Chimp’s Sea Bar. Familiar arched letters in the salty mist. A floating, neon rig surrounded by a dozen moorings. At Chimp’s every sailor is a member of the crew.

2d20 Spark Table of Sailors

SAILORS
What’s On Their Mind? Roll d20What Drives Them? Roll d20
1. Vastness of the Deep.1. Fears being lost at sea.
2. Island of giant horrors.2. Equal construct rights.
3. Miserable weather. 3. The search for awe.
4. Rising costs of food.4. Curiosity about birds.
5. Live music in Brighton.5. Thrill of caving.
6. Company contract.6. An easy day of work.
7. Tobacco flavours.7. Seeing the sunrise.
8. Next comic issue.8. Being alone.
9. Landscape illustrations.9. Bigger boat.
10. Chaos theory.10. Next fix of slug.
11. Undead labour.11. Paying their debt.
12. Rust-prevention.12. Being with their dog.
13. A man-sized puffin.13. Sailors’ respect.
14. Alien encounters.14. Hoarding Junk.
15. Sailing to the City.15. Sketching Aberrations.
16. Tattoo apprenticeship.16. Documenting Oddities.
17. Tattoo apprenticeship.17. Cosmic truths.
18. Sinister rig-workers.18. Undiscovered islands.
19. Playful dolphins.19. Martyrdom.
20. Jumper Juice recipe.20. Nightly Eely-dog.

RUMOURS Roll d6

  1. “Guv’nor Booth has owned all this for centuries. They say a long time ago, his ship went down into the Deep. Whatever came back isn’t human.”
  2. “Conspiracy theorists eventually make a pilgrimage north to the Church of the Fallen Rime, built by the survivors of the Fogburner. I guess you’d call it a historical site: they even ask for donations.”
  3. “Blame the rising prices on the pirates. No one even heard of them, and now they’re robbing everybody! They don’t speak our language, so they kidnapped some people from Brighton and made them work as interpreters. Mixers, they call them.”
  4. “I heard there’s a group taking credit for the recent fuel dredger bombings: the Watchers of the Deep. Just be careful who you ask about it, you see.”
  5. “I didn’t think anyone would be bold enough to go after those remade crabmen at The Bucket, but someone hit them hard. Their drawbridge has been closed since then, they’re not taking any business.”
  6. “Evangelicals at the Church of the Fallen Rime are trying to transform their followers into monsters. It’s an astral cult!”

MENU Roll d6

  1. £2 Jumper Juice. Wakes you up!
  2. £5 Eely-dog and Baby Seahorse Nibbles.
  3. £6 Oyster Box with a Soft-Boiled Puffin Egg.
  4. £8 Shark-sub with Kelpy Fries.
  5. £10 Tuna Bowl with a Kelpy Salad.
  6. £12 Surf-and-Bird Sampler with Ink Dippers.

High Risk Fishing. Dozens of fishing boats anchored around a cluster of barrier islands, all of them here for the most valuable catch. Spend 1 Phase to fish and roll d6 for the results.

1-3—Sea Monster
4-5—Tuna, sturgeon, or grouper (Bulky worth £25 each)
6—High Risk Trophy (Bulky)

HIGH RISK TROPHIES Roll d6

  1. Three-headed grouper worth £100
  2. One-hundred-foot trumpetfish worth £150
  3. Translucent sturgeon worth £250
  4. Jumbo rainbow-goby (hypnotic) worth £350
  5. Steel-headed barracuda worth £425
  6. Gigantic batteryfish (charged) worth £500

Mock Sharks. Gnawed debris and slick, oily water mark the edge of the mock shark territory. These constructs have lived in the Deep Water since their construction by Guv’nor Booth over a century ago. They will do anything for enough money—debt collection, union busting, racketeering—but these days they are busy protecting Booth Company fuel dredgers from pirates and eco-terrorism.

Farm. Flashing buoys dot the perimeter of the Booth Company Sea Farm where schools of buffalo shrimp are herded by mock seals and rangers on sputtering watercrafts.

Buffalo Shrimp HP 9
Driven to graze on biofilm.
Armour 1 (Leathery Shell), STR 14, DEX 12, CHA 6
Bite (d10)

Mock Seals HP 3
Driven to be praised.
STR 8, DEX 14, CHA 8
Bite (d6)

Ranger HP 4
Driven to protect the farm.
STR 11, DEX 11, CHA 9
Rifle (d10, Bulky)

Sputtering Watercraft HP 6
Armour 1 (Rusted Chassis)
Locker Space 1

Submersible. A dozen divers and their submersible are anchored here, led by Captain Mooney. They make daily dives into the Deep, looking for treasure. Only Mooney knows what the Booth Company is really paying them for: to find the wreckage of the Lauzon, the four-century-old ship on which Guv’nor Booth lost his humanity and where his beloved is still frozen, trapped in darkness.

Divers HP 4
Driven to find a thrill and get rich.
Armour 2 (Diving Suit), STR 12, DEX 11, CHA 11
Harpoon (d8, Bulky)

Submersible HP 10
Armour 2 (Pressurized Chamber)
Locker Space 4
Dive. The ship can submerge into the Deep, becoming undetectable while traveling. After 2 Phases, d6 damage to the hull until the vessel resurfaces for at least 1 Phase.

Captain Mooney HP 8
Driven to serve Guv’nor Booth and be rewarded with supreme undeath.
Armour 1 (Life Preserver), STR 12, DEX 8, CHA 11
Arm Cannon (d8, Blast), target loses a limb on Critical Damage

Booth Refinery. A colossal, rusting vessel lit by sterile floodlights and neon letters, the refinery is the heart of the Booth Fuel Refinery Company operations and home to the reclusive Guv’nor Booth. Booth owns everything surrounding the Surge and holds the proprietary right to dredge and refine fuel from the raw chaos formed in its heart. For centuries, his wealth, his countless spies, and his gang of the mock shark thugs made it easy for him to rule the region, but today his grip is slipping. With pirates appearing in the north and a secretive group of eco-terrorists boldly attacking his fuel dredgers, the Guv’nor is now more desperate—and more dangerous—than ever before.

Guv’nor Booth HP 12
Driven to feed on the Land, the Living, and the Surge.
Armour 1 (Wreathed in Shadow), STR 14, DEX 12, CHA 16
Bite (d10), target is drained of all their moisture on Critical Damage and rises as a thrall of the Guv’nor
Regeneration. The Guv’nor regains d6 HP when he bites a living target. If he is killed, he becomes a cloud of salty mist that retreats to his chamber deep within the Refinery. He can only be truly killed if his chamber is destroyed.

Thrall HP 8
Driven to work tirelessly on the rig.
STR 11, DEX 7, CHA 7
Hand Tools (d6)
Undead. Must be utterly destroyed (reduced to STR 0) to be killed.

*

The Surge. In the open water, where the weather is unpredictable, where the clouds are green and the rain glows with luminescence, strange objects drift through the spray. They swirl in currents orbiting the Surge—the crushing heart of the Deep. It radiates a localized magnetism, warping both the matter and the life it touches. While its true origins remain unknown, there are many theories circulating among sailors in the region.

THEORIES Roll d6

  1. “Raw chaos is the lifeblood of the Sea. The Booth Company is killing the ocean by taking it and burning it so carelessly.”
  2. “The Church of the Fallen Rime is half-correct; raw chaos is the melting of some fallen ice from the stars. Its effects must be understood as alien.”
  3. “Raw chaos is the essence of the dead. When we die, we return to the Deep. Booth is burning up all our collective unconscious to fuel his machines.”
  4. “Raw chaos is from another dimension. There’s a portal down there, way down in the Deep, that’s where the pirates come from, too. They want us to stop taking all their energy, I bet.”
  5. “There’s nothing cryptonatural about it: raw chaos is merely the kinetic energy of so much pressure baring down on organic matter.”
  6. “Raw chaos is the dreams of something ancient that died down there a long, long time ago. We’re just picking through the carrion, you know?”

Fuel. The intense pressure of the Deep warps chaos fields in strange ways; at its heart—where the pressure is the greatest—globs of raw chaos can be dredged from the depths. Raw chaos holds nearly unlimited kinetic potential; the Booth Fuel Refinery Company transforms these shimmering, energetic pearls into fuel for combustion engines and other Deep Country machinery. Booth Company Fuel can even be burned to generate electricity, delivering the modernity of the City to the even the deepest of Deep Water regions.

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