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2d6+ (ToG Overhaul) - 4) Playing The Game

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0% found this document useful (0 votes)
31 views21 pages

2d6+ (ToG Overhaul) - 4) Playing The Game

Uploaded by

alex.reynolds1
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as ODT, PDF, TXT or read online on Scribd
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Playing The Game one session of play every time.

Let it be
however long it is.
Gameplay is organized into a few different
phases: The PCs can set up a new score by choosing a
target (from their claims or the faction list, for
◊ Scores: when the crew has a specific goal, example), by approaching a potential client and
zoom in on the action to see if they pull it off asking for work, or by being contacted by an
◊ Downtime: spend some time recovering, NPC who has heard of a lucrative opportunity
training, or working on personal side projects and wants to cut the crew in on the deal. A score
◊ Odyssey: travel across the ocean to a new consists of a few key elements: planning,
location, facing the perils of the sea engagement, and flashbacks.
◊ Trade: weigh anchor in a port long enough to
sell off your cargo
◊ Freeplay: any roleplaying that doesn’t fit into Planning & engagement
the other phase descriptions Your crew spends time planning each score.
They huddle around a flickering lantern in their
The order of phases is fluid. You don’t have to lair, looking at scrawled maps, whispering plots
go in any particular order, but you can’t play and schemes, bickering about the best approach,
the same phase twice in a row. As long as lamenting the dangers ahead, and lusting after
you remain at the same port, you might alternate stacks of coin. But you, the players, don’t have
between scores and downtime. Once your ship to do the nitty-gritty planning. The characters
is loaded with cargo, you could undertake an take care of that, off-screen. All you have to do
odyssey to changes ports, then use a trade phase is choose what type of plan the characters have
to sell off the stolen goods. Each phase has already made.
some rules unique to it.
There’s no need to sweat all the little details and
try to cover every eventuality ahead of time,

Score Phase because the engagement roll (detailed below)


ultimately determines how much trouble you’re
in when the plan is put in motion. No plan is
You play to find out if a fledgling crew of
pirates can prosper on the high seas—and that ever perfect. You can’t account for everything.
success depends upon criminal raids, which This system assumes that there’s always some
we call scores. A score is a single operation with unknown factors and trouble—major or minor
a particular goal: intercept the novice spice —in everyoperation; you just have to make the
merchant; burn a rival’s hideout to the ground; best of it.
frame a meddlesome official for a crime.
Usually, a score will fall into one of three There are six different plans, each with a
categories: missing detail you need to provide (see the list
below). To “plan an operation,” simply choose
»≫ A pirate-related activity, determined by the plan and supply the detail. Then the GM will
your crew type. cut to the action as the first moments of the
»≫ Seizing a claim that you choose from your operation unfold.
crew’s claim map. Claims help your crew grow
and develop. ◊ Assault— Do violence to a target. Detail: The
»≫ A special mission or goal determined by the point of attack.
players (like getting a rare artifact to earn ◊ Deception— Lure, trick, or manipulate.
forgiveness from an armada’s captain). Detail: The method of deception.
◊ Stealth— Trespass unseen. Detail: The point
A score can be long and involved or short and of infiltration.
sweet. There might be lots of rolls and trouble, ◊ Occult— Engage a supernatural power.
or just a few actions to resolve it. Play to find Detail: The arcane method.
out what happens! A score doesn’t need to fill
◊ Social— Negotiate, bargain, or persuade. »≫ Does the plan’s detail expose a
Detail: The social connection. vulnerability of the target or hit them where
◊ Transport— Use a vehicle, speed, or athletic they’re weakest? Take +1. Is the target strongest
prowess Detail: The route and means. against this approach, or do they have particular
defenses or special preparations? Take -1.
The Detail »≫ Can any of your friends, associates,
contacts, or anchors provide aid or insight for
When you choose a plan, you provide a missing
this operation? Take +1. Are any enemies or
detail, like the point of attack, social connection,
rivals or obligations interfering in the operation?
etc. You can ask the GM about common
Take -1.
knowledge to fill in the detail or make a few
action rolls to gather the information you need.
You can never have more than a +2 or less than
a -2 modifier for your engagement roll. The
Item Loadouts engagement roll assumes that the PCs are
After the plan and detail are in place, each approaching the target as intelligently as they
player chooses their character’s load. This can, given the plan and detail they provided, so
indicates how much stuff they’re carrying on we don’t need to play out tentative probing
the operation. They don’t have to select maneuvers, special precautions, or other
individual items—just the maximum amount ponderous non-action. The engagement roll
they’ll have access to during the action. covers all of that. The PCs are already in action,
◊ Light Load (3): Unburdened. You carry very facing the first obstacle—boarding plan in
little, quick and agile. place, ready to sprint across; launching fire onto
◊ Normal Load (5): Prepared. You look like a rival’s fort walls; maneuvering to speak with
someone ready for action, able to maneuver an Oracle at the midsummer celebration, etc.
normally. Don’t make the engagement roll and then
◊ Heavy Load (7): Threatening. You are ready describe the PCs approaching the target. It’s the
for war, slowed by your haul. approach that the engagement roll resolves. Cut
to the action that results because of that initial
Engagement Roll approach—to the first serious obstacle in their
Once the players choose a plan and provide its path.
detail, the GM cuts to the action—describing
the scene as the crew starts the operation Engagement Roll Results
and encounters their first obstacle. But how is Natural 12: Exceptional result. You’ve already
this established? The way the GM describes the overcome the first obstacle and you’re in an
starting situation can have a huge impact on excellent position for what’s next.
how simple or troublesome the operation turns 10+: Good result. You’re in control when the
out to be. Rather than expecting the GM to action starts,
simply “get it right” each time, we use a dice 7-9: Tense result. You’ve hit your first
roll instead. This is the engagement roll. complication when the action starts.
6 or less: Bad result. Disaster has struck, and
The engagement roll is a fortune roll, starting you’re desperately responding when the action
with a plain 2d6 for sheer luck. Determine your starts.
modifier for major advantages and
disadvantages before you roll, then add that
total modifier to the roll result. Flashbacks
Major Advantages / The rules don’t distinguish between actions
performed in the present moment and those
Disadvantages performed in the past. When an operation is
»≫ Is the operation particularly bold or daring? underway, you can invoke a flashback to roll for
Take +1. Is this operation overly complex or an action in the past that impacts your current
contingent on many factors? Take -1. situation. Maybe you convinced the district
Watch sergeant to cancel the patrol tonight,
so you make a Sway roll to see how that went. you return to the public markets. This could
The GM sets a stress cost when you activate a mean you move into downtime to recover or use
flashback action. an odyssey phase to flee the area.
»≫ 0 Stress: An ordinary action for which you
had easy opportunity.
»≫ 1 Stress: A complex action or unlikely Loot
opportunity. At the end of the score determine your monetary
»≫ 2 (or more) Stress: An elaborate action rewards. A successful score generates both coin
that involved special opportunities or and cargo. The crew earns coin based on the
contingencies. nature of the operation and/or any loot they
seized:
After the stress cost is paid, a flashback action is ● 2 coin: A minor job; several full purses.
handled just like any other action. Sometimes it ● 4 coin: A small job; a strongbox.
will entail an action roll, because there’s some ● 6 coin: A standard score; decent loot.
danger or trouble involved. Sometimes a ● 8 coin: A big score; serious loot.
flashback will entail a fortune roll, because we ● 10+ coin: A major score; impressive loot.
just need to find out how well (or how much, or
how long, etc.). Sometimes a flashback won’t Record the coin on the crew sheet, or divvy it up
call for a roll at all because you can just pay the among the crew members as you see fit. The
stress and it’s accomplished. If a flashback crew will also seize cargo during a score, the
involves a downtime activity, pay 1 coin instead primary source of their income. Cargo has to be
of stress. stored on the ship until the crew enters a trade
One of the best uses for a flashback is when the phase; the number of cargo you can store is
engagement roll goes badly. After the GM equal to your ship’s size trait x 2.
describes the trouble you’re in, you can call for The cargo the crew receives depends upon the
a flashback to a special preparation you made, faction they targeted. Each faction stocks a
“just in case” something like this happened. certain cargo type, which changes over time.
This way, your “flashback planning” will be Refer to the Trade Game section to learn how to
focused on the problems that _do _happen, not track faction stock. Use the table below to
the problems that might happen. determine how much cargo is seized from the
score:
Limits of flashbacks Wealth Ratting Cargo Seized
A flashback isn’t time travel. It can’t “undo”
something that just occurred in the present 1-2 1
moment. For instance, if an Inspector 3-4 2
confronts you about recent thefts of occult 5 2
artifacts when you’re at the Lady’s party, you
can’t call for a flashback to assassinate the
Inspector the night before. She’s here now,
Action Scenes (optional)
questioning you—that’s established in the
- Intro: Intent and Purpose
fiction. You can call for a flashback to show that
- Rounds and Turns
you intentionally tipped off the inspector so she
- Environment: Zones, Tags and Maps
would confront you at the party—so you could
- Initiative
use that opportunity to impress the Lady with
- Action Points
your aplomb and daring.
- Actions
- Attacks
Giving up on a score - Defence
When you give up on a score, you go into the --- against directed attacks that deal damage
next game phase. In the cases of failures, you --- resistance rolls v damage, not 6
can move into any phase except trade; you need - Modifiers
some time to pass for things to die down before --- cover
--- range remove stress, work on long-term projects,
recover from injuries, etc.
After the downtime activities are resolved, the
game moves to its
Downtime Phase next phase.
Downtime plays out differently if it happens at
After the crew finishes a score, hard phase of sea instead of in
trading, or dangerous port. See the Seafaring section for details.
odyssey, they can take time to recover, regroup,
and prepare for Tithes
the next operation. This phase of the game is All ports have local harbor bosses that expect
called downtime. smaller crews to
Downtime fulfills two purposes in the game: pay a tithe from their scores. If you are in port
»≫ First, it’s a break for the players. During the during downtime,
action of the subtract coin equal to your crew Wealth +1
score, the PCs are always under threat, charging when you pay a tithe
from to a boss or larger organization. If you are at war
obstacle to obstacle in a high-energy sequence. with any faction,
Downtime your tithe will equal your crew Wealth +3.
gives them a reprieve so they can catch their If you’re supposed to be paying off a boss, but
breath and you don’t, start a
relax a bit—focus on lower-energy, quieter clock for that boss’s patience running out. Tick
elements of the it each phase in
game, as well as explore personal aspects of port that you don’t pay. Every time it fills up,
their characters. lose 1 faction status
»≫ Second, the shift into a new phase of the with them.
game signals a shift You can set the scene and play out a meeting
in which mechanics are needed. There are with the habor boss
special rules that or just gloss over the encounter.
are only used during the downtime phase, so
they’re kept
Notoriety
“out of the way” during the other parts of play. Every port is full of prying eyes and informants.
When we Anything you do
shift into downtime, we take out a different might be witnessed, and there’s always evidence
toolbox and left behind. To
resolve downtime on its own terms, then shift reflect this, your crew acquires notoriety as they
back into the raid ships and
more action-focused phases of the game turn a profit. After a score or conflict with an
afterwards. opponent, your crew
Downtime is divided into four parts, which are gains notoriety according to the nature of the
resolved in order: operation
1. Tithes. The crew pays to use a port. »≫ 0 notoriety: Smooth & quiet; low exposure.
2. Notoriety. The crew accumulates suspicion »≫ 2 notoriety: Contained; standard exposure.
and attention »≫ 4 notoriety: Loud & chaotic; high exposure.
from the law and the powers-that-be in the city »≫ 6 notoriety: Wild; devastating exposure.
as a result Add +1 notoriety for a high-profile or well-
of their last score. connected target. Add
3. Raids. The crew faces trouble from the rival +1 notoriety if you’re at war with another
factions, the faction or on hostile
law, and desperate citizens turf. Add +2 notoriety if killing was involved
4. Downtime Activities. The PCs visit their (whether the crew
anchors to did the killing or not—bodies draw attention).
You mark notoriety levels on the notoriety
tracker on the crew Notoriety 0 - 3 Notoriety 4 - 6 Notoriety 7+
Roll
sheet. (bribe: 3 coin) (bribe: 5 coin) (bribe: 8 coin)
Notoriety will increase the severity of raids 1-3 Memories Looters Invasion
against your crew.
4/5 Taxes Danger Waters Examples
When your notoriety tracker is filled, you are
considered at war 6 Stowaway Commandeer Takeover
with all citizenry factions and suffer the usual
war penalties until »≫ Commandeer: an Institution faction lays
your notoriety is decreased. This also means any claim to your
regions controlled cargo for official business. Give away 1 cargo,
by the citizenry (i.e. the main city ports) are fight back, or
considered hostile agree to perform a raid for them on a faction
turf. with a higher
Wealth than your crew.
Raids »≫ Examples: The locals want to make a
Competition on the high seas is fierce and statement against
piracy is a way of life. piracy and send a crew to arrest you. The raid is
You crew is as vulnerable to attack as the targets led by the highest Wealth faction in the area.
you score against. Hand over a PC, go to
To reflect this, before your downtime activities war, or fight them off.
you need to fend »≫ Hostile Takeover: a Trade faction decides
off a raid. to acquire part
Bribes: Money can always make a problem go of your operation for their own uses. Lose 1
away. Wealth (and
Pay your Wealth + associated Notoriety bribe to an associated Expansion) and drop to a weak
avoid a raid (see the table below for the hold, or go
Notoriety to war.
bribe amount). »≫ Invasion: A faction with whom you have a
Fight them off: Several raids include the option negative status
to fight back. If you try to fight off a raid, the tries to take over part of your operation. Give
PC’s will them a claim
take a total harm amount equal to the Wealth of or go to war. If you have no claims, lose 1 hold
the instead. (If
aggressor. For example, the “Looters” raid is you hold is already weak, lose a Wealth level).
done »≫ Dangerous Waters: A higher Wealth
by the local citizenry. If the crew is in Phaenna, faction takes a
with a 5 Wealth citizenry, they would need to move against you. Fight them off or forfeit 1
split 5 Coin and 1
levels of harm between the PCs. So three PCs Investment equal to their Wealth rating.
could »≫ Looters: A group of desperate locals
take level 1 harm and one PC take level 2 harm. approaches your ship.
Alternatively, the group could decide to treat the Half the crew loses a downtime action guarding
fight like a score. Make an engagement roll to the ship or
determine how the fight opens, then continue fights off the local citizenry faction.
narrating actions and making action rolls until »≫ Memories: A PC remembers a raid from
the their past that went poorly; narrate what
scene resolves. happened and what they lost. Roll 1d6; you take
that much stress. Another PC can volunteer to
Find the column equal to the crew’s current split the stress if they spend time listening to an
level of notoriety. Then roll dice equal to their account of the memory.
Wealth and keep the highest result. »≫ Stowaway: A wanted criminal has hidden
on your ship. Turn them over to the authorities »≫ A service. Transport from a smuggler or
and take -1 status with their faction, or increase driver, use of a
your Notoriety by 2. warehouse for temporary storage, legal
»≫ Taxes: The locals want a cut of your trade. representation, etc.
Lose Investments “Temporary use” constitutes one significant
equal to 1 + your Wealth or give them a tip on a period of usage that
higher makes sense for the asset—typically the
Wealth rival; take -1 status with the faction you duration of one score. An
betray. asset may also be acquired for “standby” use in
the future. You
might hire a gang to guard your ship, for
Downtime Activities example, and they’ll stick
Between scores, your crew spends time at their around until after the first serious battle, or until
liberty, attending a week goes by
to personal needs and side projects. These are and they lose interest.
called downtime The quality of the asset you acquire will be
activities (see the list below). During a equal to your crew’s
downtime phase, each PC Wealth level. This is primarily a narrative limit:
has time for two downtime activities. When consider the size
you’re at war, each PC of your reach based on your Wealth as you
has time for only one. consider the type and
◊ Acquire Asset quality of assets you can get.
◊ Long-Term Project If an item is common or relatively easy to
◊ Recover acquire, you do not need
◊ Reduce Notoriety to roll for it. If the item is illegal or rare, you
◊ Seek Your Anchor may need to make an
◊ Train action roll based on your Wealth. Roll 2d6 +
You may choose the same activity more than Wealth modifier to
once. You can only the total: 6 or less, you fail; 7-9 you succeed
attempt actions that you’re in a position to with a complication;
accomplish. If an 10+ you succeed.
activity is contingent on another action, resolve If you want to acquire an asset permanently, you
that action first. can either gain it
A PC can make time for more than two as a crew upgrade or work on it as a long-term
activities, at a cost. Each project to set up a
additional activity from the list costs 1 coin. permanent acquisition.
This reflects the time
and resulting resource drain while you’re “off Long-term project
the clock” and not When you work on a long-term project (either a
earning from a score. When you complete a new brand new one,
phase, you reset or an already existing one), describe what your
and get two “free” activities again. character does
For any downtime activity, after the roll you to advance the project clock, and roll one of
may spend a coin to your actions. Mark
gain a +1 modifier. This way you only invest segments on the clock according to your result:
coin if you know it 2-6: no segments
will make a difference. 7-9: 1 segment
10+: 2 segments
Acquire asset Natural 12: 4 segments
Gain temporary use of an asset: A long-term project can cover a wide variety of
»≫ One special item or set of common items. activities, like doing
»≫ A cohort (an expert or gang). research into an arcane ritual, investigating a
»≫ A vehicle. mystery, establishing
someone’s trust, courting a new friend or harm at the end of downtime. She decides to
contact, changing your spend
character’s anchor, and so on. a downtime action seeking out a local surgeon
Based on the goal of the project, the GM will to
tell you the clock(s) treat her prowess harm.
to create and suggest a method by which you Now she will recover two levels of prowess
might make progress. harm
In order to work on a project, you might first at the end of downtime instead of one, leaving
have to achieve her
the means to pursue it—which can be a project with level 1 prowess harm “wounded leg” and
in itself. For level
example, you might want to make friends with a 1 resolve harm “frightened”.
member of the Reduce notoriety
Royal Warband, but you have no connection to
Say what your character does to reduce the
them. You could
crew’s notoriety level
first work on a project to Consort in their circles
and make an action roll. Maybe you Consort
so you have the
with your friend who’s
opportunity to meet one of them. Once that’s
a officer and she arranges for a few
accomplished, you
incriminating Watch reports to
could start a new project to form a friendly
disappear. Or maybe you Sway the fear of the
relationship.
local citizens so they
Recover don’t believe the incriminating stories they’ve
Some harm naturally recovers over time. At the heard.
end of downtime, Reduce notoriety according to the roll result:
all harm decreases by 1 level. Level 1 harm 2-6: no levels
drops away, level 2 7-9: 1 level
harm decreases to level 1, and level 3 harm 10+: 2 levels
decreases to level 2. Natural 12: 4 levels
In some cases you may want to speed up this
process. Spend 1 Seek your anchor
downtime action seeking out professional care.
Use your anchor to relieve stress. See the next
You might visit a
section for details.
physicker who can stitch your wounds and
soothe your mind with Train
anatomical science or a mender who specializes When you spend time in training, mark 1 xp on
in healing charms the xp track for an
and restorative alchemy. attribute or playbook advancement. You can
When you seek care, heal 1 attribute an train a given xp track
additional level at the end only once per downtime.
of downtime.
Example: Anchors
Chryses barely survived a duel on her last score. Your characters are seeking fortunes and
She has level 2 prowess harm “slashed adventure, but they can
shoulder” only weather the storms of this stressful and
and level 3 prowess harm “wounded leg.” She dangerous life because
also they are grounded by an anchor. They depend
took a level 2 resolve harm “frightened” during on this anchor to
the cope, and must seek it out to relieve stress.
last raid against the crew. She knows that even Seeking your anchor
with When you seek your anchor, you want to renew
natural healing, she would be left with the connection
significant
you feel to it. This could be visiting the anchor, group. Roll an additional raid or take -1 status
going to a place with a local
or engaging in an activity that reminds you of faction.
the anchor, doing »≫ Guilt-ridden: Send extra funds back to
something positive for your anchor, or spending your anchor. Pay
time reflecting coin equal to crew Wealth +2.
on a positive memory of your anchor. »≫ Homebound: Return to your anchor. Play a
Because this reconnection takes time, you can different
only do it during character for a session while this character
downtime (unless you have a special ability that travels home
says otherwise). for a time. When they return, they have also
Alternatively, you could say your character has healed from
left to visit their any harm they had.
anchor for a session; they visit the anchor off »≫ Restless: You cannot stop thinking about
screen while you play your anchor
a different PC, and when they return the next and cannot rest. Do not recover from harm at
session all of their the end of
stress is gone. this downtim“fatigue” in the attribute of your
When your character seeks their anchor, choice.
describe how they BOUND BY CHAINS
reconnect. If they reconnect through a memory, If your character has formed a chain to their
briefly describe it and what your character finds anchor (e.g. exceeded
most comforting about that their stress tracker in the past), they must either:
memory. You roll to see how much stress relief »≫ seek their anchor during downtime
they find. An »≫ pay 1 coin to send support back to their
anchor roll is like a resistance roll but in reverse anchor
—you roll to see »≫ gain level 1 harm “guilty” at the end of
how much stress is cleared. downtime in resolve
Roll dice equal to your lowest attribute; clear or insighte. If you have no harm, gain a level 1
stress equal to your harm
highest die result.
HOMESICK
If your anchor roll clears more stress levels than
you had marked,
your character becomes homesick: the positive
Trade Phase
During the trade phase, the crew visits a market
memories and to conduct
contentment softens their desire to risk life and business. The crew can take actions during the
limb for future trade phase equal
gain, and they begin to miss a life closer to their to their Wealth + 1. Discuss as a group which of
anchor. the available
When you are homesick, you make some poorly actions you want to use:
considered ◊ Seller: sell your current cargo for coin
decisions. Select a homesick consequence from ◊ Barter: trade your cargo for another type
the list: ◊ Gossip: gather information about trade secrets
»≫ Boastful: Spend time spinning tall tales to ◊ Manipulate Markets: manipulate the scarcity
make you feel and
better about the decision to seek your fortune overflowing items of a port
and leave
your anchor behind. Increase crew notoriety by Seller
+2. Each type of cargo you sell requires a separate
»≫ Combative: Take your negative feelings seller action.
out on another
The number of coin you receive for your cargo You can only sell one cargo type per role / seller
is dependent on action. When you
several factors: the market’s demand, the type of actually make the sale, you will need to roll to
cargo, the number see how well your
of cargo, and the result of your seller roll. Each selling goes. Roll 2d6 + any demand change
factor is describe (scarce: 3d6, keep two
below. highest; overflowing: 3d6, keep two lowest).
Demand 6 or less: decrease your total profit by -2
7-9: decrease your total profit by -1
Each port has a separate demand for items.
10+: standard profit
There are three levels
of demand: Barter
»≫ Scarce: the item will potentially sell for You can exchange cargo for a different type. To
more barter cargo, you
»≫ Normal: the item will sell at a typical rate must exchange the equivalent amount by Wealth
»≫ Overflowing: the item will potentially sell level. If an item
for less is scare, increase wealth level by +1. If an item
At any given time, each port will have 1 good is overflowing,
that is scarce, 1 good decrease wealth level by -1.
that is overflowing, and the rest will be normal.
The demand will
Cargo Type Wealth
change regularly through the region, so your
crew will need to Precious Gems 5
strike quickly if they want to take advantage of Luxury food / fashion 4
scarcity and turn Armaments / Knowledge 3
the highest profit.
Crafting Elements / Essential Goods 2
Every trade roll starts with the typical 2d6. If
the item is scarce,
you roll 3d6 and keep the two highest. If an item Example: The group has 1 knowledge-cargo, 1
is overflowing, crafting-cargo, and 1 precious gems-cargo. They
you roll 3d6 and keep the two lowest. know if they can sell 2 precious-gems cargo,
they
Type & Number can potentially make more money. They also
The value of your cargo also depends on its type know
and the quantity precious gems are scarce across the sea, so they
you can sell. want to load up before they set sail. The decide
The chart below provides the amount of coin to
you will get for each use the barter action to improve their cargo. The
cargo based on how many you can sell at once. barter away 1 knowledge-cargo and 1
As you can see, you craftingcargo
can sell fewer of the more profitable items at a (value 5 wealth) for 1 precious gems-cargo (5
time because their wealth).
value is based on a certain level of scarcity. They decide to use an odyssey phase to cross
the
Cargo Type Coin ocean and trade before demand shifts.
Precious Gems 7 / 15
Gossip
Luxury food / fashion 6 / 13 / 25 The marketplace is full of people willing to brag
Armaments / Knowledge 4 / 9 / 19 / 30 about what they
Crafting Elements / Essential Goods 3 / 7 / 15 / 25 / 30 know. The crew can spend an action scooping
up some of this
information. Roll 2d6 + the crew’s Wealth to see
Seller Roll Result what you learn.
6 or less: the GM will tell you the current stock But it you want to grow wealthy? Expand your
of 1 local organization across
faction they choose the sea and into the court of every city? That
7-9: choose 2; on a 10+ choose 3: will require riches.
»≫ The GM will tell you the current stock of a Riches earned in the dynamic and cutthroat
faction markets of Desideria.
of your choice; This section will provide an introduction to the
»≫ The GM will tell you the current stock of 2 core trade
factions mechanics.
of their choice;
»≫ The GM will not change a faction’s current
stock
Scores of Riches
Money in the game is divided into Coin,
during the next dynamic market turn; the Wealth, and Cargo.
players
choose the faction Coin
»≫ Take +2 on an engagement roll against a Coin is an abstract measurement of personal
faction of currency. It represents
your choice; hold this advantage until you use it cash and liquid assets. One unit of coin in silver
Manipulate Markets pieces or other
bulk currency takes up one item slot for your
The markets and faction supplies load when carried.
dynamically change every 2 Because your characters specialize in amassing
player phases. Your crew can spend time trying and hiding wealth,
to manipulate there is no limit to how much coin you can
those changes ahead of time. keep, only how much
Roll 2d6 + the crew’s Wealth: you carry. However, gossips will notice any
6 or less: choose 1: large stashes. For every
»≫ The current port’s scarce cargo type will 10 coin a character or the crew has, they mark a
remain the gilded box. The
same during the next dynamic trade turn highest gilded number among the crew is added
»≫ The current port’s overflowing cargo type as a modifier to
will any raid roll.
remain the same during the next dynamic trade The crew can purchase a vault upgrade to
turn securely hide 15 coin.
7-9: same as the above result, but you can Any coins stored in the vault do not contribute
choose any port to the crew’s gilded
within the same nation number.
10+: same as the above result, except you can
MONETARY VALUES
choose either:
◊ 1 coin: A full purse of silver pieces. A week’s
»≫ any port regardless of nation
wages.
»≫ choose two ports within the same nation
◊ 2 coin: A fine weapon. A weekly income for a
small
trade game
business. A fine piece of art. A set of luxury
clothes.
You can focus on many different kinds of
◊ 4 coin: A satchel full of silver. A month’s
adventures in the game:
wages.
fight monsters in the Reef Lands, take up the
◊ 6 coin: An exquisite jewel. A heavy burden of
revolution of the
silver pieces.
Dahyuka, fight back against the crimes of the
◊ 8 coin: A good monthly take for a small
Red Painters, or raid
business. A
every fort along the coast.
small safe full of coins and valuables. A very
rare luxury
commodity. determined by your Wealth level.
◊ 10 coin: Liquidating a significant asset—a DANGERS OF WEALTH
small ship, a fine »≫ During downtime, the severity of the raids
horse, a deed to a small property. against your
COIN USE crew increase in proportion to your Wealth.
»≫ Spend 1 coin to get an additional activity »≫ When you pay off a harbor master, they
during downtime. expect coin equal
»≫ Spend 1 coin to gain a +1 modifier on any to your Wealth +1.
downtime
activity roll. Cargo
»≫ Spend coin to bribe your way out of raids. Cargo represents the main fortune-building
»≫ Spend 1 coin to ignore a chain during avenue for any
downtime. seafaring crew. You gather cargo during scores,
»≫ Spend 1 coin to make a money-related roll and sell it for
(e.g. bribe, profit during the trade phase. Your ship type will
customs tax, gain a hireling); see below for determine how
details. much cargo you can carry at any one time; the
»≫ Spend 2 coin to mark an investment in the current market
crew. dynamics will determine how much that specific
ROLLING WITH COIN cargo is worth.
Like Wealth, the more cargo you have, the more
The exact number of coins you carry isn’t
attractive you will
important. When you
be for raids.
want to make a money-based roll—say to bribe
Cargo is an abstract unit of trade goods. There
a guard to look
are seven different
the other way—spend 1 coin to roll 2d6. You
types:
can add your crew’s
◊ Precious gems: sapphires, rubies, diamonds,
Wealth trait as a modifier. If you roll a 10+, it
pearls, etc.
doesn’t use up your
◊ Luxury foods: spices, wine, rare delicacies,
coin; on a 9 or less, you lose the coin used for
etc.
the roll.
◊ Fashion: silks, expensive dyes, ornamental
Wealth beads,
Wealth is a trait measuring the crew’s general perfumes, etc.
affluence. Wealth is ◊ Armaments: weapons, armor, ammunition,
often about reputation, connections, and fortifications,
perceived resources as etc.
much as it is concrete money. ◊ Knowledge: scrolls, maps, books, trade
Wealth has is advantages and disadvantages. records, etc.
USING WEALTH ◊ Crafting elements: wood, marble, iron,
leather, glass, etc.
»≫ When you use coin to roll a money-related
◊ Essential goods: grain, salted meats,
action, add your
livestock, etc.
crew’s Wealth as a modifier.
The exact worth of your cargo is determined
»≫ When you choose the gossip or market
when you sell it during the Trade Phase. See
manipulation
the Game Phases chapter for more
actions during the trade phase, add your crew’s
details.
Wealth as
Carrying more valuable items around will make
a modifier.
you more attractive
»≫ When comparing your crew to another
to raiders. If you have more than 1 of the same
faction, the Wealth
cargo type, add its
trait determines who has the advantage.
wealth modifier to any raid rolls you make.
»≫ When hiring cohorts to aid your crew, their
quality is Cargo Type Wealth Modifier
Precious Gems +3 stock...and thus what loot the players will
Luxury Food +2
discover when taking
from them.
Fashion +2
Armaments +1
2. Change Overflow
Each of the nine ports will have 1 item that is
Knowledge +1 overflowing. Roll on
Crafting Elements +0 the table below for each port:
Essential Goods +0
Roll Cargo Type

Dynamic Ports
2 Precious Gems
3 /4 Luxury Food
The items in demand and item availability will 5/ 6 Essential Goods
shift through three 7 Armaments
steps managed by the GM. The GM will play
out one step after 8/9 Crafting Elements
the players have completed 2 phases; this means 10 / 11 Knowledge
all of the port 12 Fashion
dynamics will change every 6 phases, in
staggered succession: This means multiple ports can have an excess of
1. Change scarcity the same good.
2. Change overflow There is one limitation: a port cannot be
3. Change faction supplies overflowing with a good
1. Change Scarcity that is scare somewhere else within their nation.
Each of the nine ports will have 1 item that is If you get this
scarce. Roll on the result, reroll the new overflowing item.
table below for each port:
3. Change Faction Supplies
Roll Cargo Type At any given time, each faction is seeking a type
2 Precious Gems of cargo and has
3 /4 Luxury Food
already stocked a type of cargo. When the
players complete a score
5/ 6 Essential Goods against a particular faction, they will claim
7 Armaments whatever cargo that
8/9 Crafting Elements faction stocked. When the group rolls for a raid
during downtime,
10 / 11 Knowledge
they will usually be raided by factions seeking
12 Fashion the cargo they have
on their ship.
This means multiple ports can be low in the During this phase the GM will adjust a faction’s
same good. There is cargo following
one limitation: a port cannot be scarce in a good the chart at the bottom of the page.
that is overflowing You do not need to determine every single
within their nation. If you get this result, reroll faction’s cargo until it
the new scarce becomes relevant in play. You can choose to
item. originally focus on
It’s important to roll for all the ports even if the the factions most involved in the current action.
players aren’t However, if you
nearby, as the demand levels influence what wait until it’s relevant to decide, it’s important
items the factions not to intentionally
choose the hardest possible option for the not always reflect larger operations, generally
players. Look at the speaking you can
possible options and roll a die to randomly assume that factions with a higher Wealth rating
determine the result. control more
Example: The crew decides to attack an outpost people.
controlled by the Tazwaran Navy, a Wealth 2 Estimated Fleet scale by
faction. Based on the chart, the GM knows the
Navy wealth
would be stocking a cargo type that is ◊ wealth v. A large armada. (a city’s worth of
overflowing people)
in another nation, i.e. Velia or Argyros. The GM ◊ wealth iv. A moderate flotilla. (700-1000
reviews those six ports and sees that crafting people)
elements, armaments, and fashion are currently ◊ wealth iii. Several large ships. (300-500
overflowing in the various ports. They assign 1- people)
2 ◊ wealth ii. Several small ships. (50-100
to the first type, 3-4 to the second, and 5-6 to the people)
third, then roll a 1d6 and get a 5. Based on the ◊ wealth i. A large ship. (15-35 people)
random roll, they now know the Tazwaran Navy ◊ wealth 0. A small ship. (6-10 people)
has
fashion cargo stockpiled inside their Hold
fort...perhaps On the faction ladder next to the Wealth
they confiscated some expensive silks and numbers is a letter
perfumes indicating the strength of each faction’s hold.
from a pirate vessel on their last raid Hold represents how well a faction can maintain
their current position on the ladder.
Wealth Seeking Stocked W indicates weak hold. S indicates strong hold.
Your crew begins
Overflowing in Overflowing in their with strong hold at Wealth 0.
1
another nation nation
Overflowing in
Advancement
2/3 Normal in their nation To move up the ladder and advance your crew,
another nation
4 Scarce in their nation Normal in their nation
you need to invest
coin. Your crew sheet includes an investment
Scarce in another tracker. Each box
5 Scarce in their nation
nation
requires 2 coin to fill it, and you need 12
investments to fill the
- move to crews??? tracker.

Wealth as Status
When you fill the tracker, do one of the
following:
»≫ If your hold is weak, it becomes strong.
Each notable faction is ranked by Wealth—a Reset your
measure of material investment to zero.
fortune, influence, and scale. At the highest »≫ If your hold is strong, you can pay to
level are the Wealth increase your crew
V and VI factions, the true powers of the city. Wealth by one. This costs coin equal to your
Your crew begins at new Wealth x
Wealth 0. 8. As long as your investment tracker is full, you
You’ll use your Wealth rating to roll dice when don’t can’t
you acquire an pay new investments (12 is the max). Once you
asset, as well as for any fortune roll for which pay and
your crew’s overall increase your Wealth, reset your investment
power level and influence is the primary trait. tracker to zero
While Wealth does and reduce your hold to weak.
»≫ Narratively, when you advance your Wealth liked or hated. Status is rated from -3 to +3,
you expand with zero (neutral)
the scope of your operations. Select one of the being the default starting status. You track your
Wealth status with each
expansions to add to your crew’s operation. faction on the faction sheet.
(See the When you create your crew, you assign some
Advancement chapter for details). positive and negative status ratings to reflect
recent history. The ratings will then change
Turf over time based on your actions in play.
Another way to contribute to the crew’s
development is by Faction status changes
acquiring turf. When you seize and hold When you execute an operation, you gain -1 or -
territory, you establish a more stable basis for 2 status with
your operations. Each piece of turf that factions that are hurt by your actions. You may
you claim represents abstracted support for the also gain +1
crew, primarily by status with a faction that your operation helps.
providing additional assets and influence. (If you keep your
Turf is marked on your investment tracker. Each operation completely quiet then your status
piece of turf you doesn’t change.) Your
hold reduces the investment cost to develop by status may also change if you do a favor for a
one. So, if you have faction or if you
2 turf, you need 10 investment to advance. If refuse one of their demands.
you have 4 turf, you FACTION STATUS LEVELS
need 8 investment to develop. You can hold a +3: Allies. This faction will help you even if it’s
maximum of 6 turf. not in their
When you advance and reset your investment, best interest to do so. They expect you to do the
you keep the marks same for
from all the turf you hold. them.
Reducing hold +2: Friendly. This faction will help you if it
You may perform an operation specifically to doesn’t create
reduce the hold serious problems for them. They expect you to
of another faction, if you know how they’re do the same.
vulnerable. If the +1: Helpful. This faction will help you if it
operation succeeds, the target faction loses 1 causes no
level of hold. If their problems or significant cost for them. They
hold is weak and it drops, the faction loses 1 expect the
Wealth and stays same from you.
weak. 0: Neutral
When a faction is at war, it temporarily loses 1 -1: Interfering. This faction will look for
hold. opportunities to
Your crew can lose hold, too, following the cause trouble for you (or profit from your
same rules above. If misfortune) as
your crew is Wealth 0, with weak hold, and you long as it causes no problems or significant cost
lose hold for any for them.
reason, your ship comes under threat by your They expect the same from you.
enemies or by a -2: Hostile. This faction will look for
faction seeking to profit from your misfortune. opportunities to hurt
you as long as it doesn’t create serious problems
Faction Status for them.
Your crew’s status with each faction indicates They expect you to do the same, and take
how well you are precautions against you.
-3: War. This faction will go out of its way to
hurt you even
if it’s not in their best interest to do so. They the GM might tell you that you’ll need to
expect you to investigate and gather
do the same, and take precautions against you. information in order to discover a claim of that
When you’re type before you
at war with any number of factions, your crew can attempt to seize it.
suffers +1 Execute the operation like any other score, and
notoriety from scores, temporarily loses 1 hold, if you succeed, you
you must seize the claim and the targeted faction loses the
pay a higher tithe rate to harbor masters, and claim.
PCs get only Seizing a claim is a serious attack on a faction,
one downtime action rather than two. You can usually resulting in
end a war -2 faction status with the target, and potentially
by eliminating your enemy or by negotiating a +1 status with its
mutual enemies.
agreement to establish a new status rating. As soon as you seize a claim, you enjoy the
If your crew has weak hold when you go to war, listed benefit for as
the temporary long as you hold the claim. Some claims count
loss of hold causes you to lose one Wealth. as turf. Others
When the war is provide special benefits to the crew, such as
over, restore your crew’s Wealth back to its pre- bonus dice in certain
war level. circumstances, extra coin generated for the
crew’s treasury, or new
Claims opportunities for action.
Each crew sheet has a map of claims available
to be seized. The Losing a claim
claim map displays a default roadmap for your An enemy faction may try to seize a claim that
crew type. Claims your crew holds.
should usually be seized in an orderly sequence, You can fight to defend it, or negotiate a deal
by following the with the faction,
paths from the central square, the crew’s lair. depending on the situation. If you lose a claim,
However, you may attempt to seize any claim you lose all the
on your map, benefits of that claim. If your ship is lost, you
ignoring the paths (or even seek out a special lose the benefits of
claim not on your all of your claims until you can restore your ship
map) but these operations will always be or establish a new
especially difficult and one. To restore or establish a new ship,
require exceptional efforts to discover and accomplish a score to do so.
achieve.
Seizing a claim
Every claim is already controlled by a faction.
Retirement
To acquire one for When your crew decides to retire, your Wealth
yourself, you have to take it from someone else. rating will influence
To seize a claim, tell the GM which claim on how it goes. Roll a number of d6 equal to your
your map your crew intends to capture. Wealth. If you
The GM will detail the claim with a location have 0, roll 2d6 and keep the lowest. Use the
and a description and highest die result to
will tell you which faction currently controls determine how your crew fares in retirement:
that claim. Or the 1: Current or past enemies struck, destroying
GM might offer you a choice of a few options if your
they’re available. operation completely. Describe how each
If you choose to ignore the roadmap paths when character fled
seizing a claim, and where they made a second start...or ended.
2/ 3: A trade war weakened your operation, and the nature of your position when the score
lowering your begins.
final Wealth by one. Describe how you were ◊ Assault: aggressive, attack whatever comes in
lowered in your way,
status and how that hurt each character’s anchor. primary trait is firepower
4/ 5: You protected your place in the trade ◊ Stealth: avoid interaction, primary trait is size
world, at a cost. ◊ Transport: navigate the most efficient path,
Describe what was sacrificed for your ultimate primary trait
success and is speed
how that impacted your eventual retirement. ◊ Deception: disguise your ship or bluff
6: Your operation stood strong against every through trouble,
attack. primary trait is crew
Describe how you spend your retirement and the ◊ Occult: harness a magic power, primary trait
benefits is based on
to your anchor. occult person or item
◊ Social: travel as part of a group or convoy,
primary trait is
Odyssey Phase the crew’s Wealth
Engagement Roll
The Odyssey Phase is similar to a typical score
phase but with some Once you have determined your plan and
unique twists to reflect the maritime identified the related
environment and dangers in trait, you are ready to make the engagement roll.
the deep. Your crew performs an odyssey phase This roll will
when: determine the group’s starting position when the
»≫ You want to travel more than 2 hexes on the scene opens on
world map the odyssey challenge.
»≫ You travel more than 1 hex within the Reef You start with a dice pool of 2d6. Add modifiers
Lands to the roll result
Your travel, no matter how far, is summarized in based on the following:
a single odyssey Take +1 for any that apply:
phase. »≫ Plan uses a dominant trait (e.g. ship’s
When you want to travel, map out the route on strongest feature)
world travel map. »≫ Route is never more than 2 hexes from land
You can see how many hexes it will take. If it »≫ Ally or patron is assisting
requires an odyssey Take -1 for any that apply:
phase, you will want to review the route to »≫ Plan uses a weak trait (e.g. ship’s weakest
make sure everyone feature)
agrees with the plan. If the crew charts a longer »≫ The route is not the most direct course
route, it may »≫ A faction is interfering
hurt their engagement roll, but will allow them The roll result determines the crew’s starting
to avoid the more situation during the
dangerous parts of the ocean. odyssey challenge:
Natural 12: Exceptional result. You’ve already
Plan overcome
Your crew will pick a plan type for the odyssey. the first obstacle and you’re in an excellent
This plan position for
summarizes your main strategy for making the what’s next.
journey safely. It 10+: Good result. You’re in control when the
influences your engagement roll, both in the action starts,
modifiers to your roll 7-9: Tense result. You’ve hit your first
complication when
the action starts. You can choose a monster, either from the
6 or less: Bad result. Disaster has struck, and bestiary or one of your
you’re own creation, or roll randomly to determine
desperately responding when the action starts. what the group faces.
When the GM narrates the opening scene, the The tables are designed so mythical creatures
action and the are optional; they
dangers will reflect the type of plan the group can also be rolled randomly, or chosen.
chose. Tier I
Odyssey Challenge 1: Spotted shark
2: Lightning Snake
The odyssey challenge defines the phase. Each 3: Vampire Pod
significant trip, the 4-5: Hook Eel
group faces one main threat; once the threat is 6: Next chart or mythical monster
eliminated the rest
Tier II
of their travel passes with relative ease.
1: Venom Ringed Octopus
The GM will review the route the group chose
2: Colossal Squid
and determine the
3: Spider Crab
highest ranked zone the crew will pass through.
4-5: Banshee Sea Lion
(Zone 1 is lowest;
6: Next chart or mythical monster
zone 4 is highest). The zone will determine
which table the GM Tier III
uses for generating the challenge. 1: Swallowfish
Roll 1d6, and consult the proper zone table. 2: Bedeviler Beetle
3: Siren Seal
4-5: Doppleganger Lizards
Challenge Tables 6: Next chart or mythical monster
Zone 1 Tier IV
1: Wealth I Institution faction 1: Snapping Cay
2: Wealth I Trade faction 2: Bloody Maw
3: Wealth II Trade faction 3: Gulper
4-5: WealthI Underworld faction 4-5: Chameleon Shark
6: Next table 6: Next chart or mythical monster
Zone 2 Tier V
1: Wealth II Institution faction 1: Sickle Shark or mythical monster
2: Tier I Monster 2: Abyssal Worm
3: Wealth II Underworld faction 3: Leviathan Star
4-5: Wealth III or IV Trade faction 4: Blobfish
6: Next table 5: Lion Crab
Zone 3 6: Sunken Salamander
1: Wealth III Institution faction Mythical Monsters
2: Tier II Monster 1: Sea Raiders
3: Tier III Monster 2: Jinn
4-5: Wealth III Underworld faction 3: Undine
6: Next table 4: Merfolk
Zone 4 5: Centaur
1: Wealth IV or V Institution faction 6: Harpy
2: Tier IV Monster
3: Tier V Monster The Odyssey Score
4-5: Wealth IV or V Underworld faction Now that the GM knows the odyssey challenge,
6: Firestorm with Sea Raiders you jump into the
middle of the action. The GM narrates how the
Monster Tables ship comes across
the challenge, the crew’s initial reaction based While the default setting assumes a certain level
on their plan, and of fantastical
their current situation based on the engagement power, your group can define the supernatural in
roll. a way that makes
The scene plays out like any other score. Players sense for your setting. If you want a low-magic
describe how they setting, it can be
react, roll dice, and cope with the chain of described as part of the set religious practices.
consequences. Once the The information
challenge has been addressed, the score ends. received may even be intuition or insight, rather
You can now pick what type of phase comes than divine
next. If something revelation.
in the area of the challenge catches the players’
interest, (like the
discovery of a secret Sea Raiders fort), you can
move into free play Ritual Magic
or propose a new score. Otherwise, play moves To enact a ritual is to come into contact with
into downtime or deep sea forces and
a trade phase at your new location. entreat them to do your will. It is a practice with
considerable risk.
Seafaring?????
Finding a ritual source
MYSTICAL POWERS To learn a new ritual, a PC must first find a
Mystical currents flow around the Desideria source. A source may
Sea, as much a part be secured as payoff from a score—perhaps you
of the region’s identity as it’s bright blue waters steal a ritual book
and bustling trade. when your crew robs a temple of a maritime
All people can reach out to these mystical cult. You might also
energies. Some are able secure a source as the goal of a long-term
to turn its powerful tides with their will, but project—by consorting
most are swept up in with cultist friends, studying ancient texts, or
its thrall, sacrificing control for a glimpse into some other method
miraculous depths. you devise.
There are countless mystical traditions for
understanding and
Learning a ritual
relating to this current. Some pray to their Once the source of a ritual is found, you may
deities; others scrawl undertake a longterm
out arcane formulas based in perfect numbers project to learn the ritual. Most rituals will
and means; and still require an
others use signs and patterns in the natural 8-segment progress clock to learn. The player
world. More recent and the GM answer
cults center the magical current in the Reef questions about the ritual to define what it will
Lands that brought the do in play and
firestorms and Sea Raiders. what is required to perform it (see below). The
While all people can attune to mystical energies, player records
the response back these answers in their notes for future reference.
will depend upon how they shape their Ritual Questions
approach. A priestess may 1. GM asks: “What does the ritual do and how is
receive visions from her goddess; a marine it weird?”
cultist may hear voices Player answers.
of the merfolk; a farmer may receive a sign in a 2. Player asks: “What must I do to perform the
lightning bolt or ritual, and
rainstorm.
what is its price?” GM answers. The cost can tides are not playthings and cannot be
range from a coin offering to traveling to a considered a reliable or safe
sacred site to heroic feats to source of power.
prove your worth.
3. GM asks: “What new belief or fear does - move to downtime or characters???
knowledge of this
ritual and its attendant mystical forces instill in
you?” Sea Raider Tech
Player answers. The Sea Raiders introduced Renaissance Era
technology to an
Performing a Ritual Iron Age world. Those who own a device keep it
To perform a ritual, you must have at least one within the family,
action dot in passing it own as an heirloom designed to give
Attune, then follow the method outlined by the them an edge in
answers to the whatever business they pursue.
ritual questions. Most rituals will take one Ever since their arrival, humans have tried to
downtime activity to reverse engineer their
complete, though the GM may call for two (or wondrous machines into contraptions of their
more) downtime own. Any progress
activities for very powerful or far-reaching is gained through risky experimentation. In
rituals. Some rituals some corners of the
may be partially performed during downtime world, tampering with such forces is considered
and then fully an invitation
manifested at-will later by completing the last for bad luck. Other groups take a pragmatic
incantation or ritual approach, and ban
action. In this case, simply make a note that the modifications to prevent explosions.
ritual has been If you want to experiment with the technology,
“primed” and may be unleashed at a later time. it is best done
All rituals must be prepared with some act of in secret...and far away from official rule. Some
commitment: money, pirate fleets
sacred instruments, sacrifice, or proving your specialize in recovering Sea Raider artifacts
worth. Once you from the Reef Lands,
have made the commitment, you must make a then cracking them open while still far out to
Resolve resistance sea. Any progress
roll to determine how much stress is causes. they make is a closely guarded secret...as they
If a ritual is dangerous or troublesome to begin to build up an
perform, make an action advance arsenal.
roll (usually Attune) to see if unpleasant
consequences manifest. If Finding an Artifact
a ritual has an uncertain effect then a fortune To create a new device, you must start with a
roll should be made Sea Raider artifact as
to see how well it manifests. your guide. An artifact can be bought on the
Each performance of a ritual is a unique event, blackmarket, stolen
and may not always from a collector, or recovered from the Reef
work the same way each time. Rituals are a way Lands themselves.
to bring in a wide There are rumors that some monsters of the
variety of arcane effects into the game. Use with deep feed on the
caution! If you artifacts; cut one open, and you might find an
ever go overboard, address the questions again intact device. If you
to establish new are not sure where to start your search, you can
weirdness and costs if things have gotten out of begin a long-term
hand. The mystical project to track one down.
descriptors that you have a clear idea of its
Inventing impact.
To invent a new device or modify existing gear ◊ Scale: a closet; a small room; a large room;
with advance several rooms;
technology, you need to Study the original a small building; a large building; a city block.
artifact as a long-term ◊ Duration: few moments; few minutes; an
project. Most designs will require an 8-segment hour; few hours;
progress clock to a day; several days; a week.
invent and learn. The player and the GM answer ◊ Range: within reach; dozen paces; stone’s
questions about throw; down the
the invention to define what it will do in play road; several blocks away; across the district;
and what is required outside the
to create it (see below). The player records these city.
answers in their ◊ Force: weak; moderate; strong; serious;
notes for future reference. powerful;
Creation Questions overwhelming; devastating.
1. GM asks: “What type of creation is it and
what does it do?”
Crafting
Once you have invented an item, you need to
Player answers. A creation might be mundane,
actually craft it.
alchemical,
Spend one downtime activity to make a Tinker
mystical, or divine.
roll to determine
2. Player asks: “What’s the power level of this
the stability of the item you produce:
item?” GM
6 or less: has two uncanny traits
answers by providing 1-4 magnitude tags to
7-9: has one uncanny trait
define the
10+: no uncanny traits
limits of the item. (See magnitude below).
Except in the most skilled cases, all Sea Raider-
3. GM asks: “What rare, strange, or adverse
based inventions
aspect of this
are unstable and unpredictable. If your invention
formula or design has kept it in obscurity, out of
has an uncanny
common
trait, discuss the possibilities with the GM.
usage?” Player answers.
These should be quirks
4. Player asks: “What creatures or people will
that affect the narrative in potentially interesting
be drawn to this
ways, but don’t
item?” Sea Raider power always seems to
render the item useless. The severity of the trait
attract the wrong
should match
kind of attention. GM answers by choosing a
the overall magnitude of the invention. An
type of beast
invention that plays
or faction interested in the technology.
a musical tune loud enough to fill a small room
Once you’ve invented a formula or design, you
will go awry differently than an invention
can craft it by
that unleashes an electrical storm
using a downtime activity. Once you use a Sea
across a city block.
Raider artifact for
Think of these traits as an extension of the Sea
an invention it has effectively been destroyed in
Raiders’ otherwordly
the process. If
influnece. They flood the mundane world with
you want to create another invention, you will
odd magic or
need to find a new
destruction.
artifact.
MAGNITUDE UNCANNY TRAIT EXAMPLES
◊ Unpredictable: sometimes the item does the
When you determine an inventions
exact opposite
magnitude you do not need to
of its intended effect
exactly define every dimension of its effect.
Choose just enough
◊ Omen: using the item causes confusing
visions of the future
◊ Portal: sometimes using the item causes
creatures from the
Sea Raiders’ homeland to appear
◊ Mutate: using the item causes temporary
changes to your
appearance
◊ Babble: using the item causes you to only
speak gibberish
for several minutes
◊ Herald: using the item causes a loud sound
◊ Disturbance: using the item changes the local
weather in
some way
◊ Offering: the item must absorb coin to work

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