TEXT: N PC Sheet
  0 Attribute = Death
  Combat Order
  2
  3
  1
  5
  6
  4
  M aximum Momentum
  Background:
  Name:
  Avg PC Resources:
  N PC Type:
  Variations:
  Traits:
  Personality
  Natural, *May not Hit targets that cannot perceive you.
  4
  *
  20
  -
  -
  -
  -
  Intimidate.
  -
  4
  Infinite
  Auto
  +
  Innate Weapons
  Limbs
  Natural, Small, Blunt, *Hit +Str with Tackle Action, **+2 End Dmg OR +2 Rng and +7 Max Rng if you have a improvised Weapon (torch, pistol butt, chair).
  1**
  *
  1**
  1
  -
  -
  -
  Tackle.
  -
  Str-2**
  Infinite
  Auto
  Weapons
  Hit( 2) R ange
  M ax Rng
  End Dmg Crit Dmg
  Ammo
  Draw
  Reload
  Acquire
  Resources
  Wgt
  Type
  +
  Used Ammunition
  Ref
  Mov
  Str
  Int
  Luck
  Foc
  Foc +
  Int +
  +
  10 + Ref + Cover +
  Stealth
  Swimming
  2 +
  Defence + Str +
  18 +
  Def
  vs Tac
  vs Int
  10 + (Str x5) +
  Focus +
  End
  Recovery
  +
  Ar mour
  vs Luck Dmg
  -
  at 0 End
  0 Attribute = Death
  Combat Order
  2
  3
  1
  5
  6
  4
  M aximum Momentum
  Background:
  Name:
  Avg PC Resources:
  N PC Type:
  Variations:
  Traits:
  +
  Weapons
  Hit( 2) R ange
  M ax Rng
  End Dmg Crit Dmg
  Ammo
  Draw
  Reload
  Acquire
  Resources
  Wgt
  Type
  +
  Used Ammunition
  Ref
  Mov
  Str
  Int
  Luck
  Foc
  Foc +
  Int +
  +
  10 + Ref + Cover +
  Stealth
  Swimming
  2 +
  Defence + Str +
  18 +
  Def
  vs Tac
  vs Int
  10 + (Str x5) +
  Focus +
  End
  Recovery
  +
  Ar mour
  vs Luck Dmg
  -
  at 0 End
  Defence
  Weapon Notes:
  Traits:
  Armour
  Movement
  Bodies
  +
  Henchmen
  Hit( 2) R ange
  M ax Rng
  End Dmg Crit Dmg
  Ammo
  Draw
  Reload
  Resources
  Wgt
  Type
  Used Ammunition
  Avg PC Resources
  Number of Attacking Bodies
  Max Momentum =
  0
  Cmb Order
  16
  Def vs Int
  16
  Def vs Tac
  3
  Weapon Attribute Value
   2
  Stealth
  +
  
  N PC Ship Sheet
  Defensive Stats
  2
  3
  1
  5
  6
  4
  Morale
  Resilience
  Ar mour
  Front Ar mour
  Build:
  Traits:
  Ship Name:
  Resources Cost:
  Effort
  Does not Req Hit or Success
  You may re-roll a single die from this Skill Roll.
  Promote
  Ship Skill Roll, Success, Combat
  Reduce your Swabbies by 1 and gain 1 Gunner OR Cutthroat.
  Momentum
  Strong Hit
  Result
  Requirements
  -Hull = Leaking
  -4 Hull = Destruction
  -4 Sailors, 0 Moral = Surrender
  Ram
  Strong Hit (5-6), Crit Location: 1d3, *On a hit you deal equal Crit Damage to yourself (Front Armour) and reduce both of your Speeds by 2, *Auto Hit if your target has 0 Speed.
  1, Front
  1
  Size**
  -
  -
  Ram,
  -
  Bulk +Speed
  Auto
  Critical Hit
  Critical Boost
  May Crit OR vs 0 Moral, Hit, 1 use per Attack (unless Ship)
  Does not Req Hit
  Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute. 
  +1 Critical Damage for this Attack vs all Targets with 0 Endurance.
  Wind
  Cannon Ammunition, x3
  Auxiliary
  Weapons
  Hit ( 2)
  +
  R ange
  M ax Rng
  Mor Dmg Crit Dmg
  Ammo
  Acquire
  Resources
  Min Size
  Type and Variation
  Used Ammunition
  Used Ammunition
  Used Ammunition
  Auxiliary
  Defence
  Armour
  Movement
  Bodies
  Used Ammunition
  Dec
  Sai
  Bul
  Gun
  Cut
  Swa
  Size
  Hull
  Sailors
  +Speed*
  Assault
  1
  4
  4
  -
  -
  Assault,
  -
  Cutthroats
  Auto
  Ship Skill Rolls
  2 +
  Cannon
  Size  Bulk +
  +
  Max Speed
  1 +
  Defence
  Reduce all Cannon Hits
  by -1d6 when they Attack 
  your Front or Rear .
  +
  Re-Rolls per Turn
  Parallel to the Wind
  With the Wind
  You May Gain up to  2  2 Speed.
  Parallel With the Wind
  Max Speed  2 Your Sails.
  You May Gain up to  2  2 Speed.
  Max Speed  2 Your Sails.
  You May Gain up to  3  2 Speed.
  Max Speed  3 Your Sails.
  Against the Wind
  Parallel Against the Wind
  You May Gain up to  1  2 Speed.
  Max Speed  1 Your Sails.
  Max Speed  1.
  You May Gain up to  0  3 Speed.
  
  vs Defence
  Auxiliary Manoeuvre
  +1 Mor Dmg per Attacking Body.
  Move, not Against Wind.
  Attack with your Weapon.
  Hit +1d6 per Attacking Body.
  Auxiliary Action, 1 per Turn
  1 Dmg to a random (1d6) Attribute (no Armour) at the end of your Turn.
  On Fire
  -2 to all Ship Skill Rolls.
  Enemy may make Assault Attacks against you.
  If you take Crew Damage you may lose Boarded (GM discretion),
  Boarded
  Ship Effects (Do not Stack)
  1 Dmg to a random (1d2) Attribute (no Armour) at the start of your Turn.
  Leaking
  Ship Environments
  Collision
  Make a free Ram Attack against the object you have Collided with. 
  If your Ship is over Size X you Collide with the Shallows*.
  Shallows may have Defence 14 and dont count as being at Speed 0.
  If you dont cross this Wave head on, take 10 Moral Damage.
  If you cross this Wave: -2 to all Ship Skill Rolls for the Turn.
  This Wave moves forward 3 spaces at the start of each Turn.
  Large Wave
  Shallows X
  If your ship is directly behind another ship and within 2: reduce their Speed
  by 4 if you are larger, 2 if you have equal size or 1 if you are smaller.
  Behind Ship
  Take 1d6 Moral Damage at the Start of your Turn.
  Storm
  Repair
  12t
  12t
  14t
  14w
  Change 1 Attribute, Wpn or Trait.
  Change Out.
  Requires: 2 Wood, & 1 Cloth per Size.
  Requires: Workstation.
  Maintenance; Heal Hull 2
  Recruit; Heal 6 Swabbies
  12w Rearm; Regain all Ship Ammo.
  10w
  14w
  14w
  14w
  Enlist; Heal any 2 Sailors
  Requires 1 Wood, Cloth, & Metal per Size.
  Requires 1 Metal per 2 Cannons.
  May Retro Gunners or Cutthroats to Swabbies.
  May Retro Swabbies to Gunners or Cutthroats.
  Upgrade; Gain Trait or Weapon.
  Requires: 1 Wood, & Cloth per Size.
  Requires: Toolkit.
  Quick Fix; Heal any 2
  Requires: 4 Wood, Cloth per Size.
  Requires: Facility.
  Rebuild; Heal Hull 8
  and 1 Condition.
  Healing
  10
  May be performed during Combat.
  First Aid; Stops Bleeding
  12t
  12t
  Requires: Toolkit.
  Requires: Toolkit.
  Extended Care; Heal all 1
  and 1 Minor Condition.
  16t
  and 1 Condition.
  Requires: Workstation.
  Requires: 1 Cloth.
  Surgery; Heal one 8
  12
  Luck cannot be Healed by a Healing Roll.
  Heal all Luck at the end of each Session.
  Damage dealt that Combat.
  Maximum of 1 Patch-Up per 4 Characters.
  Patch-Up; Heal any 3
  Reload a Weapon or make a Skill Roll (eg: Stealth).
  Move
  Crew Prep
  Move, Attack, May Crit
  Hit +Int.
  +1 End Dmg per Attacking Body.
  Momentum 1: Your next Attack gains +(your Current Momentum)d6 Hit.
  Crew Attack
  Roll +1, No bonuses from other sources.
  Crew Combat Actions, 1 per Turn
  Personal Combat Actions, 2 per Turn
  Thoughtful Actions
  Move, Recover
  Prep
  Attack
  Size Up
  Attack*, May Crit
  Ready Attack
  Draw or Reload a Weapon.
  Skill Roll (eg: Medicine, Stealth).
  Momentum 2: Two Allies gain +1 Momentum.
  *In a 1800 Arc in response to any Action.
  Momentum 2: Attack with a Ship Support Weapon.
  Momentum 2: Your next Attack gains +2d6 Hit.
  Move +2.
  Momentum 1: +2 Movement.
  An Attack Misses You: +1 Momentum (up to +2).
  Cover Step +1.
  Momentum 2: +1 Cover Step.
  Once per Turn, +1 Momentum.
  Hit +Int.
  Swift Actions
  Move
  Dodge
  Move
  Full Move
  Move, Attack, May Crit
  Quick Strike
  Momentum 2: Your next Attack gains +2d6 Hit.
  Momentum 2: Attack with a different Weapon.
  Hit +Ref (Hit +Int with Intimidate).
  On Flanked Hit: +1 Momentum.
  Momentum 2: Your next Attack gains +2d6 Hit.
  Hit +Ref (Hit +Str +Ref with Limbs).
  On Hit: Momentum 1: Apply +1 Tackle Effect.
  Hit +Ref.
  On Hit: Gain +1 Momentum if any opponent is
  adjacent to you at the start of your next Turn.
  Move +2 (Straight Line).
  +1 Momentum per Adjacent Enemy.
  Powerful Actions
  Move, Attack
  Block
  Move, Attack, May Crit
  Charge
  Move, Attack
  Tackle
  Rotate 45o.
  Alter your ship’s Speed by +1 to -1.
  Rotate 45o OR
  Alter your ship’s Speed.
  Rotate 90o and -3 Speed.
  Move forward 1d3 spaces,
  not Directly Against Wind.
  Regain Moral.
  +1 to all Ship Skill Rolls this Turn.
  5 Successes = Leave Combat Area.
  *No enemy ships within 4 of you.
  +1 to all Ship Skill Rolls this Turn.
  Remove Leaking or On Fire Effect.
  Deploy an Auxiliary.
  Boost next Cannon Attack: Rng +2.
  Attack with right side Cannon.
  Attack with left side Cannon.
  Attack with front or side Cannon.
  Requires no Ammunition.
  Attack with Assault.
  Hit: +Gunners.
  Crit Attribute location: 1d3+3.
  Attack all Boarded ships with Assault,
  Hit: +Cutthroats.
  No Rng penalties.
  Hit: +1d6 per Cannon.
  Rng: -1d6 per Increment, not -2.
  Hit: +1d6 per Cannon.
  Rng: -1d6 per Increment, not -2.
  Ship Skill Rolls, 1 per Person per Turn
  15-Speed
  14-Sails
  12-Sails*
  Command
  Lowest Speed First (or lowest Cutthroats if equal).
  Highest Deck First (or highest Cutthroats if equal).
  14-Swabbies 
  Catch Wind
  Plot Escape
  Give Speech
  Tack
  Close Combat
  Logistics
  Gunnery
  12-Cutthroats
  vs 4d6*
  vs 12+Size
  vs Defence
  Duel
  To Arms!
  Volley
  Grapple
  12-Deck
  12-Bulk
  15-Deck
  Support Crew
  Navigate
  Patch Job
  14-Deck*
  Push Crew
  12-Gunners
  vs Defence
  vs Defence
  vs Defence
  Pot Shot
  Starboard
  Broadside
  Broadside
  Port
  Take Aim
  was dealt since your last Turn.
  Repair 1 Attribute Damage that
  A single Ship Roll gains Str Hit +1.
  *And take 5 Morale Damage.
  Reduce your, and an adjacent,
  ship’s Speed by 2. And one of you
  gains or removes a Boarded Effect.
  *Failed Roll = YOU take 1 Dmg.
  An adjacent Boarded ship takes 1 Dmg
  (no Armour) to any Sailors Attribute.
  May Move with Target if you have higher Str.
  Escape
  Push
  Remove Grabbing Character Effect from your Target.
  Grabbed
  -1 Action per Turn.
  Target is forced to move 2 spaces directly away from you.
  Target is forced to move 1 space in any direction.
  Trip
  Target goes Prone.
  -4 to Swimming..
  Tackle Effects
  Grabbing
  As with Grabbed Effect but may remove as a Free Action, and
  -2 to your Swimming (not -4).
  Lost if you make a visible attack or lose Cover.
  Stealthed
  May not be Targeted.
  Prone
  Cost 3 Movement to Change.
  Moving one space costs 2 Movement while Prone.
  -1 Push distance.
  Limited Vision
  Targets gain; Light Cover or Heavy Cover (Blind, Pitch Black).
  Personal Combat Effects
  Post Combat Plunder
  Ship
  No Crew:
  Difficult Combat:
  Easy Combat:
  Defeat:
  Gain 2 Trade Boxes.
  Gain 2 Trade Boxes.
  No Plunder Roll.
  You may only make Study Rolls.
  Capture Ship:
  Captured Ship Taken to Land:
  Defeat:
  Gain 2 Trade Boxes.
  Gain 4 Trade Boxes.
  You may only make Study Rolls.
  Personal Combat
  Swim (Prep Action)
  Tread Water
  Take 4 Endurance Damage or 1 Attribute Damage (no Armour).
  Personal Combat Environments
  Swim Roll of 10 to Move (Difficult Terrain). 
  +2 to Swimming Roll, may not move during your Turn.
  Swing
  Gain +2 Move with Full Move or Charge Action.
  1) Light Cover
  Int Defence
  +
  Adjacent to an Ally
  Reduce all End Dmg by 2
  2) Heavy Cover
  Int x2 Defence
  +
  Int x3 Defence
  Immune to Critical Hits if you have Endurance.
  Entrenched,
  3)
  +
  Cover Steps
  Wind
  With the Wind
  You May Gain up to  2  2 Speed.
  Max Speed  2 Your Sails.
  Parallel to the Wind
  You May Gain up to  2  2 Speed.
  Max Speed  2 Your Sails.
  Parallel With the Wind
  You May Gain up to  3  2 Speed.
  Max Speed  3 Your Sails.
  Parallel Against the Wind
  You May Gain up to  1  2 Speed.
  Max Speed  1 Your Sails.
  Against the Wind
  Max Speed  1.
  You May Gain up to  0  3 Speed.
  Weapons with ‘Splash’ Keyword only.
  Splash Scatter
  1
  4
  5
  6
  3
  2
  Scatters distance = 1d6 in a random (roll 1d6) direction.
  
SOURCE: textdata/thevault/Fragged Empire/Fragged Seas - GM Sheets.pdf