East of the Fading Coast lies the Surge. While its surface is treacherous and unpredictable, the crushing power of the Deep warps sunken relics into treasures worth the risk.

Dredging. The Deep holds strange treasures for those brave enough to dredge them up. Spend a Phase to Dredge in place and Roll d6 for the results.
1-3: Aberration. Horrors from the Deep (worth a small fortune to the right collector).
4-5: Junk. Bulky scraps of metal and wood, worth £2d6 (can be consumed to repair d6 HP).
6: Oddity. Gifts from the Deep.
ABERRATION Roll 2d12
| FORM Roll d12 | CURSE Roll d12 |
| 1. Rubber plant growing in the shape of a tire. | 1. Corrosive slime (-d6 HP per Phase). |
| 2. Red-hot, warped bicycle (Bulky). | 2. Extremely flammable. |
| 3. Still-glowing vending machine (Bulky). | 3. Hallucinatory (lose a random Phase each day). |
| 4. Perfectly lifelike glass doll (Bulky). | 4. Screams in agony (REST is impossible). |
| 5. A detailed miniature of a house (Bulky). | 5. Causes overwhelming hunger (DEPRIVED). |
| 6. A giant urchin (Bulky) made of plastic. | 6. Whistles a familiar lullaby (encounters are always a sea monster). |
| 7. A mermaid statue made of plaster and rebar (Bulky). | 7. Chittering teeth (encounters are always a sea monster). |
| 8. A steaming, living, cooked king crab. | 8. CHA save or obsessed. |
| 9. Grandfather clock made of fish parts (Bulky). | 9. Spotted, hurts to look at. |
| 10. Barnacle-crusted piano with pearlescent keys (Bulky). | 10. Giggles inappropriately. |
| 11. Shimmering, metal octopus with delicious ink. | 11. Squawks like an injured bird (attracts wildlife). |
| 12. Thrashing Gold marlin (Bulky). | 12. Dizzying vibrations (causes mild headaches). |
ODDITY Roll 2d12
***An Oddity’s utility can only be used once per day, or until the item is consumed.
| SHAPE d12 | UTILITY d12 |
| 1. Glass polearm (d10, Bulky). Breaks after use. | 1. Imperfect Parry. Dull vibrations. Take half damage from an attack (after armour, rounded up). The attacker takes the rest. |
| 2. Copper apparatus (Bulky). Three batteries left. | 2. Gambit. Radiates warmth. Add +d8 to an attack. If you roll an 8, the weapon is utterly destroyed. |
| 3. Rubber medical mannequin (Bulky). | 3. Light. Greenish glow. Create a strobing, blinding flash for d6 turns. |
| 4. Diving suit helmet (Armour 1, Bulky). Difficult to see. | 4. Chaos Field. Warps light. Become weightless and fly for d6 turns. |
| 5. Taxidermic bird trophy (Bulky). | 5. Psychic Shield. Sheds pink mist. Become immune to CHA loss and have advantage on CHA saves for 10 turns. |
| 6. Handmade wooden wings (Armour 1, Bulky). | 6. Magnetic. Stainless chrome. Attract and stick to metal for 10 Turns. |
| 7. Antique rifle (d6, Bulky). | 7. Deep Step. Bioluminescent-barnacle-crusted. Teleport to a location you can see in a salty spray. |
| 8. Opaque bottle of liquor. Three drinks left. | 8. Cloud of Static. Sparks. Releases a tiny thunderstorm that fills a room. Any metallic object within the storm is struck by lightning for d8 damage. |
| 9. Steel-toe waders (Armour 1, Bulky). | 9. Deep Speech. Gasps through gills. Talk primitively with Deep Water creatures for 10 turns. |
| 10. Cut-proof jacket (Armour 1). | 10. Energy Sap Wet and blackened. A target you can see loses d6 STR. They die on Critical Damage, saltwater spilling from their mouth and nose. |
| 11. High-visibility harness. | 11. Healing Touch. Rosey smell. Restore 2d6 STR. |
| 12. Rigid neck brace (dermal implant). | 12. Telekinetic Zap. Blurry. A target you can see loses d8 CHA. If this reduces them to 0 CHA, their head explodes. |
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