Travel. Travel between adjacent locations is measured in Phases. Each day has 3 Phases: Morning (from dawn until midday), Afternoon (from midday until dusk), and Night (from dusk until dawn).
Sail. 3 Phases.
Motor. 2 Phases.
Full Throttle. 1 Phase, -d6 HP
Example Ship: Tugboat
Tugboat HP 10
Armour 1 (Steel Hull)
Locker Space 6
Locker Space refers to the number of Bulky items a ship can hold.
At HP 0, a ship is Broken Down, and requires Major Repairs by a Specialist. There is always a cost.
A ship that is reduced to HP 0 from physical damage sinks in a number of turns equal to its available locker space and is lost to the Deep.
Instead of travelling, Players can spend a Phase to perform Minor Repairs to their ship (by consuming Junk) and restore d6 HP.
Weather. Roll d6 at the start of each day.
1—Tempest. Hurling debris, -d6 HP per Phase while travelling.
2-3—Wind and rain. Poor visibility.
4-6—Clear skies or scattered showers. Adjacent locations are visible on approach.

CURRENTS
The Deep (Red). Encircles the Surge. Treacherous, unpredictable weather patterns.
Coastal Islands (Green). Well-travelled by fishers and merchant sailors from Brighton.
Direct (Green Dotted). The fastest routes, encounters are always pirates.
Bony (Mauve). Hazardous; dotted with obstacles. Impossible to travel at a Full Throttle.
Closed (Pale Red). Private routes, patrolled by d6 +1 mock sharks on behalf of the Booth Fuel Refinery Company.
*** Check for an Encounter each time the Players set sail. Roll d6, 1 = Encounter.

ENCOUNTERS Roll d6
- An inexplicably fast pirate ship carrying a powerful storm in its wake. It has a crew of 2d6 aggregates, a Rhythm Master, a Downbeat Commander, and a mixer (for negotiations). The pirates demand oddities, and will destroy ships who refuse to pay their “toll.”
- A Sea Monster. An aberrant horror of the Deep driven to feed. Roll 2d6 to combine Form and Function.
- Rescue. Someone (or something) lost at sea, in need of rescue. Roll d6.
- Strange visions on the horizon. Static in the air. It’s a ghost ship, the haunted remnants of a lost machine filled with regret.
- A sailboat with 2d6 evangelicals dispensing literature about the Church of the Deep. They ask for donations to protect the sea from ruin: “The Booth Company is destroying our Maker!”
- A fuel dredger on its way from the Refinery to the Fading Coast (or beyond to the City). Guarded by d6 +1 mock sharks for hire.
SEA MONSTER
FORM Roll d6
- Clam Crawler HP 12, Armour 2 (Speckled Shell)
- Flying Manta HP 10, Armour 2 (Leathery Hide)
- Serpent HP 8, Armour 1 (Metal Scales)
- Giant Fishman HP 6
- Fire Jelly HP 4
- Flying Eel HP 3
FUNCTION Roll d6
- Tentacles (d8), pulled overboard on Critical Damage
- Gorey Bite (d10), eviscerated on Critical Damage
- Bloody Spray (d6, Blast), DEPRIVED on Critical Damage
- Huge Claws (d6, Blast)
- Screech (d6, Blast)
- Ropey Limbs (d4, Blast)
RESCUE Roll d6
- No clothing. Secretly a werepuffin and the sole survivor of a recent attack on a fuel dredger (d6 mock sharks are in close pursuit).
- Facedown, cold, somehow still “alive.” Secretly an undead thrall who fell overboard from a fuel dredger. It’s driven to get back to the refinery and keep its true nature secret.
- A pirate (Aggregate) thrown overboard for plotting a mutiny against their superior. They don’t speak the Players’ language, but they are driven to blend in an get to Bastion.
- An unconscious diver thrown from their submersible during an implosion. They now know that Captain Mooney has been lying to them, and they are driven to get revenge.
- A drowning fisher who fled the Church of the Deep. They had bought into the church’s talk of ecological preservation, but when they learned that the church was preparing to go to war with the Booth Company they fled (d6 werepuffins are in pursuit, intent on silencing them).
- A disoriented ranger thrown from their watercraft while pursuing a wayward school of buffalo shrimp. They’re driven to find the school and get back to the Farm.
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