
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 d12 | CURSE 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. Flammable (-d6 HP per Phase). |
| 3. Still-glowing vending machine (Bulky). | 3. Hallucinatory (lose a random Phase each day). |
| 4. A perfectly lifelike mannequin. | 4. Screams in agony (no REST). |
| 5. A perfectly preserved photo album. | 5. Causes vivid nightmares (DEPRIVED). |
| 6. A giant urchin (Bulky) made of plastic. | 6. Whistles a familiar lullaby (attracts monsters). |
| 7. A mermaid statue (Bulky) made of plaster and rebar. | 7. Chittering teeth (attracts monsters). |
| 8. Steaming, cooked king crab. | 8. Causes obsession (CHA save). |
| 9. Grandfather clock (Bulky) made of scales. | 9. Spotted and hurts to look at. |
| 10. Barnacle-crusted piano (Bulky) with pearlescent keys. | 10. Giggles at inappropriate moments. |
| 11. Shimmering, metal octopus (HP 4, STR 12, CHA 5, tentacles d8) with delicious ink. | 11. Squawks like an injured bird (attracts wildlife). |
| 12. Solid gold marlin (Bulky). | 12. Dizzying vibrations (attracts wildlife). |

ODDITY Roll 2d12
| SHAPE d12 | UTILITY d12 |
| 1. Glass polearm (d10, Bulky). Breaks after use. | 1. Imperfect Parry. Once per day, take half damage from an attack (after armour, rounded up). The attacker takes the rest. |
| 2. Copper apparatus (Bulky). | 2. Gambit. Once per day, add +d8 to an attack. If you roll an 8, the weapon is utterly destroyed. |
| 3. Medical mannequin (Bulky) in a life-preserver. | 3. Light. Glows in the dark. Once per day, create a strobing, blinding flash for d6 turns. |
| 4. Diving suit helmet (Armour 1, Bulky). Difficult to see. | 4. Chaos Field. Once per day, become weightless and fly for d6 turns. |
| 5. Taxidermic bird trophy (Bulky). | 5. Psychic Shield. Once per day, become immune to CHA loss and have advantage on CHA saves for 10 turns. |
| 6. Handmade wooden wings (Armour 1, Bulky). | 6. Magnetic. Once per day, attract and stick to metal for 10 Turns. |
| 7. Antique rifle (d6, Bulky). | 7. Deep Step. Once per day, teleport to a location you can see in a salty spray. |
| 8. Opaque bottle of liquor. Three drinks left. | 8. Cloud of Static. Once per day, 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. Once per day, talk primitively with Deep Water creatures for 10 turns. |
| 10. Cut-proof jacket (Armour 1). | 10. Energy Sap. Once per day, a target you can see loses d6 STR. They die on Critical Damage, saltwater spilling from their mouth and nose. |
| 11. High-visibility harness. Easy to see in the dark. | 11. Healing Touch. Once per day, heal 2d6 STR. |
| 12. Rigid neck brace (dermal implant). | 12. Telekinetic Zap. Once per day, a target you can see loses d8 CHA. If this reduces them to 0 CHA, their head explodes. |
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