Spitfire, and can mark a weakness 
  instead of Luck if you get a 7-9.
   
  ཥ Steady the Troops: When you snap a crewmate out of it, give them a 
  talking-to and roll +Polish. On a hit, you’ve gotten through to them; they 
  may remove one weakness of their choice that’s currently troubling or com-
  pelling them. On a 10+, take 1 Rank with them.
   
  ཥ Takes One to Know One: You can pick from the following additional op-
  tions when Sizing someone Up:
   
  ☸ What’s your Health?
   
  ☸ How can I use you for my own ends? 
   
  ☸ Are you lying?
  The Captain
  
  The Swashbuckler
  Name:
  Looks:
  Blood        Vinegar        Polish        Spitfire
  ▢   ▢   ▢   ▢
  Choose your skill modifiers (in order):  +2, -2, +1, 0  ● +1, -1, +2, -1 ● +1, 0, +1, -1
  Health:   ◌ ◌ ◌ ○ ○ ○ ○ ○ ○ ○
  Luck:  ○ ○ ○ ○ ○ 
  Experience Tally
  Starting Experience 
    1st   2nd  3rd  4th   5th  6th    7th   8th  9th  10th
     ◌◌◌◌◌     ○ ○ ○ ○ ○ ○ ○ ○ ○ ○
  Kit
  Pick a kit – bold items are considered heavy: 
   
  ཥ A ludicrously fancy cloak (stolen or a gift), a musical instrument, a collection 
  of letters from secret admirers and old flames, pressed flowers, beautiful 
  tawdry jewelry, a make-up kit, a small book of poetry written by a chroni-
  cler (dangerous), 2-gild
   
  ཥ A sidearm (whip, cutlass, or chain weapon) and a dagger up your sleeve, 
  matches and tinder, small bags of gunpowder, a crowbar, a coil of rope, 
  pocket sand, a locket representing a promise, a pack of well-thumbed 
  cards, a face-concealing mask, 1-gild
   
  ཥ A shiny embellished breastplate (heavy armor), an emblem of your chosen 
  god, mustache wax or hair mousse (or both), a treasured gift from your old 
  mentor (pick one: dangerous, locked, heavy), ink and a fancy quill, a lantern, 
  lots of ball bearings, 1-gild
  You can wield any close or reach weapon. 
  Questions
   
  ☸ You are a creature of passion. Which crewmate is your GREATEST RIVAL • 
  LOVE INTEREST • CLOSE COMPANION? They take 1 Rank with you. 
   
  ☸ In addition to your kit, you possess a signature weapon – your most precious, 
  and powerful, possession. Pick a weapon you can use. What’s strange about it? 
   
  ☸ You know someone important from a faction. Who is it? What do they feel 
  about you? 
   
  ☸ You begin with 3 Rank to allocate to your crewmates. Who do you have Rank with? 
  Specials
  Choose one starting Special. 
   
  ཥ Painted Guild. You work for the Painted Guild – the guild of intimate com-
  panionship. You may take 2-gild from your work during downtime. When 
  Parleying with a client, you may act as if every result above a 6 were a 10+. 
  When a client or the Guild asks for a favor, you are compelled to give it. 
   
  ཥ Filthy Rich. You have all the money that money can buy. As long as you 
  remain on good terms with your parents and return to their property to 
  receive a stipend, you have 3-gild every downtime. You take +1 ongoing to 
  Parleying with nobility. 
   
  ཥ Mentor. You take 1 Rank with your retired mentor, and for any move that 
  requires your lover, rival, or companion, your mentor is considered to be 
  part of that group. If they ask you for something, you’re compelled to com-
  ply. They’ll try to help you in return. You’ve inherited a strange magic item 
  from them; speak with the Fates about the item’s power.
  Weaknesses
  Mark one whenever the Fates give you a weakness. 
   
  ཥ Sick [downtime or witchery]. -1 ongoing for all basic moves that don’t use 
  Spitfire.
   
  ཥ Exhausted [extended rest]. When rolling with Blood, roll 3 dice and take the 
  two lowest. 
   
  ཥ Swooning [a stern talking-to or rejection]. Compel: obey/impress your object 
  of affection. 
   
  ཥ Vengeful [revenge or reconciliation]. Compel: pursue and hurt your object of 
  vengeance. 
   
  ཥ Drunk [some rest]. Compel when rolling +Vinegar: bungle it and get a 6 or 
  below result. 
   
  ཥ Moping [growth]. Compel when Parleying: make your demands unreasonable. 
  Advances 
  ○ ○ ○ (Up to 3 times) +1 to Skill. 
  ○ ○ ○ (Up to 3 times) Mark one additional Luck every session.  
  ○ ○ ○ ○ ○ ○ ○ ○ ○ (Unlimited) Take an advanced move. 
  
  Playbook Moves
  You begin with all the basic moves. In addition, you get these: 
   
  ☸ Bond: When you impress or one-up your love interest, rival, or compan-
  ion, add 1 Rank with them. When you show clumsiness or vulnerability 
  to them, they add 1 Rank with you or you lose 1 Rank with them – their 
  choice.  If Rank can’t go any higher, mark experience instead.
   
  ☸ Flourish: When you make a move with outrageous style, roll three dice 
  instead of two and take the two smallest results to add a flourish. If you do 
  so and succeed, choose one. 
   
  ☸ Mark all Luck. 
   
  ☸ Clear a weakness.  
   
  ☸ Twist Fate as if you had rolled a 10+. 
   
  ☸ You impress or fluster someone; describe how they act as a result. Take 
  1 Rank with them or take +2 forward to Wooing them, your choice.
  You can’t Flourish more than once in the same scene. 
   
  ☸ Woo: When you woo someone in a social setting, roll +Polish. On a hit, 
  they are now your love interest or companion. On a 10+, they’ve fallen head 
  over heels; take 1 Rank with them. On a 7-9, choose one: 
   
  ☸ They’re under your skin. You take the Swooning weakness with them. 
   
  ☸ They’re dangerous. You are put in a perilous position because of them. 
   
  ☸ They can make you talk. You tell them something they shouldn’t know.
  On a miss, they’re now a rival, or they find you boring and forgettable, 
  your choice. 
  Advanced Moves
  You may pick one of these when you take an advance. 
   
  ཥ Big Damn Hero: When you try something insanely risky in the face of 
  insurmountable odds, call out the name of a love interest, rival, or companion 
  and roll +Blood. On a hit, you’ve managed the miraculous. On a 10+, pick 
  one; on a 7-9, pick two. On a miss, you fail embarrassingly or you succeed 
  by sacrificing yourself - your choice. 
   
  ☸ You let go. The person you called out to is no longer your love interest, 
  rival, or companion.
   
  ☸ You break their trust. Lose all Rank you have with the person you called 
  out to. 
   
  ☸ You face a terrible and lasting consequence for your foolishness.
   
  ཥ Duel: When you duel someone, spend x Bond with someone watching. 
  Your weapon gains heavy two-handed. Pick x amount of the following tags: 
  forceful, pretty, stun, thrown. Your weapon gains them. All extra tags are 
  removed when you stop dueling. 
   
  ཥ Gallant Rescuer: When you make a move for the sake of your love interest, 
  rival, or companion, you may spend x Bond with them and roll +x, instead of 
  the usual Skill for that move. 
   
  ཥ I’m Not Left-Handed Either: When Striking or Shooting a hated enemy or 
  rival, add these to your list of Flourishes: 
   
  ☸ You disarm, blind, or cripple the opponent.
   
  ☸ Your opponent says something incriminating or illuminating. 
   
  ☸ You strike a weak point and do +3 harm. 
   
  ཥ Protégé : You have an admirer Lackey with a tag of your choice and a tag 
  of the GM’s choice. You start with 1 Rank with them. For any move that 
  requires your love interest, rival, or companion, your Protegé is considered to 
  be part of that group.
   
  ཥ Vow of Vengeance : Should you spot someone harming your love interest, ri-
  val, or companion, you can mark them with your enmity. Until you settle the 
  score with them, you take +1 ongoing when Sizing them Up, Standing your 
  Ground against them, or Flourishing against them. 
  The Swashbuckler
  
  The Chronicler
  Name:
  Looks:
  Blood        Vinegar        Polish        Spitfire
  ▢   ▢   ▢   ▢
  Choose your skill modifiers (in order):  -1, +2, -1, +1  ● -2, +1, +1, +1  ●  0, +2, -1, 0
  Health:   ◌ ◌ ◌ ○ ○ ○ 
  Luck:  ○ ○ ○ ○ ○ 
  Experience Tally
  Starting Experience 
    1st   2nd  3rd  4th   5th  6th    7th   8th  9th  10th
     ◌◌◌◌◌     ○ ○ ○ ○ ○ ○ ○ ○ ○ ○
  Kit
  Pick a kit – bold items are considered heavy: 
   
  ཥ A trusty sickle, two books you’ve written using your Wordsmith move (1 
  Rank with each, both -1 ongoing to your choice), three language codices (slow, 
  allows translation), lots of paper, quills, expensive ink, a wooden chest con-
  taining three scholarly works (stolen or a gift, powers of GM’s choice), specta-
  cles, 1-gild 
   
  ཥ A rusty poor dagger, two books you’ve written using your Wordsmith 
  move (1 Rank with each, both -1 ongoing to your choice), paint sets and bottles 
  of ink, collections of paper and parchment, half-discarded love poetry, a 
  tattered cloak, three small vials of spice (edible, slow, causes Spice Eater weak-
  ness) and sugar (edible, slow, causes Sugarskinned weakness), 1-gild
   
  ཥ A concealed pistol in a hidden holster, two books you’ve written using 
  your Wordsmith move (1 Rank with one, both -1 ongoing to your choice), two 
  toxins, a dark broad-brimmed hat and cloak, a forgery kit, a stolen tome of 
  great power with an angry djinni within it, a strange but valuable family 
  heirloom, a golden pocketwatch, 2-gild
  You can wield any 1-harm weapon, as well as anything in your kit. 
  Questions
   
  ☸ You are a collector of stories. Pick a crewmate. They must tell you a secret about them.
   
  ☸ In addition to your kit, you have your magnum opus: a dangerous and 
  powerful book only half-written; completing it will take a great deal of 
  power. What do you need to finish it? 
   
  ☸ You put your hopes not in people, but into books. Why, or what, do you wish 
  to escape? 
   
  ☸ You begin with 1 Rank to allocate to a crewmate. Who do you have Rank with? 
  Specials
  Choose one starting Special. 
   
  ཥ Letterborn. You are a djinni who has escaped your book. You must remain 
  within 50 feet of your book and are compelled to obey those who are direct-
  ly touching it. You can fly, mold the winds if given enough time, and craft 
  small illusions that resemble picture-book illustrations. You cannot hold 
  heavy items; you cannot Stand Your Ground to remain conscious. 
   
  ཥ Fox-Eyed. You’ve dabbled in darker texts. You can see the thoughts and 
  emotions of others in the form of fanciful visions. You have a new choice 
  for Sizing someone Up: “What’s currently on their mind?” Human emo-
  tions are like fireworks to you; you are compelled to avoid social gatherings 
  and take -1 ongoing to Parleying with people until you get to know them. 
   
  ཥ Sea Scholar. Choose three scholarly pursuits. When you encounter 
  strange, dangerous knowledge related to your pursuits, roll +Spitfire. On 
  a hit, ask one question about it and the Fates will answer honestly; you’re 
  compelled to learn more at any cost. On a 10+, you’re not compelled or 
  you ask another question, your choice. 
  Weaknesses
  Mark one whenever the Fates give you a weakness. 
   
  ཥ Sick [downtime or witchery]. -1 ongoing for all non-Spitfire basic moves. 
   
  ཥ Exhausted [extended rest]. When rolling with Blood: roll 3 dice and take the 
  two lowest. 
   
  ཥ Doubter [support from an unexpected source]. You can’t use Bond with a 
  crewmate you have Rank with.
   
  ཥ Insomnia [peace of mind]. You cannot cure weaknesses or harm via non-
  magical means. 
   
  ཥ Startler [a quiet nap]. Compel when hearing a loud noise: flee or take -1 
  ongoing to Blood until you’ve found some quiet.
   
  ཥ Book Fever [hurt yourself in your stupor]. Compel when seeing new books 
  or knowledge: learn and read at the expense of all other activities.
  Advances 
  ○ ○ ○ (Up to 3 times) +1 to Skill. 
  ○ ○ ○ (Up to 3 times) Mark one additional Luck every session.  
  ○ ○ ○ ○ ○ ○ ○ ○ ○ (Unlimited) Take an advanced move. 
  
  Playbook Moves
  You can use these as basic moves. 
   
  ☸ Bond: When a crewmate relies on you, add 1 Rank with them or add 1 
  Rank with a book, your choice. When you trust or confide in a crewmate 
  completely, they add 1 Rank with you or you remove 1 Rank with a book, 
  their choice. If Rank can’t go any higher, mark experience instead.
   
  ☸ Wordsmith: When you spend a downtime and 1-gild to create a magical 
  tome, roll +Spitfire, give it a title, and take -1 ongoing to [skill]. On a hit, take 
  the effect listed below based on the skill you selected. On a 10+, you start with 
  2 Rank with it; on a 7-9, you start with 1 Rank. On a miss, it’s either dangerous 
  or slow, your choice, and the Fates will decide its effects based on your title. 
  You take no Rank with it. When you read a magic book aloud, spend 1 Bond 
  with it to use its power. The power lasts for as long as you read. You must 
  destroy your book entirely to remove its powers and the -1 ongoing to [skill]. 
   
  ☸ Blood: You conjure an elemental effect (chosen upon creation) in the area.
   
  ☸ Vinegar: The book holds a tiny world inside it where nothing dies or 
  grows stale. You can read it to enter and exit the world, bringing others 
  with you if you choose.
   
  ☸ Polish: Someone who can hear you read from it is compelled to take a 
  (non-self-destructive) action of your choice (chosen upon creation).
   
  ☸ Spitfire: This book contains a djinni. It’s a Lackey of your choice that 
  weighs little. It can fly, but must remain within 50 feet of the book and 
  obey the person holding it. You can dismiss it at will.  Upon creating the 
  book, choose x amount of the following powers:
   
  ☸ It can craft small illusions. 
   
  ☸ It is large – over eight feet tall – and its fists are 1-harm close weapons. 
   
  ☸ It is made of air and word, almost completely invisible. 
   
  ☸ You can see out of its eyes, if you focus.
   
  ☸ It can understand and speak fluently in all languages you know. 
  Each time you summon your book’s djinni, roll xD. If any of the dice roll a 6, 
  the djinni is self-aware, desires freedom, can speak, and resists orders. 
  When you use other chroniclers’ books, you begin with 0 Rank with them.
   
  ☸ Investigate: When you investigate a scene in detail, roll +Vinegar. On a 10+, 
  ask 2; on a 7-9, ask 1. On a miss, ask one, but the Fates only answer yes or no. 
   
  ☸ Is there something dangerous here? What and where is it? 
   
  ☸ Is there something hidden here? What and where is it? 
   
  ☸ Is there something here that I can use to my advantage? What is it? 
   
  ☸ I’m looking for ________. Is it here, and where? 
  Advanced Moves
  You may pick one of these when you take an advance. 
   
  ཥ Analytic Eye: When you investigate writing, roll +Vinegar. On a 10+, ask 
  all three. On a 7-9, ask two. On a 6 or below, ask one; it’s now dangerous for 
  you. 
   
  ☸ Is there any magical power in this, and if so, what sort?
   
  ☸ What does this text translate to, in rough terms? 
   
  ☸ Who wrote this and how long ago?
   
  ཥ Memoir: When creating a Vinegar book, you can make it a memoir of a 
  crewmate with whom you have Rank as long as you have their assistance. 
  The book’s world presents every part of that person’s life in perfect clarity, 
  and contains all of their knowledge. When within the book, the crewmate 
  automatically resists compels if they desire. 
   
  ཥ Modern Prometheus: When creating a Spitfire book, you can lose 1 Rank 
  with a crewmate, take the Book Fever weakness, and invest your soul into 
  its djinni. Pick up to 4 powers for your djinni; you don’t roll +xD when you 
  summon it. The djinni will never betray you or gain self-awareness, unless 
  you will it to. 
   
  ཥ Necronomicon: When using Bookmaker, on a hit, you can instead bestow 
  a Blood, Vinegar, or Polish book with a curse of your choice, which acts as a 
  difficult-to-resolve weakness of your own making. When you read it aloud, 
  someone who can hear you is afflicted with the curse. 
   
  ཥ Sehnsucht: For every crewmate with whom you have 3 Rank, choose one of 
  your books. You are no longer affected by the book’s -1 ongoing Skill. If the 
  number of crewmates you have 3 Rank with change, your -1 ongoing effects 
  change accordingly. 
   
  ཥ Words Writ Large: When creating a Spitfire book, you can choose from the 
  following additional powers:
   
  ☸ It can possess creatures, causing them to behave erratically. 
   
  ☸ It possesses a 3-harm close weapon. 
   
  ☸ It can cause great gusts of wind to blow in any direc-
  tion it pleases.
  The Chronicler
  
  The Matelot 
  Name:
  Looks:
  Blood        Vinegar        Polish        Spitfire
  ▢   ▢   ▢   ▢
  Choose your skill modifiers (in order):  +1, -1, +1, 0  ●  +2, 0, -1, 0  ●  +2, -2, 0, +1
  Health:   ◌ ◌ ◌ ○ ○ ○ ○ ○ ○ ○
  Luck:  ○ ○ ○ ○ ○ 
  Experience Tally
  Starting Experience 
    1st   2nd  3rd  4th   5th  6th    7th   8th  9th  10th
     ◌◌◌◌◌     ○ ○ ○ ○ ○ ○ ○ ○ ○ ○
  Kit
  Pick a kit – bold items are considered heavy: 
   
  ཥ A simple but effective weapon (less than 1-gild), a special tattoo (marks a debt 
  or membership into a secret guild), a strange package to deliver from a dead 
  friend (mark its recipient on the world map), thick hemp rope, a lantern, oil, a 
  crowbar, 1-gild 
   
  ཥ A signature weapon (heavy and blood-splattered or quick and deadly) and 
  a smaller sidearm (a club, a cutlass, or a sickle), a tiny loyal pet (rat, snake, or 
  other scuttling creature), a stick-and-poke tattoo set with a few scant inks, 
  intricate piercings, a children’s book of ABC’s, 1-gild
   
  ཥ Deadly weapons from your homeland (punching daggers, brass knuckles, or 
  a chain weapon), a face-obscuring bandana, a vial of toxin, a crude dual-lan-
  guage dictionary, a few letters, pen and ink, a leather cuirass (light armor), a 
  tiny telescope, 1-gild
  You can wield any close weapon.
  Questions
   
  ☸ You will protect THE SHIP •  A CREWMATE •  A LACKEY at all costs. 
  When have you failed to do so in the past? 
   
  ☸ In addition to your kit, you possess a token of affection or the promise of 
  a favor from an old friend. What faction does this friend represent? Mark their 
  location on the world map. 
   
  ☸ The sea has done things to you. What superstition will you follow at all costs? 
   
  ☸ You begin with 1 Rank with your ship, and 3 Rank to allocate to your 
  crewmates. Who do you have Rank with? 
  Specials
  Choose one starting Special. 
   
  ཥ Ink. You’ve been marked with a tattoo of the magical sort. With the Fates, 
  decide what the tattoo can do (x-ray vision, 1-armor per session, +1D to Sizing 
  Up, etc) and how it assists you. The tattoo marks you as indebted to a fac-
  tion of your choice; you are compelled to pay your debts.
   
  ཥ Cyclops. You are a cyclops, possessed of four arms, a tall frame, one eye, 
  and stone skin. You may carry 1 additional heavy item and you can hold two 
  two-handed items at once. You are capable of miraculous feats of strength 
  (throwing a boulder, etc), without rolling, and are mostly incapable of depth 
  perception: take -2 ongoing using long-range weapons or telescopes. 
   
  ཥ Golem. You are a construct sculpted from clay and given life by the name 
  in your mouth. You are compelled to obey your master, a crewmate, who 
  made you. You are impervious to fire and have 2 armor but can’t wear 
  more. You sink in water and walk slowly. You don’t need to eat or breathe. 
  Weaknesses
  Mark one whenever the Fates give you a weakness. 
   
  ཥ Sick [downtime or witchery]. -1 ongoing for all basic moves that don’t use Spitfire.
   
  ཥ Exhausted [extended rest]. When rolling with Blood: roll 3 dice and take the 
  two lowest. 
   
  ཥ Concussed [downtime]. Compel when hearing loud noise: take 2 harm or 
  go done for.
   
  ཥ Deafened [medical care or extended rest]. You can’t hear anything. 
   
  ཥ Pissed [take a breather]. Compel when insulted: fly into a rage and do some-
  thing dumb.
   
  ཥ Bloodthirsty [destroy something]. Compel when angry: attempt murder.
  Advances 
  ○ ○ ○ (Up to 3 times) +1 to Skill. 
  ○ ○ ○ (Up to 3 times) Mark one additional Luck every session.  
  ○ ○ ○ ○ ○ ○ ○ ○ ○ (Unlimited) Take an advanced move. 
  
  Playbook Moves
  You begin with all the basic moves. In addition, you get these: 
   
  ☸ Bond: When you protect a crewmate from a terrible fate, add 1 Rank with 
  them. When you harm something a crewmate cares about, they add 1 Rank 
  with you or you lose 1 Rank with them – their choice. If Rank can’t go any 
  higher, mark experience instead.
   
  ☸ Heart of Gold: At character creation, mark two of the options. When you 
  support or protect a crewmate, describe how you’re doing it, spend 1 Bond 
  with them and choose one of the options you marked: 
   
  ཥ Add or subtract 2 from their roll.  
   
  ཥ Take a consequence the Fates gave to them (harm, a weakness, ill for-
  tune, etc). 
   
  ཥ Give them an automatic 10+ on Standing their Ground. 
   
  ཥ Keep them conscious and alive. 
   
  ☸ Fisticuffs: Your fists are 2-harm close weapons. When you want to bust 
  through something, take the Angry or Bloodthirsty weakness and roll 
  +Blood. (If you have both weaknesses, you can use Fisticuffs at any time.) 
  On a hit, you destroy any object in your way. On a 7-9, you destroy some-
  thing you didn’t intend or harm yourself in the process, your choice. On a 6 
  or below, your violence is your undoing. 
  Advanced Moves
  You may pick one of these when you take an advance. 
   
  ཥ Cumshaw King: When you come to harbor, roll +Blood. On a hit, you 
  know a friendly face in these parts; on a 10+, pick their faction, who they 
  serve, and if they have information for you. On a 7-9, you pick one and the 
  Fates pick the others. 
   
  ཥ Duty-Bound: Mark an additional option for the Heart of Gold move. 
   
  ཥ Muscles Speak Louder Than Words: When you Parley to intimidate, you 
  may roll +Blood instead of +Polish. If you get a 10+, they won’t mess with 
  you again and will try to convince others that you’re not to be trifled with. 
   
  ཥ The Fury: When a crewmate is in dire straits and you have the Angry or 
  Bloodthirsty weakness, spend Bond with the crewmate and roll +Bond you 
  spent. On a hit, go into a fury and pick one; on a 10+, pick two. On a 6 or 
  below, pick one, but you are compelled to go on an indiscriminate rampage. 
  All effects of your fury end when you take a breather or go done for. If you 
  harm a crewmate in your fury, you lose Rank with the crewmate equal to 
  the Bond you spent.
   
  ☸ You are immune to harm dealt by your enemies.
   
  ☸ You are capable of miraculous feats of strength.
   
  ☸ You may Twist Fate at any time as if you’d rolled a 7-9. 
   
  ☸ You don’t take the Angry or Bloodthirsty weakness. 
   
  ཥ Herculean: Your weapons and fists are 1-wreck.  
   
  ཥ Stormblooded: When you have either the Angry or Bloodthirsty weakness, 
  instead of rolling +Blood or +Spitfire for a move, you can roll +the number 
  of weaknesses you have marked.  
  The Matelot
  
  The Mountebank
  Name:
  Looks:
  Blood        Vinegar        Polish        Spitfire
  ▢   ▢   ▢   ▢
  Choose your skill modifiers (in order):  -2, +1, +1, +1  ● 0, 0, -1, +2  ●  +1, 0, -1, +1
  Health:   ◌ ◌ ◌ ○ ○ ○ ○ ○
  Luck:  ○ ○ ○ ○ ○ ○ ○ ○
  Experience Tally
  Starting Experience 
    1st   2nd  3rd  4th   5th  6th    7th   8th  9th  10th
     ◌◌◌◌◌     ○ ○ ○ ○ ○ ○ ○ ○ ○ ○
  Kit
  Pick a kit – bold items are considered heavy: 
   
  ཥ A small concealable weapon (a poison-tipped 2-harm dagger or a pistol with a 
  silencer), a dark cloak with a wide concealing hood, a discrete hit list (per-
  sonal or professional), bone dice, long thin rope, climbing gear, lockpicks, 
  soft silent shoes, caltrops, toxin, 2-gild
   
  ཥ  A battered old dagger, a torn velvet cloak concealing hidden pockets, a 
  few bottles of thick perfume and incense, a well-thumbed tarot deck, a 
  strange dangerous book listing stars and spells (stolen or an heirloom), two 
  discrete vials of blood (from two important enemies), a forgery kit, 1-gild
   
  ཥ Two small close weapons, a jester’s cloak sewn with strange patterns, three 
  masks (clownish, animalistic, or plain), a set of paints with a brush, a musical 
  instrument (a fiddle, pipes, or a hurdy-gurdy), numerous bejeweled rings and 
  necklaces, a vial of spice (edible, slow, causes Spice Eater weakness), 1-gild
  You can wield any 1- or 2-harm weapon that isn’t heavy or two-handed.
  Questions
   
  ☸ Your demon is SOFT-SPOKEN AND DEVILISH •  WILD AND LOONY •  
  ELDRITCH AND ANCIENT. What is its current desire? 
   
  ☸  In addition to your kit, you have a dark token given to you by your demon, 
  representing your contract. Why did you make the deal? 
   
  ☸ Choose a crewmate. Why did you tell them your secret? 
   
  ☸  You begin with 2 Rank to allocate to your crewmates, your demon, or both. 
  Who do you have Rank with? 
  Specials
  Choose one starting Special. 
   
  ཥ Fingersmith. You’ve made your living as a pickpocket and a thief. When 
  Breaking in or out of stealing from someone, you may use +Spitfire instead 
  of +Blood. If you get 12+, you get away scot-free; do not choose a con-
  sequence. Whenever you see something really shiny  •  very mysterious  •  
  highly dangerous (choose one), you feel compelled to steal it. 
   
  ཥ Infernal Hunger. You have a second mouth where it shouldn’t be. When-
  ever you feed the mouth living flesh, take 3 harm to enhance your senses 
  for the next scene. During this time, you can see, hear, and smell every-
  thing in a wide radius even in pitch darkness, you can sense coming dan-
  ger, and you may Strike or Shoot using +Spitfire. 
   
  ཥ Sparrow. You are a trained assassin, taught since birth to kill efficiently. 
  You receive commissions from your guild, are compelled to follow them, 
  and will receive 4-gild if you kill the correct person discreetly. You can kill 
  any unaware human in one blow. In addition to your kit, you carry 1 poi-
  son (edible, slow, 5 uses, causes poisoned) and know where to purchase more. 
  Weaknesses
  Mark one whenever the Fates give you a weakness. 
   
  ཥ Sick [downtime or witchery]. -1 ongoing for all basic moves that don’t use Spitfire.
   
  ཥ Exhausted [extended rest]. When rolling with Blood: roll 3 dice and take the 
  two lowest. 
   
  ཥ Gamblin’ Man [lose something important]. Compel when given a gamble or 
  bet: take it. 
   
  ཥ Hallucinations [appease your demon]. Compel upon specific trigger: halluci-
  nate, and believe it’s real. 
   
  ཥ Bloodthirsty [destroy something]. Compel when angry: attempt murder.
   
  ཥ Bedeviled [a hard-won moment of humanity]. Compel when your demon 
  feels or desires something: feel or desire the same. 
  Advances 
  ○ ○ ○ (Up to 3 times) +1 to Skill. 
  ○ ○ ○ (Up to 3 times) Mark one additional Luck every session.  
  ○ ○ ○ ○ ○ ○ ○ ○ ○ (Unlimited) Take an advanced move. 
  
  Playbook Moves
  You begin with all the basic moves, except for one that your demon has taken 
  from you: choose which. Whenever you use that move, your demon decides 
  the results. In addition, you get these: 
   
  ☸ Bond: Whenever you forsake your crewmates for personal gain and pow-
  er, add 1 Rank with your demon and lose 1 Rank with the crewmate; the 
  crewmate must lose 1 Rank with you. Whenever you resist your demon’s 
  desires at a crucial moment, lose 1 Rank with your demon; an affected 
  crewmate chooses whether they add 1 Rank with you or you add 1 Rank 
  with them. If Rank can’t go any higher, mark experience instead.
   
  ☸ Devil’s Contract: You have made a contract with a demon. Now it grows 
  inside you like a cancer. You may have Rank with your demon; you can 
  take away starting Rank from your crewmates to allocate it to your demon’s 
  Rank. At character creation, mark the Bedeviled weakness. At the start of 
  every session, mark Luck equal to Rank with your demon. When you allow 
  your demon to feed on your life-force, you may take the Bedeviled weak-
  ness (or 1 harm if you already have it) to mark 1 Luck. 
   
  ☸ Dark Magician: When you wish to evoke one of your demonic powers, 
  spend Luck and roll +Spitfire. On a 6 or below, your demon takes control. 
  Spending 1 Luck will allow you to evoke one of the following powers. On 
  a 10+, you choose which; on a 7-9, you roll 1D to determine which, and can 
  take 1-harm to add or subtract 1 to the result. 
   
  ☸ 1 - Ouza. For a scene, you see warped twisted creatures standing on the 
  shoulders of humans, whose mannerisms reveal the human’s vices.
   
  ☸ 2 - Abaddon. For a scene, you are immune to fire or heat.
   
  ☸ 3 - Belias. For a scene, you may create a chittering, flying shadow ser-
  vant who does your bidding.
   
  ☸ 4 - Lilitú. For a scene, a person you can see hallucinates awful nightmares.
   
  ☸ 5 - Hidimba. For a scene, your very touch is a 2-harm weapon.
   
  ☸ 6 - Ashteroth. For a scene, you may change your appearance via illusions. 
  Spending 2 Luck will allow you to evoke one of the following powers. On 
  a 10+, you choose which; on a 7-9, you roll 1D to determine which, or take 
  2-harm to choose, and can take 1-harm to add or subtract 1 to the result. 
   
  ☸ 1-2 - Obaké. For a scene, you can shapeshift into any animal as big as 
  you or smaller. 
   
  ☸ 3-4 - Ashmodai. For a scene, you can create chaotic fireballs and infernos 
  in the air around you.
   
  ☸  5-6 - Ōnyūdō. For a scene, you may meld into any shadow you touch 
  and transport yourself to another shadow within sight-range.
  Advanced Moves
  You may pick one of these when you take an advance. 
   
  ཥ Amdusias: Amdusias replaces #2 on the 2-Luck Dark Magician chance die 
  table: Your human body falls asleep, and you enter the dreams of a sleep-
  ing person whose true name you know. You can sculpt their dreams and 
  implant thoughts, feelings, or visions into their head. 
   
  ཥ Buné : Buné replaces #4 on the 2-Luck Dark Magician chance die table:  For 
  a scene, if the surroundings are dark, you can animate corpses using shad-
  ow. The corpses are loyal, slow, and do 2-harm close. 
   
  ཥ Huckster: When you want to roll someone under the table, roll +Spitfire. 
  On a hit, you’ve outplayed your opponent and won the better part of the 
  deal; take the goods. On a 10+, you’ve also put your opponent in your debt 
  or take +1 forward to Parley with the table, your choice. On a 6 or below, you 
  have to cheat to win; take the loss and no money, or anger your opponents.  
   
  ཥ Something to Believe In : When you Stand Your Ground and don’t cur-
  rently have the Bedeviled weakness, you can spend Bond with multiple 
  crewmates instead of just one. 
   
  ཥ 9th Circle: When in dire straits, you may beseech your demon and roll 
  +Rank with it. On a hit, you fall to 1 Health and briefly become a true mon-
  ster, saving yourself and destroying or thwarting all danger. On a 7-9, your 
  demon requires more than just your lifeforce; give something more pre-
  cious. On a 6 or below, your demon takes control over your body for a time, 
  doing what it chooses; after, you’re done for.
   
  ཥ Valefar: Valefar replaces #6 on the 2-Luck Dark Magician chance die table: 
  One person within sight whose true name you know is forced to obey your 
  next command to them, even if they loathe the idea. You can’t force them to 
  do something harmful to themselves. 
  The Mountebank
  
  The Navigator 
  Name:
  Looks:
  Blood        Vinegar        Polish        Spitfire
  ▢   ▢   ▢   ▢
  Choose your skill modifiers (in order):  -1, +1, -1, +2  ●  0, +1, -1, -1  ●  0, 0, 0, +1
  Health:   ◌ ◌ ◌ ○ ○ ○ 
  Luck:  ○ ○ ○ ○ ○ ○ ○ ○ 
  Experience Tally
  Starting Experience 
    1st   2nd  3rd  4th   5th  6th    7th   8th  9th  10th
     ◌◌◌◌◌     ○ ○ ○ ○ ○ ○ ○ ○ ○ ○
  Kit
  Pick a kit – bold items are considered heavy: 
   
  ཥ An old battered crossbow, an enormous star chart, half-completed (pick a 
  season’s constellations detailed on it), thick bifocals, a beautiful golden tele-
  scope, prayer seals, wax, an ancient book (dangerous) on the secrets of star 
  gods, a vial of leviathan blood (given or taken), 1-gild 
   
  ཥ A simple weapon (sickle, cutlass, or staff), salt-stained leathers, sextant, 
  astrolabe, compass, a token to an old god (benevolent or not), stamped ship 
  documents (authentic or forged), a wax seal, rope, a map of a secret hideout 
  (mark on the world map), 1-gild
   
  ཥ A rusty hidden dagger (poor), an astrolabe and compass, a thick sturdy satchel 
  full of mysterious sea charts (shows where leviathans are; draw two on the world 
  map), a forgery kit, inks and quills, many large sheafs of paper, a cartography 
  kit, a long spyglass, a half-completed map of the far reaches, 1-gild
  You can wield any 1- or 2-harm weapon that isn’t heavy.
  Questions
   
  ☸ Sometimes you talk to this ship. What secrets does it tell you? 
   
  ☸ You’re an open radio channel for the stars. On a specific trigger, you’re 
  compelled to have a draining vision of another PLACE •  TIME •  PERSON. 
   
  ☸ You’ve been given a dark prophecy about THE SHIP • A CREWMATE • 
  AN ENEMY. What did you see, and how can you prevent it? 
   
  ☸ You begin with 2 Rank with your ship, and 1 Rank to allocate to a crewmate. 
  Who do you have Rank with? 
  Specials
  Choose one starting Special. 
   
  ཥ Living Legend. You’re navigator royalty, a sailor’s myth – you’ve traveled 
  to the edge of the world. Mark three locations on the map, and name them. 
  They are treacherous and hazardous places – but you know the way in. 
  You can use ship moves on any ship without penalty. 
   
  ཥ Master Cartographer. Whenever you enter new lands, roll +Vinegar. On a 
  success, you’ve created a map of this area before, and it’s in your kit (+1D 
  to Navigate). On a 10+, describe an area or NPC who lives here; the Fates 
  decide where it is. On a 6 or below, state two facts about this place; the 
  Fates choose privately which is a lie and which is truth. 
   
  ཥ Ghost. You are a specter, tied to the land of the living and possessed of a 
  body that’s only partly there. You are part-way incorporeal, and have 2-ar-
  mor (supernatural). Given enough time and concentration, you can phase 
  through non-metal surfaces. Any item you didn’t die with is heavy and 
  doesn’t give you bonuses (+xD, +x ongoing, etc). 
  Weaknesses
  Mark one whenever the Fates give you a weakness. 
   
  ཥ Exhausted [extended rest]. When rolling with Blood: roll 3 dice and take the 
  two lowest. 
   
  ཥ Migraines [downtime]. Compel when hearing loud noise: take 2 harm or go 
  done for.
   
  ཥ Blinded [medical treatment]. You can’t see anything. 
   
  ཥ Socially Challenged [social success]. -1 ongoing to Polish. 
   
  ཥ Claustrophobic [downtime]. Compel in tight quarters: panic and leave by 
  any means. 
   
  ཥ Starstruck [make a foolish decision]. The Fates pick another trigger for Question 2. 
  Advances 
  ○ ○ ○ (Up to 3 times) +1 to Skill. 
  ○ ○ ○ (Up to 3 times) Mark one additional Luck every session.  
  ○ ○ ○ ○ ○ ○ ○ ○ ○ (Unlimited) Take an advanced move. 
  
  Playbook Moves
  You can use these as basic moves. 
   
  ☸ Bond Move: When you make a move that requires social skills, you can 
  choose to miss, mark all Luck, and lose 1 Rank with a crewmate of your 
  choice. When you hit a social move to help out a crewmate, they add 1 
  Rank with you or you add 1 Rank with them – their choice. If Rank can’t go 
  any higher, mark experience instead.
   
  ☸ Starcaller: You follow the stars, and sometimes they follow you back. 
  Whenever you wish to bless a crewmate, or yourself, spend x Luck and 
  call upon an available constellation of the current season. If that crewmate 
  attempts the constellation’s associated move any time before next sunrise, 
  they take +xD. 
   
  ☸ Winter Constellations: Drag-Blod (Man the Cannons), The Lynx (Break 
  In or Out), and Humbaba (Swashbuckling).
   
  ☸ Spring Constellations: The Standing God (Twist Fate), Rasalhague 
  (Size Up), and Hydra (Stand Your Ground).
   
  ☸ Summer Constellations: Shugi, the Old Man (Last Words), The Com-
  pass (Steer), and Llys Don (Parley).
   
  ☸ Fall Constellations: Skystallion (Dirty Trick), Kesil (Hoodwink), and 
  Guanna the Bull (playbook move of their choice). 
   
  ☸ Prophesied: Whenever you sleep, you may receive a prophecy, take the 
  Starstruck weakness, and roll +Spitfire. If you already have the Starstruck 
  weakness, you take -1 ongoing until the weakness is gone. 
   
  ☸ On a 10+, at any time within the next few days, you can pull Luck’s 
  strings and prophesize something strange or fortunate to occur. De-
  scribe what happens in your prophecy; it will happen, logic and Fates 
  permitting. 
   
  ☸ On a 7-9, as 10+, but the Fates get a Raise. They may spend the Raise to 
  break reality and cause something strange and unnatural to occur. 
   
  ☸ On a 6 or below, the Fates get a Raise as per 7-9, and you receive a 
  blurred vision of future danger. 
  Advanced Moves
  You may pick one of these when you take an advance. 
   
  ཥ Augury: When you have Rank with something, and wish to know where 
  it is, take a moment and roll +Spitfire. On a 10+, you have a brief vision of 
  their location through their eyes, and know where it is relative to you. On a 
  7-9, you know how far away they are and what direction they’re in. On a 6 
  or below, choose one but not both, and take a consequence.
   
  ཥ Boatwright’s Blessing: When observing a new ship, roll +Vinegar. On a 
  10+, you’re familiar with the ship; you can take ship actions with it as if it 
  were yours. The Fates will show you its item card. On a 7-9, you know two 
  of the following, your choice: Wreck Level, current crew number, weaponry, 
  special abilities. On a 6 or below, the Fates will give you one rumor you’ve 
  heard about this ship.
   
  ཥ Kairos: If you wish to make time stand still, roll +Spitfire. The GM takes 
  a Raise. On a 10+, the world stills for a minute; only you and people you 
  choose with whom you have Rank are unaffected. On a 7-9, as with 10+, but 
  it affects everyone but you. On a 6 or below, you can halt the progress of 
  time for only a few moments; it affects everyone but you. 
   
  ཥ Ship Shepherd: When you are making a move on your ship, you may 
  spend 1 Luck to use +Rank with your ship instead of the move’s skill. 
   
  ཥ Starchart: When you create detailed starcharts of a constellation, take a 
  downtime, roll +Spitfire, and spend x Luck. On a hit, the star chart is slow. 
  On a 7-9, it is also heavy requires sacrifice. When it’s on your person, you may 
  use your starchart to bless yourself or crewmates as if using your Starcaller 
  move. The blessing uses its constellation’s associated move, works regard-
  less of the season, and grants +xD, with x being the amount of Luck you 
  spent upon the starchart’s creation. Otherwise, it follows the usual rules of 
  the Starcaller move. 
   
  ཥ Summanus Reigns: When you expose yourself to the el-
  ements and bend them to your will, roll +Spitfire. On a 
  10+, the sky is putty in your hands; you summon a storm, 
  or banish it, over several minutes. On a 7-9, you manip-
  ulate the weather in the direction you desire, but you’re 
  punished for it. On a 6 or below, you’ve pushed yourself 
  too far; the Fates take a Raise.
  The Navigator
  
SOURCE: textdata/thevault/Rapscallion (PbtA)/Rapscallion - Play Materials.pdf