Writing, Game Design and Map: Pluvid. Art: Pluvid and DALL-E 3. Generative A.I. Disclaimer A significant portion of the art in this book, excluding the map, was generated through a process of human sketching fed into DALL-E 3 to generate the final images. Sunken Stars © 2024 by Pluvid is licensed under Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International. To view a copy of this license, visit https://creativecommons.org/licenses/by-nc-sa/4.0/ Contents Welcome Aboard ��������������� 9 What is Sunken Stars? .........10 Core Principles .....................14 A Brief Cosmology ���������� 17 How the stars fell .................18 The Courts ...........................22 Born of Salt and Stars ��� 25 Character Statistics ..............26 Creating a Character ............30 Example Character ..............44 Character Advancement .......48 Fame ....................................52 Death and Legacy ................54 Ship Statistics ......................56 Ship Creation .......................58 Origins ����������������������������� 61 Eledon..................................62 Alzaru ..................................68 Makalu .................................74 The Freeports ......................80 Garunn ................................86 Dobromir .............................92 Chactun ...............................98 Yfalos ................................ 104 Species���������������������������� 111 Life Among the Wreckage... 112 Humans .............................. 114 Fishmen ............................. 116 Frogfolk.............................. 118 Simians .............................. 120 Backgrounds ������������������ 123 Before the Sea .................... 124 In Alphabetical Order ........ 126 Acolyte ........................... 126 Alchemist ....................... 127 Assistant ........................ 128 Astrologer ....................... 129 Barrister ........................ 130 Beggar ........................... 131 Blacksmith ...................... 132 Bounty Hunter ................ 133 Carpenter ....................... 134 Charlatan ....................... 135 Confidence Man .............. 136 Crow Knight ................... 137 Cultist............................ 138 Engineer ........................ 139 Exorcist ......................... 140 Fisherman ...................... 141 Footman ......................... 142 Gambler ......................... 143 Guild Messenger .............. 144 Hunter ........................... 145 Knight ........................... 146 Labourer ......................... 147 Lord/Lady ...................... 148 Marine ........................... 149 Mercenary ...................... 150 Merchant ........................ 151 Monk/Nun ...................... 152 Musician ........................ 153 Nethersmith .................... 154 Nurse ............................. 155 Pawner .......................... 156 Pickpocket ...................... 157 Priest/Priestess .............. 158 Procurer ......................... 159 Prostitute ....................... 160 Puppeteer ....................... 161 Rat Catcher .................... 162 Rune Carver ................... 163 Scout ............................. 164 Sky Miner ...................... 165 Slave .............................. 166 Smuggler ........................ 167 Spy ................................ 168 Squire ............................ 169 Student .......................... 170 Tailor ............................ 171 Thug .............................. 172 Tree Tender .................... 173 Tutor ............................. 174 Witch Doctor .................. 175 Classes ��������������������������� 177 Swashbuckler ...................... 178 Gunner ............................... 182 Scoundrel ........................... 186 Captain .............................. 190 Barber ............................... 194 Navigator ........................... 198 Patrons �������������������������� 203 Court of the Sun ................ 204 The Lightbringer ............. 206 The Plague of Iron .......... 210 The Scorched .................. 214 The Notary ..................... 218 The Twins ...................... 222 The Crocodile .................. 226 The Rainbow Snake ......... 230 The Giant Turtle ............. 234 The Golden Hog .............. 238 The Bull......................... 242 The Beast Master ............ 246 The Healer ..................... 250 The Sanguine Roar .......... 254 The Stone Carver ............ 258 The Devourer .................. 262 The Rooster .................... 266 The Roots ....................... 270 The Soaring Eagle ........... 274 The Behemoth ................. 278 The Rumbling Earth ........ 282 Court of the Moon ............. 286 The Rebel Shadow............ 288 The Crescent Edge ........... 292 The Frostbitten ............... 296 The Shoe Thief ............... 300 The Mirror ..................... 304 The Panther ................... 308 The Chandler .................. 312 The Weightless ................ 316 The Inevitable Rust ......... 320 The Seer ........................ 324 The Wraith ..................... 328 The Poisoner .................. 332 The Infection .................. 336 The Painter .................... 340 The Endless Knot ............ 344 The Whisperer ................ 348 The Withering Decay ....... 352 The Owl ......................... 356 The Cogs ........................ 360 The Grim Reaper ............ 364 Rules������������������������������ 369 General Principles .............. 370 Dice Rolls ....................... 370 Time Frames ................. 372 Combat .............................. 373 Sequence ........................ 373 Actions .......................... 374 Reactions ....................... 376 Free Actions ................... 376 Injuries & Death ............. 376 Combat Example................ 378 Recovery ............................ 382 Conditions.......................... 384 Navigation ......................... 386 Navigation Example ........... 388 Naval Combat .................... 390 Sequence ........................ 390 Manoeuvres .................... 391 Engagements ................... 391 Sea Beasts ...................... 392 Naval Combat Example ...... 394 Ports .................................. 396 Port Round ..................... 396 Port Activities ................ 396 Port Listing .................... 399 The Market ������������������� 401 Selling and Buying ............. 402 Currencies ...................... 402 Rarity ............................ 403 Used Goods ..................... 403 Cargo and Supplies .......... 403 Equipment ......................... 404 Weapons ......................... 404 Armor ............................ 408 Specialized Equipment ...... 409 Substances ...................... 410 Services .......................... 412 Cargo ................................. 414 Ship Upgrades .................... 416 Sunkee Pidgin����������������� 421 Common Phrases ............. 422 Nautical Terms ............... 424 Cargo & Trade ................ 425 Insults & Slang ............... 426 Religion ......................... 427 Part 1 —Anne Carson, Decreation “Here we go mother on the shipless ocean. Pity us, pity the ocean, here we go.” Welcome Aboard 10 Part 1 • Welcome Aboard What Is Sunken Stars? 11 My grandparents used to live by the North Sea coast, and I spent a significant part of my childhood on rather cold beaches covered in gray sky. The opaque water, especially after dark, held great terrors, visions of expressionless giants rising from the abyss to take me and my sister from the bunk beds we used to spend our holiday nights in. They would come quietly, announced only by the growing furor in the crashing of the waves. We knew to remain awake, and ready to run for our lives. Luckily, the children’s room was guarded by a life-sized statue of The Crocodile God Tigowi, acquired by my grandfather sometime in the seventies. Surely he would protect us and not devour us in our sleep. Right? He must have. The giants never got us after all. These things, that used to terrify me as a child, have come to enthrall me as a grown man. The secrets hidden deep beneath the waves, the solitude of a horizon filled with ocean and the wild thrill of the knowledge that the only thing between you and certain death is deck you’re standing on. Those are the guttural things Sunken Stars is about, the magnetism of fear, of wanting to climb over the edge into the unknown. Those moments we wander out past the light, to where the jagged black begins. Anyway, this book is a role playing game with an oldschool and rogue-like feel to it. The players take on the role of sailors imbued with strange powers and a lust for the wild life. This means... Exploration Naval Combat Weird Sea Beasts Strange Islands Pirates Mystery and a dash of Horror The world of Sunken Stars is not pretty and definitely not fair. Where only the very luckiest are born in positions of relative comfort, most lives are forged in the crucibles of cruelty and oppression. Slavery is common and the ruling class inbred and petty. It is a world where abandoning yourself to the dangers of the dark oceans is often more appealing than dwelling on the shores they border. Death may be swift and likely, but we are here for the opportunity to carve out our own path and to commandeer our destiny into greatness. Aesthetically, the world has a definite late age of sail vibe, resembling our own early to mid 19th century. New technologies such as electric lights, radio and chain guns are starting to slowly bubble their way through the scum, but these are the prototypes rather than the tried and tested products that would shape a modern or even steampunk world. The ideas are there, but we’re not quite Victorian yet. So how about magic? The orthodox wizards and fireballs are missing. However, there are strange forces that permeate the air: the mysterious courts that bestow superhuman powers, the cauldron magic of witches and What is Sunken Stars? 12 Part 1 • Welcome Aboard What Is Sunken Stars? 13 the bewildering weirdness of the islands that are collectively named The Sunken Stars. In short, magic exists, but in a less formulaic way than it would in a more classical high fantasy game. Inspiration ™ Film & TV: Taboo (BBC), Black Sails (Starz), Pirates of the Caribbean (Disney), Vikings (History), 1899 (Netflix) ™ Books: Gentlemen Bastards Series (S. Lynch), One Piece (Eiichiro Oda), H. P. Lovecraft’s collected works, Moby Dick (H. Melville), Terry Pratchett’s Discworld series ™ Games: Sunless Sea, Dishonored, Sid Meier’s Pirates! “Out of the night that covers me, Black as the pit from pole to pole, I thank whatever gods may be For my unconquerable soul. In the fell clutch of circumstance I have not winced nor cried aloud. Under the bludgeonings of chance My head is bloody, but unbowed. Beyond this place of wrath and tears Looms but the Horror of the shade, And yet the menace of the years Finds and shall find me unafraid. It matters not how strait the gate, How charged with punishments the scroll, I am the master of my fate, I am the captain of my soul.” —William Ernest Henley, Invictus 14 Part 1 • Welcome Aboard Core Principles 15 Zooming In and Out Sunken Stars comes with a couple of systems that favor zooming in and out of the action. ™ Navigation is generally a zoomed out process where many days go by at once until something happens that the player characters have to deal with. ™ Naval Combat is relatively zoomed in, but still focuses on the ships involved rather than the characters. The time scale is hours rather than days. ™ Ports can be a mix of both zooming in and out, as some actions can be resolved with random tables, but it might be interesting to zoom into other situations when they provide for interesting roleplay. ™ Anything else will usually follow a zoomed in approach: exploring ruins, islands or even dungeons. Core Principles 3D6 Roll High Most actions in Sunken Stars are resolved with a roll of three six-sided dice (3D6). To succeed, you need to roll a total that meets or exceeds a target number set by the GM. Add any relevant attribute modifier (such as Power, Grace, Sense, etc.) to your roll to increase your chances. Wild Dice Players have the option to replace D6s with Wild Dice, with certain rolls, special abilities in particular; requiring a minimum amount of Wild Dice to be substituted in. If a Wild Die rolls a ⚅, you roll it again and add the new result to your total — a chance for an exceptional success. However, if the Wild Die rolls a ⚀, a complication occurs, which could mean a partial failure or an unexpected consequence, even if the overall roll succeeds. Advantage & Disadvantage Granting Advantage or Disadvantage on a roll is always at the GM’s discretion. Having Advantage on a roll means that you roll additional D6s depending on how large your advantage is and keep the 3 highest ones. Disadvantage works the same, except you pick the 3 lowest results. —Terrence Mckenna “It is the night sea journey, the lone fisherman on a tropical sea with his nets, and you let these nets down— sometimes, something tears through them that leaves them in shreds and you just row for shore, and put your head under your bed and pray.” A Brief Cosmology Part 2 18 Part 2 • A Brief Cosmology How The Stars Fell 19 All peoples have their stories of the sun and the moon, of how the stars fell from the sky. In Eledon, the druids tell of strange spirits inhabiting both the sun and the moon, constantly trying to topple each other for position in the skies. They believe that in her own surreptitious way, the moon’s court was plotting to cripple the sun and expel him from the sky forever. The sun came to be saved through the acts of a simple fisherman, who, noticing the moon slowly sneaking up on the sun in broad daylight, made way to the horizon where the sun meets the sea in the nick of time to warn him of the moon’s ploy. The sun, full of anger at this betrayal, launched itself at the moon in full brutish force, and the collision drove the moon back into the night. Some of the stars, shaken by the impact, lost their purchase in the sky and fell down to the ocean, and that is how the sunken stars came to be. There is a Quectian prayer that goes: “The sun burns the man that the moon hunts at night. To sate the hunger of the sun, a thousand men must burn, to quench the thirst of the moon, a thousand more bled dry.” The empire of the Immortal Empress believes the sun to have crashed into the moon, as she lingered about at dawn an instant too long. The crash was so fierce that the moon was cracked and charred bits of her white fur were dropped down into the ocean. That is how the sunken stars came to be. According to Makalunian shamans, the sun and the moon are lovers. The sun, of a jealous nature, became obsessed with the moon spending all her time around the stars, and refused to visit her during the night. The moon, only being able to visit the sun during the day on rare occasions tried to call him back to her during the night, shining as bright as she could. Despite her best efforts the sun still refused to meet her, and on one particularly dark night, her sorrow beyond all measure, she could no longer hold her tears. They fell down to the ocean, and that is how the sunken stars came to be. The Drasnikan people are believed to be the ancestors of the Eledonians, and this is in some ways confirmed by their shared beliefs concerning the Sunken Stars. Their story is slightly different, as the fisherman from Eleni myth is an explorer in the Drasnik story. He sailed the oceans and seas looking for the edge of the world, and when he finally found it, he could not steer his boat away, and sailed into the darkness beyond. The Moon took pity on to the poor sailor and invited him in amongst her court rather than let him fall forever over the edge of the world. The man in time learned about her plot to push the Sun out of the sky and found his ship and sailed towards the rising Sun, in time to warn him of the Moon’s betrayal. The Sun and his court laid an ambush for the Moon at dusk. How the stars fell 20 Part 2 • A Brief Cosmology How The Stars Fell 21 Their battle shook the astral dome so tremendously that some stars could not hold their balance in the heavens, falling straight down to the ocean, and that is how the Sunken Stars came to be. The scientists of Alzaru of course know that these are mere stories, as our Earth is but a celestial body and so are the Moon and the Sun. The Earth orbits the Sun and the Moon orbits us. The Sunken Stars are remarkable as a phenomenon, nevertheless they are only the fragments of broken celestial bodies hurtling through the cosmos for a thousand years that then crashed into the ocean. And that, is how the Sunken Stars came to be. 22 Part 2 • A Brief Cosmology The Courts 23 Some folk are possessed by the denizens of the courts, the Others. They might have come across a relic, or just been in the wrong place at the right time, while others yet seek out possession because of the power it provides. Unsurprisingly, this comes at a cost. The blessings of the courts are as fickle as the tides. These possessions are not merely the occupation of one’s body by another entity but a merging of essences, a blending of the mortal coil with the ethereal whims of the courts. This symbiosis can grant powers beyond the ken of normal folk, imbuing them with abilities that echo the domain of their possessor—whether it be the frosty resilience of Winter’s Queen or the searing insight of the Summer King. Yet, such gifts are never without their price. The possessed often find themselves at the mercy of their patron’s desires, their dreams filled with cryptic messages and their actions subtly influenced towards ends not entirely their own. The courts, for all their majesty and power, are realms of emotion and concept made manifest; they do not think or feel as mortals do. What might be a whim to them could be a cataclysm to the human world. Coexistence with the courts requires a delicate balance, a constant negotiation between the mortal and the otherworldly. For those who seek out possession, the reasons vary as widely as the stars in the sky. Some crave the power for noble causes, to protect their lands or to heal the sick. Others seek it for personal gain, for the allure of strength and control. But all quickly learn that the power of the courts is not a tool to be wielded lightly. The courts themselves are indifferent to the fates of individuals, concerned more with the grand tapestry of belief and story that feeds them. Yet, within their indifference lies the potential for great deeds, for in the hands of the right individual, the power of the courts can shape the world. The Courts —Lord Byron, The Selected Poetry of Lord Byron “Roll on, thou deep and dark blue Ocean - roll! Ten thousand fleets sweep over thee in vain; Man marks the earth with ruin - his control Stops with the shore.” Born of Salt and Stars Part 3 26 Part 3 • Born Of Salt And Stars Character Statistics 27 Characters are described by a set of statistics defining their capabilities, strengths, and weaknesses in the world of Sunken Stars. Attributes These define the baseline physical and mental abilities of the character. There are six attributes: Power, Grace, Lore, Sense, Salt and Tides. An attribute is associated with a modifier, which is the bonus added to attribute rolls. • Power • The physical strength, size and muscularity of the character. • Lore • The schooling the character had, its learnedness and skill at academics. • Salt • The grit, leadership and sheer strength of will of the character. • Grace • How elegant, agile, refined and beautiful the character is and looks. • Sense • The quality of the character’s wit, its perception and quick thinking. • Tides • The character’s favor with the gods and more importantly, the ocean and seas. Derived Attributes Each of the three resistances is derived from two attributes by taking the sum of the two and adding 11. It serves as a target number the GM needs to roll when attempting various actions against the character. • Defense • Power + Grace + 11 The character’s ability to evade or parry attacks. • Vigilance • Sense + Tides + 11 The attention to its surroundings, hidden enemies or secret treasures. • Composure • Salt + Lore + 11 This represents the cool of a character in the face of intimidation, seduction or negotiation, as well as its resistance to mind-altering effects and substances. Initative is derived from three attributes by taking their sum, and Speed is Grace + 6. • Initiative • Grace + Sense + Tides How fast it acts in combat. • Speed • Grace + 6 How fast it moves. Nerve and Attack are both derived from the character’s class. • Nerve • Used to mitigate damage or activate certain abilities. • Attack • Added to any attack roll the character makes. Character Statistics 28 Part 3 • Born Of Salt And Stars Character Statistics 29 Traits A character has a number of abilities owing to its Background, Origins, Species and Class. These are collectively known as Traits. Origin There are a number of large and powerful island nations along the edges of the Sea of Sunken Stars. A character’s origin determines where they’re from, and yields a related Trait and belongings. See Origins, p. 61. Species While the predominant seafaring species is human, a few others inhabit the islands and seas. Humans regularly interact with the fishmen, with some fishmen even living above land and among humans. The powerful apes from the fallen Simian Kingdom are also found throughout human settlements, as close cousins to humans themselves. Spoken of in more quiet voices are the frogfolk, tiny frog-like humanoids with the sinister ability to control corpses. Your species grants another Trait to the character. See Species, p. 111. Background The profession the character was engaged in prior to becoming what it is now. It provides a Trait , belongings and access to certain Port Amenities. See Backgrounds, p. 123. Class There are six classes for a player to choose from for their character: Swashbuckler, Gunner, Quartermaster, Captain, Doctor and Navigator. Classes provide five Traits that are unlocked as the character advances in levels 1 through 5. The character’s class also provides Nerve and Attack scores. See Classes, p. 177. Port Amenities You will have access to specific Port Amenities through your Background. These provide certain benefits and are available to your character in any port that has them. They include: Tavern, Hospital, Shipyard, Aristocracy, Admiralty, Pirate Council, Slave Market, Trade Houses and University. See Port Activities, p. 396. Patron, Powers & Afflictions Each player character in Sunken Stars has a Patron that is randomly chosen. This is one of the members of the Courts of the Sun and Moon that has bestowed a gift upon the character. The patron has a separate leveling track from the character that is much faster. Each time the patron gains a level, it grants a Power to the character. The catch is that if the character is unlucky, the patron also bestows an Affliction upon the character. These afflictions usually involve the character slowly losing itself to the domain of the patron, rarely in a good way. See Patrons, p. 203. 30 Part 3 • Born Of Salt And Stars Creating A Character 31 You’ll need a character sheet, a pencil and dice. Grab 3D6, a D100, a D20 and let’s get started! When creating your character, try to savor the random elements and build around them. It’ll be fun, pinkie promise! 1. Roll Attributes Attribute Modifiers Roll Modifier 3 -4 4-5 -3 6-7 -2 8-9 -1 10-11 0 12-13 +1 14-15 +2 16-17 +3 18 +4 Roll 3D6 six times, once for each attribute, in order: Power, Grace, Sense, Lore, Salt and Tides. Look up your modifiers for each attribute roll and write them down. You can start over if the sum of modifiers is less than -1. 2. Choose Origin There are 8 origins, each granting you a specific Trait and cultural belongings. See Origins, p. 61 for more details on each origin. Origin Summary Origin Trait Belongings Eledon Druid Little Chest with Various Seeds, Miniature Steam Engine, Fashionable Black Clothes Alzaru Scholar Turban, Djellaba, Babushas, Jambiya, Converging Lens Makalu Animist Spirit Mask, Box of D6 Body Paints The Freeports Outlaw Fancy Hat, Frilly Clothes, Heirloom Pistol, Mysterious Tattoo Garunn Whaler Harpoon, Warm Waterproof Clothing Dobromir Thespian Tragic Wooden Puppet, Accordion, Colorful but Mismatched Clothing Chactun Camazotz 2D6 Small Vials of Blood, Exquisite Clothing and Gold Jewelry Yfalos Deep Ally 4D6 pieces of Shell and Coral Jewelry, Shaped Algae Wet suit 3. Choose Species Now that you know your origin, let’s choose one of the four species. Keep in mind that Frogfolk and Simians are relatively rare and not fully accepted everywhere. See Species, p. 111. Species Summary Species Trait Humans Versatile Fishmen Amphibious Frogfolk Corpse Thief Simians Great Ape Creating a Character 32 Part 3 • Born Of Salt And Stars Creating A Character 33 4. Roll Background Next, roll a D100 for your Background, each of these provide you with another Trait, belongings, gold sol ($) and access to Port Amenities. See Backgrounds, p. 123. Background Summary Roll Background Belongings Trait 1-2 Lord/Lady Luxury Clothing, Family Signet, Rapier, 2D100$ Voice of Command Port Amenities: Aristocracy 3-4 Knight Luxury Clothing, Travel Clothing, Rapier, Musket, 1D100$ Impenetrable Port Amenities: Aristocracy 5-6 Squire Luxury Clothing, Pistol, Dagger, Gaming Set, 2D10$ Only The Best for Milord Port Amenities: Aristocracy 7-8 Tutor Simple Clothing, Abacus, 1D6 Books, Spectacles, 2D10$ Patient Teacher Port Amenities: University 9-10 Assistant Fine Clothing, Pistol, Contact List, 2D10$ Second Pair of Hands Port Amenities: All 11-12 Labourer Simple Clothing, Work Tools, 1D10$ Blood & Tears Port Amenities: None 13-14 Slave Ragged Clothing, Broken Shackles Escape Artist Port Amenities: Slave Market Background Summary Roll Background Belongings Trait 15-16 Beggar Ragged Clothing, Beggar’s Bowl, Staff, 1D6$ Ear to the Ground Port Amenities: Pirate Council 17-18 Pickpocket Simple Clothing, 1D6 Empty Purses, Dagger, 1D10$ Faerie Fingers Port Amenities: Pirate Council 19-20 Procurer Fine Clothing, Walking Stick, Pistol, 4D10$ Black Market Port Amenities: Slave Market, Pirate Council 21-22 Prostitute Fine Clothing, Fan, Cosmetics, Dagger, 1D20$ Seduction Port Amenities: Pirate Council 23-24 Gambler Fine Clothing, Gaming Set, Pistol, 1D100$ Risk & Reward Port Amenities: Aristocracy 25-26 Pawner Travel Clothing, Dagger, Pistol, Ledger, 2D20$ Profitable Exchange Port Amenities: Trade Houses, Pirate Council 27-28 Charlatan Fine Clothing, 1D6 Fake Potions, 1 Vial of actual Snake Oil, 1D20$ Placebo Port Amenities: Pirate Council 29-30 Confidence Man Luxury Clothing, Fine Clothing, Simple Clothing, Rapier, Pistol, 1D6 Fake IDs, Set of fake Mustaches, 1D100$ The Long Con Port Amenities: All 34 Part 3 • Born Of Salt And Stars Creating A Character 35 Background Summary Roll Background Belongings Trait 31-32 Smuggler Travel Clothing, Rapier, Pistol, 2D10$ Hidden Caches Port Amenities: Trade Houses, Pirate Council 33-34 Thug Simple Clothing, 2 Daggers, 2 Pistols, Brass Knuckles, 1D10$ Dirty Fighter Port Amenities: Pirate Council 35-36 Footman Simple Clothing, Breast Plate, Halberd, Musket, 1D10$ Formation Tactics Port Amenities: Admiralty 37-38 Spy Luxury Clothing, Fine Clothing, Simple Clothing, Travel Clothing, Rapier, Pistol, 1D6 Fake IDs, 1D6 Vials of Poison (D4 damage), 1D10$ Spycraft Port Amenities: All 39-40 Scout Travel Clothing, Spyglass, Dagger, Pistol, Hunting Bow, 1D10$ Reconnaissance Port Amenities: Admiralty 41-42 Mercenary Travel Clothing, Breast Plate, 2 Daggers, 2 Pistols, Musket, 1D10$ Varied Tactics Port Amenities: Admiralty, Pirate Council, Trade Houses 43-44 Marine Navy Uniform, Simple Clothing, Dagger, Pistol, Musket, Cutlass, 1D6$ Expert Boatsman Port Amenities: Admiralty Background Summary Roll Background Belongings Trait 45-46 Bounty Hunter Travel Clothing, Dagger, Pistol, Manacles, D6 Arrest Warrants, 1D20$ Blood Hound Port Amenities: Admiralty, Pirate Council, Slave Market 47-48 Blacksmith Simple Clothing, Hammer, Tongs, Apron Small Anvil, 1D6 knives, 1D20$ Master of Steel Port Amenities: Trade Houses 49-50 Musician Travel Clothing, 1D6 Musical Instruments, Song Book, 1D20$ Hopeful Sonnet Port Amenities: Trade Houses, Pirate Council 51-52 Merchant Fine Clothing, 1D6 Rings, Fancy Hat, Rapier, Stocks worth 1D6x100$ in Various Trading Companies, 4D20$ Trade Contacts Port Amenities: Trade Houses 53-54 Fisherman Simple Clothing, Fishing Rod, Net, 1D6$ Worthy Catch Port Amenities: Trade Houses 55-56 Carpenter Simple Clothing, Wood Chisel, Hammer, Bag of Nails, 1D10$ Woodworking Port Amenities: Trade Houses 36 Part 3 • Born Of Salt And Stars Creating A Character 37 Background Summary Roll Background Belongings Trait 57-58 Tailor 1D6 sets of Fine Clothing, 1D10 sets of Simple Clothing, Travel Clothing, Pin Cushion, 1D20 Needles, 100 yards of Thread, 1D10$ Needle & Thread Port Amenities: Trade Houses 59-60 Hunter Travel Clothing, Dagger, Hunting Bow, 2D20$ Nature’s Bounty Port Amenities: Trade Houses 61-62 Rat Catcher Simple Clothing, Rat Basket, Club, 1D4 Vials of Rat Poison, 1D6$ Pest Control Port Amenities: Trade Houses 63-64 Engineer Fine Clothing, Simple Clothing, Pistol, Wrench, 2D20$ Gun Perfection Port Amenities: Trade Houses, University 65-66 Nurse Fine Clothing, Medical Tools, Jar of Leeches, 1D3 Antimony Pills, 1D20 Quicksilver Pills, 2D20$ Proper Medicine Port Amenities: University 67-68 Barrister Fine Clothing, Court Apparel, 4D20$ Facts Port Amenities: Trade Houses, Pirate Council Background Summary Roll Background Belongings Trait 69-70 Alchemist Fine Clothing, Alchemical Glassware and Supplies, 1D20$ Transmuter Port Amenities: University 71-72 Astrologer Fine Clothing, Star Charts, 1D10$ Horoscope Port Amenities: University 73-74 Student Simple Clothing, 1 Ounce of Moonweed, 1D4 Books Quick Study Port Amenities: University 75-76 Priest/Priestess Simple Clothing, Habit, Religious Symbol, Book of Prayers, Incense, Writing implements, 1D10$ Blessings Port Amenities: None 77-78 Acolyte Simple Clothing, Acolyte’s Robes, Religious Symbol, Writing implements, 1D20 Paper sheets, 1D6$ Forbidden Knowledge Port Amenities: University 79-80 Monk/Nun Habit, Walking Stick Crafts of the Abbey/Priory Port Amenities: None 81-82 Cultist Fine Clothing, Sacrificial Knife, Ritual Mask, 1D20$ Sacrifice Port Amenities: Aristocracy, University, Trade Houses 38 Part 3 • Born Of Salt And Stars Creating A Character 39 Background Summary Roll Background Belongings Trait 83-84 Witch Doctor Simple Clothing, 1D10 Needles, 1D4 prepared Voodoo Dolls, Large Pouch of Medicinal Herbs, 1D10$ Boil & Bubble Port Amenities: Pirate Council 85-86 Rune Carver Simple Clothing, 1D6 Carving Knives Scarification Port Amenities: University 87-88 Puppeteer Fine Clothing, 1D6 Puppets, 1D20$ Sentient Puppets Port Amenities: None 89-90 Exorcist Travel Clothing, Pouch of Salt, 1D6 Wooden Stakes, Dagger, 1D20$ Wards Port Amenities: University 91-92 Tree Tender Ritual Robes, 1D6 Pouches of Various Seeds, Sickle, Small Branch of the World Tree, 2D20$ Sacred Botanist Port Amenities: University 93-94 Guild Messenger Travel Clothing, Exotic Vehicle, Messenger’s Box, 1D20$ Messenger’s Mark Port Amenities: All 95-96 Sky Miner Simple Clothing, Climbing Harness, Parachute, 1D6 small Floating Rocks, 1D10$ Prospector Port Amenities: Trade Houses, Pirate Council Background Summary Roll Background Belongings Trait 97-98 Nethersmith Smith’s Animist Mask, Ritual Hammer, 1D10$ Spiritforging Port Amenities: None 99-100 Crow Knight Travel Clothing, Breast Plate, Cavalry Saber, Rifle, Eleni Crow, 1D10$ Crow Friend Port Amenities: Admiralty, Aristocracy 40 Part 3 • Born Of Salt And Stars Creating A Character 41 5. Choose Class The character can be one of six classes. Each of these fill a specific role on the ship. See Classes, p. 177 for additional information. Choose one of the Traits of the class as your starting Trait and write down your Nerve and Attack. Class Summary Class Traits Nerve Attack Role Swashbuckler Duelist, Acrobat, Dazzler, Sea dog, Blood & Guts 5 2 Resilient and flashy melee fighter Gunner Sniper, Pistolero, Spotter, Cannoneer, Sapper 4 2 Long range fighter and scout Scoundrel Dealer, Godfather, Cutthroat, Pirate, Mudslinger 4 1 Debuffer, stealthy and underground connections Captain Commander, Beacon, Ambassador, Occultist, Vindicator 4 1 Charismatic leader, crucial to naval combat Barber Alienist, Surgeon, Pathologist Torturer, Tonics 3 0 Support healer and information gatherer Navigator Astronomer, Cartographer, Numerologist, Helmsman, The Courtways 3 0 Support for navigation, ship repair and scientific questions. 6. Roll Patron First, choose between the Court of the Sun and the Court of the Moon. Next, roll a D20 to determine the character’s Patron. The Patron is Level 1, and provides the character with its first Power, only usable during the day for the Sun, and at night for the Moon. See Patrons, p. 203. Court of the Sun Roll Patron Level 1 Power 1 The Lightbringer Revelation 2 The Plague of Iron Spike Surge 3 The Scorched Hellfire Pulse 4 The Notary Free Real Estate 5 The Twins Double 6 The Crocodile Transformation: Crocodile 7 The Rainbow Snake Transformation: Rainbow Snake 8 The Giant Turtle Shell of the Ancients 9 The Golden Hog Transformation: Wild Hog 10 The Bull Transformation: Minotauros 11 The Beast Master Eyes in the Shadows 12 The Healer Bodily Fluids 13 The Sanguine Roar Echo of Creation 14 The Stone Carver The Chisel 15 The Devourer Gravitational Maw 16 The Rooster Herald of the Dawn 17 The Roots Plant the Seed 18 The Soaring Eagle Transformation: Giant Eagle 19 The Behemoth Colossus 20 The Rumbling Earth Tremor 42 Part 3 • Born Of Salt And Stars Creating A Character 43 The Patrons of the Court of the Moon are below. Court of the Moon Roll Patron Level 1 Power 1 The Rebel Shadow Shadow Bind 2 The Crescent Edge New Moon 3 The Frostbitten Ice in the Veins 4 The Shoe Thief Tangled Laces 5 The Mirror Mirror Vision 6 The Panther Transformation: Panther 7 The Chandler Waxy Transfusion 8 The Weightless You Gain Some, You Lose Some 9 The Inevitable Rust Rusty Touch 10 The Seer Material Resonance 11 The Wraith Possess 12 The Poisoner Poisonous Suppurations 13 The Infection Disease Vector 14 The Painter Brush of Life 15 The Endless Knot Fisherman's Knot 16 The Whisperer Seed of Doubt 17 The Withering Decay Draw out the Rot 18 The Owl Transformation: Owl 19 The Cogs Minor Adjustment 20 The Grim Reaper Visions of Death 7. Note Derived Attributes Write down your resistances. Resistances Resistance Calculation Defense Power modifier + Grace modifier + 11 Composure Lore modifier + Salt modifier + 11 Vigilance Sense modifier + Tides modifier + 11 Do the same for your initiative and Speed. Initiative Calculation Initiative Grace + Sense + Tides modifiers Speed Grace modifier + 6 8. Add Final Touches Finally, it’s time to flesh out the character. It needs a name, maybe a gender, a description of its looks and a story. Here are a few leading questions to help with this. ™ Who was their best childhood friend? ™ How did their Patron take notice of them? ™ Do they have any siblings? Are their parents alive? ™ What are they most proud of? And most ashamed? ™ What’s their favorite food, book and color? ™ Have they ever been in love? ™ Have they ever killed? 44 Part 3 • Born Of Salt And Stars Example Character 45 Let’s go through character creation together! We’ll discover the character together as this section is being written. Just like it’s supposed to be. 1. Roll Attributes We roll 3D6 six times, yielding our attribute modifiers. We note these down. Roll Total Modifier ™ Power ⚄ ⚁ ⚂ = 10 +0 ™ Grace ⚅ ⚃ ⚃ = 14 +2 ™ Lore ⚁ ⚅ ⚁ = 10 +0 ™ Sense ⚅ ⚀ ⚁ = 9 -1 ™ Salt ⚅ ⚁ ⚄ = 13 +1 ™ Tides ⚀ ⚀ ⚀ = 3 -4 A graceful and gritty character! Something of an Anne Bonny but way unluckier. Let’s see where this takes us next. 2. Choose Origin The high Grace and the Salt scores would give us an interesting cutlass-wielding and flashy pirate, so let’s go with The Freeports for our origin. This gives us the Outlaw trait, and a couple of items: a Fancy Hat, Frilly Clothes, Heirloom Pistol and a Mysterious Tattoo of particular interest. 3. Choose Species For this character, we’ll keep things simple and choose Human. This gives us the Versatile trait, allowing us to swap out one of our class traits for one from another class. 4. Roll Background We roll a D100 for our character’s background... 76, a priest(ess)! An image starts to form of a pious woman leading her flock out into the unknown, in search for traces of the divine among the Sunken Stars. She gains the trait Blessings, allowing her to cure mental ails as well as improve morale aboard the ship. As a priestess, she gains no access to Port Amenities, and only modest belongings: A Habit, Incense, Writing Implements, Her Religious Symbol, A Book of Prayers and 7 Gold Coins. 5. Choose Class For the class, we choose Captain, and as a first Trait, Occultist seems like the obvious pick. This allows her to use her knowledge of the occult to divine the weather, further providing support to the ship and its crew. 6. Roll Patron We choose the Court of the Moon and roll a D20, getting a 7, The Chandler, a Patron that provides hope to those around him. The first Power she gets is Waxy Transfusion, allowing her to use wax to heal an ally’s injuries. Example Character 46 Part 3 • Born Of Salt And Stars Example Character 47 7. Note Derived Attributes We calculate her resistance and initiative scores, we’re almost done! ™ Defense = 11 +0Power +2Grace = 13 ™ Composure = 11 +0Lore +1Salt = 12 ™ Vigilance = 11 -1Sense -4Tides = 6 ™ Initiative = +2Grace -1Sense -4Tides = -3 ™ Speed = 6 +2Grace = 8 8. Add Final Touches Our character’s traits are Outlaw, Blessings, Versatile and Occultist and her starting power is Waxy Transfusion. This paints a picture of a rough cult leader that might read the entrails of a seagull every so often, but also of someone that can actually make good on esoteric promises. ‟She is Brennivin, named so for the fire in her soul that burns too hot, and her demeanor too bitter for most to swallow. Once, she had wandered the world utterly alone, a stray soul adrift on the currents of a vast and uncaring sea. Even now, though she serves the dark tides, the ancient gods sneer at her from their unseen thrones. Whatever favor she might have held with those who rule these shadowed depths was severed the day she was marked by the symbols of the courts, sigils that burned and twisted upon her skin like living things. Yet she is not without a following—a ragtag congregation of outcasts and wretches, drawn to the strange, smoldering light she now bears. This meager ember of hope has not gone unnoticed. The Chandler, the ancient maker of wax and flame, has turned his gaze upon her. Beneath his baleful influence, Brennivin leads her grimy flock into the waiting maw of the ocean, toward the unseen source of her strange, flickering light—a light that grows ever brighter, ever hungrier, as it calls her deeper into the abyss.” 48 Part 3 • Born Of Salt And Stars Character Advancement 49 Characters all start out at level 1 with no experience. They evolve over the course of their adventures, gaining power and dragging along injuries. Experience When a character survives an adventure, they gain experience for the difficult situations they have been confronted with. This includes exploration, combat, tricky negotiations and more. Surviving an adventure and coming back to a safe haven always grants 1 point of experience. Additional points can be awarded at the GM’s discretion and following are a couple of examples of what could warrant extra rewards. ™ Solid and engaging roleplay. ™ Engaging with risky situations head on, or in a clever way. ™ Finding noteworthy treasure. ™ Surviving a challenging combat encounter. ™ Drawing a beautiful map, or keeping an entertaining journal of the adventure. All of the experience rewards are given to all of the players, so if one player takes good notes or roleplays well, everyone else is also rewarded. Example The crew gets back from a dangerous journey, they survived a tricky fight with a giant crab, and one of the players drew a map of the island they found the crab on. Each player would then get: 1Survival + 1Combat + 1Map = 3 Experience Points. Spending Experience Experience points can either be spent on the character’s Class Track, or on the Patron Track, player’s choice. Below is the experience cost for each level on both tracks. This is the cost excluding what was already spent on the previous levels. Class Track Level Cost Reward 1 0 Gain Class Trait each Level 2 3 3 6 4 9 5 12 6 15 +1 Resistances 7 18 Gain Trait: Famous 8 21 +1 Resistances 9 24 +1 Resistances 10 27 Gain Trait: Legend Patron Track Level Cost Reward 1 0 Gain Patron Power each level 2 2 3 3 4 4 5 5 The Patron Track only has 5 levels that are much cheaper than the ones on the Class Track. Be wary though, the Patron Track holds considerable danger if it is advanced too quickly. Character Advancement 50 Part 3 • Born Of Salt And Stars Character Advancement 51 When the Patron consumes the Character When a player spends experience on their Patron Track, there is always a risk of the Patron consumes the character in some way. This takes the form of the Patron offering a Affliction to the character. These Afflictions are usually nothing short of the Patron slowly taking control of the character’s body. Whenever a player gains a level in its Patron Track, they roll D6 + Class Level - Patron Level On a roll of 2 or less, in addition to their new Power, the character also receives a Affliction from its Patron. On a roll of 3 or more, the character receives their new Power and nothing else happens. A 1 on the die always results in a Affliction, regardless of the total outcome. Patron Level Gain Roll Result ⚀ ⚁ or Natural ⚀ Receive an Affliction from the Patron, and gain the Power from leveling as normal ⚂ ⚃ ⚄ ⚅ + Gain the Power from leveling as normal Brennivin had felt the change creeping upon her like a sickness of the soul, a slow, insidious corruption that began at the edges of her being and worked its way inward. At first, it was nothing but a curious warmth in her veins, a sensation like candle wax dripped upon her skin—warm, almost soothing in its oddity. But soon, that warmth turned to fire, and her flesh began to shiver with strange, unwelcome tremors. The others saw it too. The crew who dared not speak of what they saw in her now haggard face, the way her steps left traces of melted wax on the deck, how the air around her seemed to flicker with the dim light of phantom candles. The Chandler was claiming her, molding her into something else. Each day, more of her body succumbed, waxen and dripping, bit by bit, to make room for its new master. 52 Part 3 • Born Of Salt And Stars Fame 53 Fame is both a blessing and a curse. Stories travel as fast as the winds, carried by sailors, merchants, and whispers at portside taverns. To be known is to carry power; allies seek you out, enemies plot your downfall, and strangers already have an opinion before you say a word. The higher your reputation, the greater the echoes of your deeds—whether glorious or grim. Fame doesn’t just open doors; it changes the way the sea itself responds to you. A captain with a name known from Ferris to Yfalos finds opportunities, challenges, and expectations that would never be placed on a lesser sailor. Those who reach the highest echelons of fame become legends, figures whose tales outlive them, woven into the fabric of sea lore itself. Traits of Fame: Famous and Legend Famous Your name is known in every port, and stories of your deeds are spoken over tankards and whispered in dark corners. ™ Recognition: Your character gains Advantage 1 to Salt or Grace checks made to persuade, seduce, bargain or intimidate. Port officials, rival captains, and common sailors may be swayed simply by your reputation. ™ Mixed Reactions: Fame cuts both ways. Roll 1D6 whenever you enter a new port: ⚀ ⚁ ⚂: The attention is positive; you receive advantageous treatment You gain Advantage 2 on checks to recruit crew and all goods are 20% cheaper. ⚃ ⚄ ⚅: Infamy follows; you attract unwanted attention, such as challenges from rivals or extra scrutiny from authorities. ™ Conspicuous Presence: Attempting to go unnoticed is harder when you are known. Any stealth or deception checks in populated areas are made at with Disadvantage 1 unless efforts are made to obscure your identity. Legend You have become a living myth, a name spoken with awe or dread from the docks of Ferris to the mysterious tides of Yfalos. ™ Mythical Status: Your legendary reputation grants you Advantage 3 to Salt or Grace checks made to persuade, seduce, bargain or intimidate. ™ Whispers of the Deep: Your fame has drawn the attention of mysterious and supernatural forces. When rolling a critical success or failure, there is a 10% chance that an unforeseen event tied to your reputation occurs—whether aid from a hidden ally or an encounter with a cursed admirer. Fame 54 Part 3 • Born Of Salt And Stars Death And Legacy 55 In Sunken Stars, death does not mark the end but is instead the gateway to a continuing legacy. When a character dies, they pass elements of their experience and abilities to a new character. Legacy Inheritance Upon the death of a character, the player may select certain elements to carry forward into the new character. These inherited aspects are called Legacies. Each time a character dies, the player may choose one additional legacy from the list below, gradually retaining more with each subsequent character death. ™ Class Trait: Choose one class trait from the deceased character. This trait becomes a permanent part of the new character. ™ Item: Select one item of significance from the deceased character’s inventory. This item is transferred to the new character, with any enhancements or history attached to it remaining intact. ™ Patron: The new character may adopt the deceased character’s Patron, along with the Patron’s level. However, inheriting a Patron in this way immediately triggers a roll for potential Afflictions. Legacy Progression Each time a player experiences a character death, they gain an additional Legacy option for their new character. For instance: ™ First Death: The player chooses one Legacy (e.g., Class Trait). ™ Second Death: The player chooses two Legacies (e.g., Class Trait and Item). ™ Third Death: The player chooses three Legacies, and so on. This gradual increase in inheritance rewards players who face the dangers of the world and encourages attachment to the ongoing narrative of each successive character. Afflictions Inheriting certain Legacies, especially the Patron, may come with risks. When a Patron is inherited, the player immediately rolls to determine any Afflictions the Patron might inflict upon the new character. This roll reflects the latent tension and danger in carrying forward such a powerful, supernatural bond. Patrons are not always keen on shifting their allegiance. Death and Legacy 56 Part 3 • Born Of Salt And Stars Ship Statistics 57 Every ship is defined by its Attributes along with Hold, and Morale. Attributes represent the ship’s strengths and weaknesses, rolled during creation. They range from -4 to +4, following the same 3D6 rolling method as character attributes. Attributes These are the baseline qualities of the ship: Sails, Guns, Hull and Crew. An attribute is associated with a modifier, which is the bonus added to attribute rolls. • Sails • Speed and maneuverability, used in naval combat for getting in a favorable position or getting away. • Guns • Firepower and effectiveness in naval combat. A higher Guns attribute gives the ship better aim and damage capacity with its weaponry. • Hull • The ship’s structural integrity and resilience to damage. This score determines how much damage the ship can absorb before it sinks. • Crew • Reflects the skill and coordination of the crew. High Crew scores benefit boarding actions. Hold and Morale Apart from its four attributes, a ship also has a Hold score and a Morale score. These scores are not rolled and instead depend on different factors, such as amount of cargo and supplies on board, or event outcomes. • Hold • Starts at 6 The hold starts with a base score of 6, representing the slots available for cargo and supplies. Each point in the Hold allows for one unit of cargo. Additional hold space can be purchased through ship upgrades. • Morale • Starts at 0 A score starting at 0 that reflects the current mood and motivation of the crew. Certain events, conditions, or choices can affect morale, either inspiring the crew or bringing them down. A positive Morale offers bonuses, while a negative Morale introduces complications. The Morale score is added to ALL rolls made for the ship. Ship Type and Upgrades The Ship Type and the Ship Upgrades provide a ship with benefits, usually in the form of increased attributes or bonuses during Navigation or Naval Combat. See Ships and Upgrades, p. 416 for details on the options that can be purchased during play. Ship Statistics 58 Part 3 • Born Of Salt And Stars Ship Creation 59 Acrew typically starts with a single ship that serves as their home, transport, and primary weapon on the seas. Some campaigns may call for different circumstances, and the GM may choose to begin without a starting ship if it aligns better with the crew’s origin story or goals. This creates a journey where the crew must first earn, steal, or build a ship before venturing into the Sea of Sunken Stars. Whether starting with a ship or working towards one, follow these steps to define its attributes and type. 1. Roll Ship Attributes Attribute Modifiers Roll Modifier 3 -4 4-5 -3 6-7 -2 8-9 -1 10-11 0 12-13 +1 14-15 +2 16-17 +3 18 +4 Roll 3D6 four times, once for each attribute, in order: Sails, Guns, Hull and Crew. Look up your modifiers for each attribute roll and write them down. You can start over if the sum of modifiers is less than -1. 2. Write Down Starting Hold and Morale Hold 6 Morale 0 3. Choose a Ship Type Once the attributes are rolled, choose a Ship Type that reflects your vessel’s purpose and grants an additional bonus to one of its key attributes. Ship Types range from small, nimble Sloops to imposing, heavily-armed Frigate. Select the type that best aligns with your intended playstyle and crew needs. Each Ship Type offers unique strengths but may come with trade-offs to balance the ship’s effectiveness. Ship Descriptiopn Bonus Sloop A light, fast ship known for excellent maneuverability +1 Sails Brigantine Balanced ship, versatile for both trade and combat +1 Crew Galleon Large and resilient, built to withstand heavy damage +1 Hull Frigate Medium-sized warship with formidable artillery +1 Guns Merchantman Built for trading, with ample cargo space but slower movement +2 Hold, -1 Sails Clipper A sleek, fast ship designed for long-distance travel +2 Sails, -1 Hull Whaler Specially outfitted for hunting large sea creatures +1 Crew, +1 Hull, -1 Hold Ship Creation —Ari Berk, Death Watch “In life, a person will come and go from many homes. We may leave a house, a town, a room, but that does not mean those places leave us. Once entered, we never entirely depart the homes we make for ourselves in the world. They follow us, like shadows, until we come upon them again, waiting for us in the mist.” Origins Part 4 62 Part 4 • Origins Eledon 63 Eledon The Druid’s Warning In the heart of Elen, beneath the towering spires of basalt that pierce the sky, the land whispers of discon - tent. Our city, majestic in its might, stands as a tes - tament to the ambition of its people. Druidism, once a path to understanding and living in harmony with the natural world, has been twisted into a tool for pro - duction. The fields and for - ests around our great basalt port city yield bounties they were never meant to bear, forced by our will and the potent enchantments of our druids. But nature is a force that re - fuses to be bound. The same soil that burgeons with un - natural harvests murmurs with unrest, and the sea that nourishes our trade routes roils with anger. There’s a story, not often spoken aloud, that captures the essence of our plight. It is said that when the stars fell, one found its resting place not in the depths of the ocean but in the heart of Elen. This star, imbued with the raw essence of the cosmos, became a beacon for our druidic practices, am - plifying our abilities to ma - nipulate the land. Yet, this power comes at a grave cost. The land itself has begun to revolt, its spir - it strained beyond endur - ance. Vines creep over our buildings, reclaiming stone and wood alike; the waters around our port city grow 64 Part 4 • Origins Eledon 65 tempestuous, denying passage to all but the bravest sailors. And within the earth, a deeper unrest stirs, as if the star’s presence has awakened something ancient, something that watches us with growing disdain. I have seen, in the depths of my visions, a reckoning. A day when the land itself will rise to reclaim what has been taken, to restore the balance we have so carelessly disrupted. As a druid of Elen, it is my duty to warn my people — we must change our ways, return to the path of harmony and respect for the natural world. For if we do not, we risk not only the wrath of the land but the loss of the very essence that makes Elen great.” —Eirian, Druid of Elen Belongings Little Chest with D100 Various Seeds, Miniature Steam Engine, Fashionable Black Clothes Origin Trait: Druid Growing up, you were taught to commune with vegetal and animal life. As such, you often just know what plants need to grow, and how animals are feeling. More impressively, in some cases you know how to get them to do exactly what you want. ™ When making a Lore or Sense check concerning any plant or animal life, you gain Advantage 2. ™ As an action, you can make a Salt check against an animal’s Composure, if this succeeds, you can issue a guttural command that it will follow, as long as it doesn’t put it in deadly danger. 66 Part 4 • Origins Eledon 67 Eledon Trivia Flag Government ™ Autocratic Monarchy ™ Ruler: King Sigdæg Population ™ Human 90% ™ Fishman 5% ™ Simian 4% ™ Frogfolk 1% Noble Houses ™ Hilçekin: Royal family ™ Saelfolc: Navy officers, ship builders ™ Fulcrad: Control most of the Eleni industry Names D10 Male Female 1 Æthelstan Beornwyn 2 Cynwulf Ealdgyth 3 Leofric Hilda 4 Oswin Eadith 5 Aelfric Frida 6 Wulfstan Wynfrith 7 Theobald Mildreth 8 Ethelred Rheda 9 Godric Aetheltryth 10 Ealhstan Oswith Fashion D10 Male Female 1 Black high-necked coat with silver lace trim. Lace bodice in deep forest green, paired with fingerless gloves. 2 Formal frock coat with subtly embroidered vine patterns. High-waisted skirt with a silver buckle and side pocket. 3 Fitted black waistcoat, ivory buttons and a delicate cravat. Silk blouse tucked into a highwaisted, layered skirt. 4 Midnight-blue waistcoat with subtle silver leaf embroidery. Loose, layered skirt in charcoal with patterned underskirts. 5 Long overcoat with a single decorative chain at the shoulder. Veil draped over a lace bonnet, worn even on ordinary days. 6 Dark tunic and trousers, tied with a heavy leather belt. Corseted top with sleeves flaring out near the wrists. 7 Double-breasted long coat with clasps at the collar and cuffs. Layered petticoats under a dark dress with a braided belt. 8 Floor-length coat with braided leather detailing on sleeves. Floor-length black shawl with fine embroidery at the edges. 9 Tunic layered under a finely woven black shawl. Woolen wrap with a single clasp shaped like a leaf. 10 Open-front cloak with subtle, vine-patterned trim. Close-fitting jacket with small lapels, worn over a light chemise. Cultural Foods Smoked Fish, Pickled Roots, Stewed Rabbit, Mushroom Pottage, Nut Butter Spread, Cabbage and Apple Slaw, Berry Preserves 68 Part 4 • Origins Alzaru 69 Alzaru The Scholar’s Reflection In Alzaru, where the air hums with the discourse of the learned, we seek to under - stand the cosmos through the lens of reason. Here, amid endless scrolls and echoing halls, the fall of the stars is not merely a tale of wonder but a subject of rig - orous study. Our island, a beacon of scholarship in a sea of mystery, thrives on the pursuit of knowledge, each discovery a testament to the power of the human mind. The phenomenon of the stars’ descent, a specta - cle that has inspired awe and speculation across the world, is approached with a measured curiosity in Alzaru. Astronomers and philosophers gather under the open sky, their instru - ments trained on the heav - ens, seeking patterns in the chaos. They debate in the cool of the marble court - yards, their discussions a blend of ancient wisdom and emerging theories. ’We are not swayed by the superstitions that ensnare other lands,’ I often remark to my pupils. ’For in the movement of the stars, in the ebb and flow of the tides, there lies a code, a language of the universe waiting to be deciphered.’ Our schol - ars believe that the Sunk - en Stars, those fragments of celestial bodies now nes - tled in the ocean’s embrace, offer keys to understanding the greater cosmos. It is this 70 Part 4 • Origins Alzaru 71 belief that drives our expeditions, our studies, and our experiments. Yet, our quest for knowledge is tempered with respect for the unknown. ’To study the stars is to study ourselves,’ the elders say, a reminder that our pursuit is as much about understanding our place in the universe as it is about unraveling its mysteries. In Alzaru, where reason and i n q u i r y light our w a y , w e stand as guardians of a legacy that bridges the divide between the seen and the unseen, the known and the unknowable.” —Mistress Bakar, Head Scholar of Alzaru Belongings Turban, Djellaba, Babushas, Jambiya, Converging Lens, D6 Books on a chosen discipline Origin Trait: Scholar Your schooling was rigorous and harsh by times, but it pays its dividends now. You are among the most knowledgeable people in the world, matched only by the great minds of your homeland. ™ You always have access to the University port amenity, regardless of your Background. ™ You gain Advantage 1 on any Lore check. ™ You start the game with knowledge of a powerful or otherwise very valuable artifact and its location. Determine the details of this with your GM. 72 Part 4 • Origins Alzaru 73 Alzaru Trivia Flag Government ™ Autocratic Monarchy ™ Ruler: Sultan Azaim Population ™ Human 95% ™ Fishman 4% ™ Simian < 1% ™ Frogfolk < 1% Famous Scholars ™ Al Fazul: first explorer to navigate to Chactun ™ Bakar: recorded many conversations with Patrons Names D10 Male Female 1 Azaim Layla 2 Farid Safiya 3 Najir Noor 4 Rami Dalia 5 Sulayman Hana 6 Azhar Nura 7 Sharif Rahma 8 Malik Nadia 9 Rafik Sahar 10 Tahir Farah Fashion D10 Male Female 1 Long robe with intricate gold embroidery along the cuffs. Long, flowing dress with silver thread and beaded edges. 2 Sleeveless robe with detailed, geometric patterns. Jewel-toned robe with golden accents on the sleeves. 3 Sandals and a short cloak, fastened with a brass clasp. Fitted, ankle-length dress with geometric embroidery. 4 Flowing blue robe with embroidered stars along the hem. Light, long-sleeved dress with a golden sash. 5 Loose, wide-legged trousers and a fitted jacket with silver trim. Silken trousers with a highwaisted belt and tunic. 6 Turban with a small ornamental pin. Linen dress with star motifs embroidered along the collar. 7 Long, light robe adorned with constellation-like symbols. Wrap skirt with embroidered floral designs and wide belt. 8 Embroidered headband worn with a casual outer garment. Belted dress with elegant floral stitching and a soft scarf. 9 Light, open-front coat with a sun symbol stitched on the back. Beaded necklace paired with a silk scarf and tunic. 10 Light tunic with a woven sash and embroidered vest. Sleeveless tunic with silverstudded sandals. Cultural Foods Spiced Lamb Stew, Saffron Rice, Stuffed Dates, Rosewater Pudding, Cucumber Mint Salad, Orange Blossom Syrup, Honey-Lavender Tea 74 Part 4 • Origins Makalu 75 Sun Scorches, Moon Weeps Circle of the Sun and Moon Sun scorches, Moon weeps, Over Makalu, the silence creeps. “Sun scorches,” land does moan, “Moon weeps, ” through night’s bone. In the dance of eternal chase, Sun’s fury, Moon’s grace, “Sun scorches, ” shamans say, “Moon weeps, ” night and day. Harsh the land, under Sun’s gaze, Cold the night, in Moon’s phase, “Sun scorches,” deserts burn, “Moon weeps,” tides turn. Jealous Sun, with fire’s breath, Loving Moon, shadow’s wraith, “Sun scorches,” world on bier, “Moon weeps,” tear by tear. Between the burn, between the sigh, Makalu under sprawling sky, “Sun scorches,” so we chant, “Moon weeps, ” a haunting cant. —Elder Amina, Shaman of Makalu Makalu 76 Part 4 • Origins Makalu 77 Belongings Spirit Mask, Box of D6 Body Paints, Simple Clothing and Furs Origin Trait: Animist You are among those who speak with the spirits. Through your mask, you see the echoes of the past. You see where the water once ran in a riverbed now dry, you see the spirits of the dead. ™ You must choose a name with which you walk through the spirit world. While wearing your spirit mask, you assume this identity, and you hear and see the spirit world, experiencing things as they were in the past. This also allows you to interact with the spirits of the dead, and them with you. 78 Part 4 • Origins Makalu 79 Makalu Trivia Flag Government ™ Feudal Theocracy ™ Ruler: Elder Amina Population ™ Human 80% ™ Fishman 15% ™ Simian 4% ™ Frogfolk 1% Ancient Masks ™ The Ivory Crow: said to bring the wearer wisdom from the nether. ™ The Blooded Serpent: worn by those who know venom and cure. Names D10 Male Female 1 Bakari Amina 2 Jabari Chipo 3 Kamau Siti 4 Chike Hasina 5 Dumo Nyota 6 Amadi Nia 7 Ekene Tumaini 8 Obasi Safiya 9 Langa Farai 10 Tau Zahara Fashion D10 Male Female 1 Embroidered tunic with designs symbolizing animal spirits. Flowing skirt with layered beads and shell anklets. 2 Loose pants with a patterned sash around the waist. Tunic dress with intricate embroidery down the sides. 3 Simple tunic with embroidered cuffs and collar. Wrap dress tied with a leather cord at the waist. 4 Earth-toned pants with woven leg wraps for durability. Sleeveless dress with an embroidered sash. 5 Loose, earth-toned trousers and a short-sleeve tunic. Long, patterned scarf worn over one shoulder. 6 Decorative chest wrap under a short robe with woven patterns. Head wrap with geometric designs in contrasting colors. 7 Open-front vest with braided trims and a sun pendant. Long, loose tunic with a braided belt. 8 Woven shawl draped over one shoulder, tied with leather. Open-front robe with vibrant stitching along the seams. 9 Tunic layered under a finely woven black shawl. Cloth belt adorned with feathers and bone charms. 10 Wide-sleeved shirt decorated with geometric motifs. Ankle-length dress with woven trim at the hem. Cultural Foods Spiced Yam Stew, Grilled Fish, Groundnut Soup, Bean Cakes, Honeyed Plantains, Soursop Juice, Smoked Meat Kebabs, Hibiscus Tea 80 Part 4 • Origins The Freeports 81 Sing: The Buccaneer’s Haven Between the swirling mists of the sea lies an archipelago where freedom isn’t just a concept, but the way of life. The Freeports, a collection of small islands, a haven for those who live by their own code. Here, amidst the salt and spray, pirates and pri - vateers find solace and ca - maraderie. To dock at the Freeports is to cast away the yoke of tyranny. Each port, though small, brims with tales taller than the masts of a galleon. We govern ourselves, answer - able only to the collective will of the Freeports’ coun - cil. It’s a precarious bal - ance, a dance on the edge of a cutlass, but it’s ours. The Sunken Stars? They’re beacons of fortune, guiding the daring to hidden trea - sures beneath the waves and promising adventure to any who dare to seek them out. Our world is one of constant motion, of sails against the horizon and the creak of wood beneath our feet. Here, in the freedom of the open sea, alliances are forged and destinies are shaped. The Freeports stand as a testa - ment to the spirit of inde - pendence, a reminder that even in a world bound by rules, there are places where the wild heart can roam free. ” —Jarek, Pirate The Free ports 82 Part 4 • Origins The Freeports 83 Moravita: An Innkeep’s Words Here, in Moravita, the sea’s our law and the wind’s our voice. Kráka, she wasn’t just a pirate; she was the tempest herself. Her legacy? It’s the air we breathe, the storms we chase. We’re born from saltwater and rebellion. At The Squall’s End, tales of her feats aren’t just stories; they’re lessons, the kind that fuel our veins. We stand free, fierce, with the horizon in our eyes. That’s Moravita for you. Not just an island, but a promise of freedom.” —Garrick, Keeper of The Squall’s End Belongings Fancy Hat, Frilly Clothes, Heirloom Pistol, Mysterious Tattoo Origin Trait: Outlaw As an Outlaw, you live by your own rules, riding the tides and winds with a reckless grin, seizing fortune wherever it dares to hide. ™ You always have access to the Pirate Council port amenity if it is available, regardless of your Background. ™ When you make an attack using your Heirloom Pistol, you gain 1 Nerve. Any Nerve exceeding your maximum is lost after combat ends. ™ You can spend Nerve to give yourself Advantage when you make Salt checks. Each point of Nerve spent this way gives you 1 Advantage. 84 Part 4 • Origins The Freeports 85 Freeports Trivia Flag Government ™ Democracy ™ Rulers: Council of Tides Population ™ Human 40% ™ Fishman 35% ™ Simian 10% ™ Frogfolk 15% Infamous Captains ™ Krákka, the Crow: Said to have navigated to the center of the Sea of Sunken Stars ™ Jarek, one of the founders of the Council of Tides Names D10 Male Female 1 Caliban Sable 2 Flint Kaida 3 Drake Isara 4 Cassian Lira 5 Marlin Nessa 6 Orion Odessa 7 Axton Faye 8 Jarek Yara 9 Solomon Liana 10 Kai Alara Fashion D10 Male Female 1 Loose linen trousers and a wide belt with a bronze buckle. Long skirt with pockets, worn with a wide sash belt. 2 Striped sash tied over a simple tunic, worn with tall boots. Sleeveless tunic over a fitted blouse, accented with beads. 3 Open leather vest over a fitted shirt, accessorized with beads. Lightweight shawl with fringes, wrapped over the shoulders. 4 Cotton shirt with rolled sleeves and a colorful scarf. Blouse with loose sleeves, tucked into high-waisted trousers. 5 Dark trousers with patches, paired with a woven belt. Layered skirts with a sash, paired with beaded necklaces. 6 Rolled-up trousers and sandals, often worn while dockside. High-collared blouse with a lace trim, practical yet stylish. 7 Loose-fitting trousers and a sash with a small satchel. Long, dark coat with rolled sleeves and a decorative brooch. 8 Simple trousers and a shirt with a leather wrist cuff. Vest with wave-like embroidery over a lightweight shirt. 9 Sleeveless shirt with a brassbuckled belt and small pouches. Layered scarves and shawls, adapted to changing temperatures. 10 Beaded necklace and an openfront vest made of sturdy fabric. Lightweight robe with embroidered seashell designs. Cultural Foods Crab Gumbo, Salted Fish, Coconut Rice, Black Bean Stew, Shellfish Skewers, Taro Chips, Hot Pepper Sauce 86 Part 4 • Origins Garunn 87 The Wall Garunn, wrapped in its eternal win - ter, stands defiant against the unseen. Here, where the cold bites into your bones and the auroras paint our night skies, our ex - istence hinges on the runes. These are not mere marks; they are our shields, our swords against the courts, ” explains Halvar, a seasoned rune carver whose hands have etched protections into the very bones of the island. “In the silence of the snow, our ancestors learned to lis - ten to the whispers of the earth, to carve their warn - ings into stone, into the ice, ensuring no courtly spir - it dares cross our thresh - olds. Our walls, lined with these ancient sigils, serve as a constant reminder of our vigilance. ” “Craftsmanship here is sur - vival, not art. Each rune stone, each carved sigil, is a testament to our resolve, a battle won against the en - croaching shadows. Our iso - lation is our strength, the freezing winds our allies. We’ve become masters of the elements, not out of desire, but necessity. The Garunn way is one of resilience, of facing the darkness with the light of our runes, ” he con - tinues, his eyes reflecting the glow of runes in the dim light of his workshop. “Our lore tells us that bal - ance is a fool’s errand, that the only way to live with the courts is to keep them G arunn 88 Part 4 • Origins Garunn 89 at bay. Thus, we carve, we etch, and we stand guard, generation after genera - tion. Garunn does not seek harmony with the courts; it demands separation, sover - eignty. In the heart of our icy fortress, we do not fear the cold or the dark; we fear the silence that comes when the runes fail. That is a fate we work tire - lessly to prevent, ensur - ing our island remains an impenetrable bastion against the courts, ” Hal - var concludes, embody - ing the unwavering spir - it of Garunn’s people. Belongings Harpoon, Warm Winter Clothes, Runic Tattoos, Simple Iron Jewelry Origin Trait: Whaler Virtually nothing grows on your island, bar winter wheat. Garunn demands of its people to be compe - tent fishermen, lest star - vation make short work of them. ™ When fighting an aquatic creature, you can use Nerve to gain Advantage. Each point of Nerve spent in this way gives you Advantage 1. Additionally, any damage to these creatures inflicted with your Harpoon always inflicts an injury, regardless of their remaining Nerve . 90 Part 4 • Origins Garunn 91 Garunn Trivia Flag Government ™ Mercantile Oligarchy ™ Rulers: Ting of Crafts Population ™ Human 99% ™ Fishman < 1% ™ Simian < 1% ™ Frogfolk < 1% Names D10 Male Female 1 Bjorn Sigrid 2 Eirik Solveig 3 Sten Astrid 4 Rurik Freya 5 Ingmar Runa 6 Hakon Brynhild 7 Thorfinn Tora 8 Kjell Edda 9 Olav Dagmar 10 Aksel Thyra Fashion D10 Male Female 1 Thick wool tunic with leather shoulder pads. Wool skirt with fur trim for warmth and durability. 2 Heavy fur-lined cloak for warmth during long journeys. Long, belted tunic, practical for movement. 3 Sleeveless leather vest over a wool shirt. Heavy cloak with leather ties, fastened at the shoulders. 4 Large wool scarf wrapped around the neck and shoulders. Layered skirt for warmth, worn with thick leggings. 5 Open-front vest made from rough-spun fabric. Decorative headscarf for protection from cold winds. 6 Necklace with a small hammer or fish pendant. Dark wool dress with leather cuffs at the wrists. 7 Fur-lined hat for cold weather protection. Heavy apron worn over regular clothing for outdoor work. 8 Lightweight wool tunic with decorative stitching. Tunic dress with a leather cinch belt. 9 Simple, woven tunic with a durable leather belt. Fur-lined vest with intricate stitching on the hem. 10 Leather gauntlets for handling tools or weapons. Sleeved vest over a long skirt, warm and practical. Cultural Foods Salted Fish, Fish and Root Stew, Smoked Fish Strips, Dried Fish Cakes, Fish Broth, Pickled Fish, Fermented Fish 92 Part 4 • Origins Dobromir 93 The Tale of the Goldkeeper The stage is set to resemble a quaint stone cottage nestled in a vibrant spring meadow, surrounded by cabbages and wildflowers. The puppeteers, hidden by the shadows, begin the tale of the Goldkeeper. Narrator Puppet (a figure robed in soft greens and earth tones, its voice gentle yet filled with a hint of sorrow): “In a meadow where spring whispers secrets to the earth, there lived a man, alone but for his gold and the nature’s grace.” Enter the Goldkeeper, a puppet with weary eyes and a hunched back, sitting by a tiny window, counting his coins, oblivious to the world beyond. Goldkeeper Puppet (voice laden with solitude): “This gold, my companion, my curse. Yet, in its gleam, I find solace, a fleeting glimpse of worth.” As he speaks, tiny ant puppets crawl towards him, unnoticed, a symbol of the creeping realization yet to dawn. Narrator Puppet: “But gold, even in abundance, sings a cold, lonely tune. It was not until her, a maiden of spring, that his heart knew warmth.” A girl puppet, with hands smooth as the spring breeze and a smile bright as dawn, enters. She sees not the gold but the man beside it. Her presence fills the cottage with light. Girl Puppet (voice sweet and reassuring): “Why count what cannot laugh, cannot love? Your heart, not your chest, is where true treasure lies.” Together, they find happiness, a wealth beyond coins. But happiness, as fleeting as spring, cannot last forever. Narrator Puppet: “Winter’s chill, ruthless in its quest, came for her soul, leaving the Goldkeeper alone, with naught but a shadow of her warmth.” The Goldkeeper, now holding a lock of golden hair, places Dobromir 94 Part 4 • Origins Dobromir 95 it gently in his treasure box. The gold around him dims, its value lost to the void left by her absence. Goldkeeper Puppet (voice breaking with grief): “In this box, her memory I keep, the only treasure I need. But memories, unlike gold, offer no warmth, only the cold comfort of what once was.” The stage dims, leaving the Goldkeeper in the shadow of his loss, the quiet sorrow of the meadow echoing his heartache. Narrator Puppet: “And so, in a cottage surrounded by the remnants of spring, the Goldkeeper remains, a sentinel of love lost, a reminder of the fleeting nature of joy, and the enduring pain of its absence.” The puppeteers emerge, their craft applauded, as the tale of the goldkeeper becomes another thread in the rich tapestry of Dobromir’s storytelling tradition. Belongings Tragic Wooden Puppet, Accordion, Colorful but Mismatched Clothing Origin Trait: Thespian You’ve learned to weave tales of sorrow and loss, your hands dancing through the air in brightly colored, clownesque attire, a jarring contrast to the tragic stories you bring to life with every flick of a wrist and every painful smile. ™ You can “play a role” and swap the modifiers of two of your attributes. If your audience (i.e. your allies) don’t go along with your new role, you lose this benefit. It takes a few minutes for you to enter or leave the role. 96 Part 4 • Origins Dobromir 97 Dobromir Trivia Flag Government ™ Lottocracy ™ Rulers: The Chamber Population ™ Human 50% ™ Fishman 25% ™ Simian 15% ™ Frogfolk 10% Living Puppets ™ The Little Khan: A blood-thirsty ruler puppet. ™ Zavlev: The most prominent ladies' man, a seductive puppet. Names D10 Male Female 1 Lukasz Zofia 2 Marek Aneta 3 Zbigniew Bozena 4 Wojtek Kasia 5 Milosz Jolanta 6 Damian Beata 7 Rafal Sabina 8 Tomek Danuta 9 Witold Urszula 10 Bartosz Milena Fashion D10 Male Female 1 Embroidered vest with intricate floral patterns. Layered skirt with vibrant floral embroidery. 2 Loose linen shirt paired with a colorful, patterned sash. High-collared blouse with puffed sleeves and lace detailing. 3 Striped pants and a scarf with tassels, worn over the shoulder. Headscarf adorned with flowers and folk patterns. 4 High boots with woolen leggings and a vibrant waistcoat. Flowing dress with colorful stitching along the hem. 5 Tunic with floral embroidery along the collar and sleeves. Patchwork skirt made from various fabrics and patterns. 6 Silk scarf worn around the neck, in contrasting colors. Long, fitted coat with a simple floral design at the cuffs. 7 Headband with embroidered details, popular with performers. Loose-fitting dress with intricate needlework. 8 Crossbody satchel with decorative fringe. Embroidered apron worn over a simple dress, often decorative. 9 Shirt with loose sleeves, tucked into high-waisted pants. Fingerless gloves with lace edging. 10 Woven vest adorned with small, colorful charms. Skirt with ribbon details, worn with a colorful blouse. Cultural Foods Pierogi with Wild Mushrooms, Spiced Plum Pastries, Herb-Crusted Goat Cheese, Beet and Apple Salad, Potato Pancakes, Cabbage Rolls 98 Part 4 • Origins Chactun 99 Chactun An Ambassador’s Report “As an ambassador from Alzaru, stepping onto the soil of Chactun was like entering another world, one veiled in mystery and steeped in an ancient power that our li - braries could scarcely fath - om. The city was a maze of stone and splendor, with pyramids that pierced the jungle canopy and plazas alive with the vibrant hues of ceremonial garb. Yet, de - spite my status, the heart of Chactun remained elusive, its secrets guarded as close - ly as the Immortal Empress herself. From what little I was per - mitted to see, the priests, shrouded in animal costumes that mirrored the sacred beasts of their lore, moved with a purpose that was both mesmerizing and slightly unnerving. The panther, a symbol of the night, and the crocodile, representing the sun, were ever-present mo - tifs, their images adorning the city’s walls and echo - ing in the chants that filled the air. It was clear that in Chactun, the natural world was not just revered; it was integral to the very fabric of their society, a source of power and protection. My attempts to delve deep - er, to understand the true nature of their connection to the Immortal Empress and the rituals that so viv - idly captured their devotion, were met with polite refusal. ’Some truths,’ I was told, ’are meant only for the eyes of those who have been born 100 Part 4 • Origins Chactun 101 of Chactun’s soil.’ And so, I was left to ponder, to piece together the fragments of a culture that felt as ancient as the stars themselves. Chactun remains a mystery to me, a city that holds its secrets close, revealing only the surface of a civilization as deep and complex as the jungle that embraces it.” —An Alzuran Ambassador to Chactun Belongings 2D6 Small Vials of Blood, Exquisite Clothing and Gold Jewelry Origin Trait: Camazotz You engage in the dark rites, drinking blood to heal your wounds, a privilege granted only to those descended from the Immortal Empress herself. ™ When you drink a vial of blood of your own species, you fully heal an Injury overnight. 102 Part 4 • Origins Chactun 103 Chactun Trivia Flag Government ™ Eternal Monarchy ™ Ruler: Immortal Empress Population ™ Human 95% ™ Fishman 5% ™ Simian < 1% ™ Frogfolk < 1% Names D10 Male Female 1 Itzam Ix Chel 2 Kukul Itza 3 Hunac Pakalna 4 Uc Balam Chalchi 5 Tzotzil Ix Baak 6 Huumatz Eztli 7 Kaan Ix Chulel 8 Nacon Nak Be 9 Chac Huun Ha 10 Pakal Kaatal Fashion D10 Male Female 1 Tunic with jaguar patterns stitched across the front. Long tunic embroidered with vibrant animal patterns. 2 Simple wrap tied with a knotted leather cord. Layered skirts in natural colors, adorned with small shells. 3 Embroidered pants with zigzag patterns symbolizing rivers. Wrap dress with detailed stitching along the neckline. 4 Sleeveless wrap with intricate symbols representing the jungle. Beaded earrings depicting celestial symbols. 5 Feathered headdress. Necklace of obsidian and jade, worn for protection. 6 Layered necklaces of shells and stones, representing ancestors. Embroidered blouse with stylized rain patterns. 7 Ornate anklet made from small, colored stones. Woven sandals adorned with colorful beads. 8 Sleeveless vest with serpent motifs and beadwork. Flowing dress with a jaguar print, tied at the waist. 9 Cloth headband with symbols of the moon and water. Ankle-length tunic with patterns of mountain and forest. 10 Necklace with a sunstone pendant, worn close to the chest. Short shawl embroidered with cosmic symbols. Cultural Foods Tamales, Grilled Cactus, Corn Tortillas, Spiced Chocolate Drink, Corn and Chayote Stir-Fry, Pineapple and Chili Relish, Stewed Peppers 104 Part 4 • Origins Yfalos 105 A Fireside T ale “Listen well, for the tale I tell sails close to legend, of Yfalos, our city veiled in the ocean’s embrace, a place few from above have ever glimpsed, ” the fishman starts, his voice a soft cur - rent that draws the sailors into the depths of his narra - tive. “Hidden from the sur - face by the will of the sea herself, Yfalos thrives in se - crecy, its beauty known only to those who tread its wa - tery streets. Our city, shrouded in the mystery of the deep, is built from the ocean’s bounty, stones that whisper of the ancient world, and coral that blooms in the darkness. Here, the craft of our people reflects the sea’s enigmatic heart—using materials that the uninitiated might liken to the stuff of stars fallen to the ocean floor. But we take no treasures from the heav - ens; our riches are drawn from the abyss, shaped by hands guided by currents and the silent songs of the deep. ” He leans closer, the glow of the tavern’s lanterns flick - ering in his reflective eyes, “Yfalos is a realm of wonders, where the artistry of fishmen merges with the ocean’s mysteries. Our ar - mors shimmer with the ir - idescence of abalone, our weapons are as strong and unforgiving as the tides, and our jewelry—crafted from the rarest of deep-sea gems—rivals the night sky’s beauty. ” Yfalos 106 Part 4 • Origins Yfalos 107 Concluding, the fishman casts a look around the room, “So when you sail the Sea of Sunken Stars, remember that beneath you lies a world apart, a city where the sea’s secrets are locked away from prying eyes. Yfalos remains elusive, a whisper among waves, a dream below the depths, safeguarded by the very sea that gives it life.” —Eanocles, Wandering Fishman Belongings 4D6 pieces of Shell and Coral Jewelry, Shaped Algae Wet suit Origin Trait: Deep Ally Whether it’s a cunning eel, a loyal manta ray, or a watchful shark, your ally swims beside you, a silent guardian from the depths, guiding you through the mysteries of the ocean’s dark embrace. ™ Your aquatic friend has the following stats: Actions Power +2 Grace +1 Lore -4 Sense +1 Salt +1 Tides +1 Defense 14 Composure 8 Vigilance 13 Nerve 15 Attack +2 Bite: +4 to hit / D6+2 damage Deep Ally Speed 7 Initiative +3 108 Part 4 • Origins Yfalos 109 Yfalos Trivia Flag Government ™ Autocratic Monarchy ™ Ruler: Tidecaller Nerida Population ™ Human < 1% ™ Fishman 95% ™ Simian < 1% ™ Frogfolk 4% Names D10 Male Female 1 Thalassios Galatea 2 Nerites Clymene 3 Glaucus Scylla 4 Callisthenes Psamathe 5 Galene Eurydice 6 Delphinus Helia 7 Erythros Lysimache 8 Phorcys Klytie 9 Damaskenos Calypso 10 Calyx Nerida Fashion D10 Male Female 1 Long tunic with woven seaweed fiber and shell detailing. Bodice with delicate sea glass decorations. 2 Cloak made from kelp leaves, flowing gracefully underwater. Beaded necklace with small fish teeth and stones. 3 Sash decorated with fish scales and tiny shells. Flowing wrap adorned with polished shells. 4 Loose shirt with faint, bioluminescent patterns. Hairpiece crafted from sea anemone-inspired designs. 5 Bracelet crafted from translucent sea glass. Skirt with coral beads along the hem. 6 Short tunic with woven net patterns along the hem. Earrings made from bioluminescent fish scales. 7 Small headdress made from seaweed and shells. Short cape made of kelp leaves, light and flexible. 8 Tunic with stitched designs of waves and currents. Dress with fine fish scales embedded in the fabric. 9 Flowing robe with subtle luminescent designs. Wrap dress decorated with bioluminescent designs. 10 Lightweight scarf tied around the waist, made from fine kelp. Long skirt woven from soft seaweed fibers with shell accents. Cultural Foods Deep-Sea Shellfish, Kelp and Coral Salad, Brined Eel Filets, Algae Cakes, Lobster Roe Soup, Crustacean Shell Chips —Charles Darwin, The Origin of Species “One general law, leading to the advancement of all organic beings, namely, multiply, vary, let the strongest live and the weakest die.” Species Part 5 112 Part 5 • Species Life Among The Wreckage 113 In the dark waters and fog-laden coasts of the Sea of Sunken Stars, the world teems with life both familiar and strange, mundane and extraordinary. Beneath the eternal twilight of storm-clouded skies, a myriad of species carve out their existence amidst the wreckage of civilizations past, each adapting in their own way to the challenges of an unforgiving world. Some walk the sun-baked decks of creaking ships, others stalk the darkened depths of the ocean floor, and many more dwell in the borderlands between. Humans are perhaps the most widespread, driven by their tenacity and a thirst for survival that h a s seen them flourish in nearly every corner of the known world. Their cities and settlements are scattered like flotsam across the islands and coasts, from bustling ports to isolated hamlets, where they stake their claim against the elements and each other. But they are far from alone. Beneath the waves, in the great underwater city of Yfalos, dwell the Fishmen, creatures of the deep who see the ocean not as a barrier, but as their true home. They are as mysterious as the depths they inhabit, moving silently through the waters with eyes that reflect the coldness of the abyss, ever watchful, ever cunning. On land, they are cautious and reserved; in the water, they are swift and fierce, their motives as enigmatic as the tides. In the swamps and marshlands, hidden from the eyes of the unwary, lurk the Frogfolk—small and nimble creatures with an unsettling talent for taking control of the dead. Known as the Corpse Thieves, they can slip inside the bodies of the fallen, wearing them like puppets while the flesh continues to rot. To some, they are grotesque scavengers; to others, they are resourceful survivors, adapting to a world that often leaves them with little choice. On a forgotten island in the heart of the sea, the Simians cling to the ruins of a once-mighty kingdom, now overgrown and crumbling beneath the weight of years. These large, ape-like beings remember a time when they ruled both land and wave, their stone temples towering above the ocean. Now, they are scattered and divided, remnants of their former glory, haunted by dreams of a kingdom long lost. Life Among the Wreckage 114 Part 5 • Species Humans 115 Humans are known for their relent - less drive to sur - vive in a world that often seems intent on swallowing them whole. Unlike the other species that popu - late the world, humans lack any extraordi - nary physical traits— no gills for breath - ing underwater, no poison resistance or preternatural agility. What they possess in - stead is a fierce adapt - ability and a stubborn will, traits that have allowed them to thrive in nearly every corner of this unforgiving world. Human societies are as diverse as the seas they sail upon. From the bus - tling port cities where merchants haggle over goods plundered from dis - tant shores, to the remote fishing villages clinging to the edge of the world, hu - mans have learned to nav - igate the treacherous tides of both politics and nature. They are inventors and ex - plorers, traders and thieves, driven by a hunger for knowledge, wealth, or sim - ply the desire to chart the unknown. But it is not just their ambi - tion that sets them apart; it is their unpredictability. A human can be a noble cap - tain who leads with honor, or a cunning smuggler who knows every secret cove and hidden reef. They can form alliances as easily as they break them, smile while concealing a dagger, or offer friendship to a long-forgotten enemy. To encounter a human is to never quite know whether you have found a friend, a foe, or something in between Where others see despair, humans see opportunity. Where others might yield to the fear of the deep, they build ships to sail across it. In a world that constantly changes and shifts like the tides, the human spirit re - mains indomitable, their story ever evolving, driven by the winds of ambition, curiosity, and an insatiable desire to endure—no matter the cost. T r ait: Vers atile ™ Any time a Human gains a Class Level, they may choose to gain a Trait from another class instead of their own. The character must always have at least as many traits of their own class as traits from other classes. Hum ans 116 Part 5 • Species Fishmen 117 Fishmen, often called “Children of the Abyss,” are an ancient species who thrive both in the depths of the ocean and along the shores. With their scales glistening like wet stones and gills that flutter softly with every breath, they are born of the sea and bound to its ever-changing tides, living on the thin line where water meets land. They are creatures of two worlds—at home beneath the waves as they are above them. They move silently through dark waters, their webbed hands and feet propelling them effortlessly through the depths, where they navigate unseen currents and shadowed reefs. On land, they walk with a cautious, halting gait, their wide, unblinking eyes betraying a deep wariness of the bright, unpredictable surface world. At the heart of their domain l i e s Yfalos, their great underwater city, a labyrinthine metropolis built into the rocky cliffs and hidden caves of the ocean floor. A place of mystery and wonder, Yfalos is said to shimmer in the dim light of the deep, its towers and spires carved from coral and stone, home to countless Fishman clans. In the quiet darkness of their ancient city, they weave their webs of intrigue and barter with those who dare to venture into their watery realm. Their faces are unreadable masks, their wide eyes reflecting the cold, dark expanse of the ocean. Their songs, carried on the currents, are said to be haunting, full of longing and loss, like distant whales mourning in the deep. And while they can be fierce protectors of their waters, they are equally known for their cunning and their ability to strike without warning. Yet, despite their fearsome reputation, the Fishmen are bound by a deep respect for the sea and its secrets. They understand the ocean’s power and its fickle nature, and they know well that every wave can bring bounty or destruction. For them, life is a cycle as endless and unpredictable as the tides, where alliances shift like schools of fish, and survival often depends on reading the currents of the unseen To understand the Fishmen is to grasp their complex bond with the sea—not as mere predators or prey, but as guardians of a realm most will never truly know. Trait: Amphibious ™ You can breathe both above and below water, and swimming doesn’t impede your movement. Fishmen 118 Part 5 • Species Frogfolk 119 The Frogfolk, small and agile denizens of the swamps and marshlands that fringe the islands of the Sea of Sunken Stars, are creatures shrouded in mystery and rumor. With skin that shifts between deep green and mottled brown, they blend seamlessly into their murky surroundings, their movements almost imperceptible in the mist-covered wetlands. They are often dismissed as harmless tricksters, a curious presence flitting among the reeds. But beneath their sly grins and croaking laughter lies a far darker secret—the Frogfolk are known among sailors and wanderers as the Corpse Thieves. This sinister reputation comes from a peculiar and chilling ability unique to their kind. The Frogfolk possess the uncanny power to enter a dead body, connecting with it in a way that allows them to manipulate it as if it were their own. Once inside, the body remains animated—its movements jerky and unnatural, its flesh continuing to decompose. But in those moments, the Frogfolk can use the corpse’s strength, reach, and other physical attributes, wielding the dead like a gruesome puppet. To the Frogfolk, this is a means of survival, a way to harness strength that their small bodies do not possess. To others, it is an abomination, a dark art that chills the blood. To outsiders, the Frogfolk are regarded with a mix of fear and suspicion. Whispers of missing corpses and graves found empty, save for the marks of small, webbed feet, spread like wildfire through port towns and villages. It is said that they watch from the reeds, waiting for the moments after a skirmish, a duel, or an execution, when they might steal a body for their own use. They have been seen riding the corpses of great beasts or fallen warriors, wielding their newfound strength with a disturbing ease. And yet, their motives remain inscrutable—they have no loyalty to any flag or cause but their own. Those who meet the Frogfolk may never truly know if they are speaking to the living or the dead, and in the end, perhaps it does not matter. Trait: Corpse Thief ™ You can take control of a corpse by entering its torso and wrapping your skin with its spinal nerves. This takes a few minutes. When you control a corpse in this way, you use the dead creature’s Power instead of your own. The corpse decays at a normal rate and loses 1 Power every day. Once it reaches -4, it becomes unusable. ™ Your own Power is -4. If it was higher before this, then any point deducted because of this is added to your Grace. Frogfolk 120 Part 5 • Species Simians 121 Native to an island that once stood as the heart of a vast kingdom in the center of the Sea of Sunken Stars, Simians are a proud species. Now, that island is a graveyard of memories, its oncemighty palaces and temples reduced to crumbling ruins, swallowed by the encroaching jungle. The Simians themselves are large, ape-like beings, with powerful limbs and keen eyes, remnants of a civilization that has been lost to time. For the Simians, survival has become a bitter game. Some have turned to mercenary work, selling their strength and skill to the highest bidder. Others roam the seas as pirates or privateers, raiding the ships of those they once traded with. Still others remain on their island, living in the shadows of their former glory, eking out an existence among the overgrown temples and shattered statues, ever watchful for intruders who seek to plunder what little remains To the world at large, the Simians are both feared and pitied. Their great size and strength make them formidable foes, but they are also haunted by their fall from grace, and many among them bear the scars—both physical and mental—of battles fought long ago. Their society, once complex and sophisticated, has fractured into a patchwork of competing factions, each with its own leader and its own vision of what the future should hold. Yet, even in ruin, there is resilience. The Simians hold tight to their identity, their songs and stories still echoing the glories of their lost kingdom. They speak of a day when they might rebuild, when the jungle will be cleared from their ancient homes, and the stone towers of their ancestors will once again pierce the heavens. Until then, they live in the tension between what was and what could be, their powerful hands grasping for a future that remains just out of reach. To encounter a Simian is to meet the remnants of a once-great dynasty, beings whose ferocity is matched only by their pride. They are creatures shaped by loss, driven by the ghosts of their past, and hardened by the harsh reality of their present. Beneath their rough exterior lies a yearning for the days when they ruled the sea, when their kingdom was the jewel of the Sunken Stars—and perhaps, a hope that one day, they will rise again. Trait: Great Ape ™ Your unarmed attacks deal an additional D6 damage. ™ You gain Advantage 3 on all climbing checks. Simians —H. Melville, Opening Line from Moby Dick “Some years ago never mind how long precisely having little or no money in my purse, and nothing particular to interest me on shore, I thought I would sail about a little and see the watery part of the world.” Backgrounds Part 6 124 Part 6 • Backgrounds Before The Sea 125 Every sailor carries more than just a few scars and tales from the open water; they bring with them a past, a life lived before they ever set foot on a ship. The sea does not discriminate—it calls to all manner of folk, from noble lords to lowly beggars, from seasoned soldiers to cunning charlatans. Each has their reasons for turning to the waves: some seek fortune, others escape, while many are driven by nothing more than the promise of the unknown horizon. In this part, we explore the Backgrounds that shape every character’s journey to the sea. These backgrounds represent the life a character led before the salt of the ocean ever graced their skin, a life that continues to influence who they are and how they navigate the challenges of a seafaring existence. Each background provides a unique trait that reflects the skills and experiences honed on land, be it the commanding presence of a noble or the nimble hands of a pickpocket. These traits are more than mere advantages; they are a lens through which the character views the world, a mark of who they were and who they might become. Alongside these traits, each background also offers a distinct set of belongings—the tools, treasures, and trinkets of a former life that now serve a new purpose on the waves. Whether it is a pawned heirloom kept close for comfort, a gambler’s marked deck tucked into a pocket, or a thief’s worn set of lock picks, these items tell the story of a life left behind but not forgotten. And in the bustling ports and harbors of the Sea of Sunken Stars, these belongings can open doors or close them, depending on who takes notice. The background also determines which Port Amenities a character can access. From the luxurious private rooms and connections of the wealthy to the back alleys and hidden safe houses of the underworld, each background comes with its own network of contacts and safe havens. The sea may be their present, but their past still clings to them like barnacles on a ship’s hull, shaping their journey, their choices, and ultimately, their fate. Before the Sea 126 Part 6 • Backgrounds In Alphabetical Order 127 Acolyte Once a faithful servant within the secluded halls of a temple, this Acolyte’s curiosity led them to texts hidden from prying eyes— writings that spoke of ancient secrets and forbidden rituals. Their prayers have turned into murmured chants, and their soul now bears the weight of truths best left undiscovered. • Belongings • Acolyte’s Robes, Religious Symbol, Writing implements, 5D6 Paper sheets, 1D6$ • Port Amenities • University Trait: Forbidden Knowledge ™ Gain +1 to Lore. ™ As an action, you can spend all of your Nerve to speak the words that drive to madness. When you do this, make a Lore check against the Composure of anyone that hears you. Anyone against whom this check is successful immediately loses D6 Nerve. Alchemist Driven by an insatiable thirst for knowledge and the promise of transformation, the Alchemist has spent years hunched over stained tables, surrounded by fumes and flickering candlelight. Some call them mad; they see themselves as visionaries, dancing on the edge of a great discovery. • Belongings • Fine Clothing, Alchemical Glassware, 5D6$ • Port Amenities • Trade Houses, University Trait: Transmuter ™ Gain +1 to Lore. ™ You can spend time to create the alchemical components listed. Creating a component requires a Lore check with the listed Target Number (TN). Component Time TN Effect Ointment 1 Hour 11 1 Dose: Cure an Injury Love Philter 1 Day 13 Make a person fall in love with another. (Requires hair from both) Aqua Fortis 3 Days 15 Create a Corrosive Acid (Dissolves Metal and causes 2D6 damage) Panacea 1 Week 18 1 Dose: Cure all diseases Prima Materia 1 Month 25 Required for the Philosopher’s Stone, Requires 1D6 Souls each time Philosopher’s Stone 1 Month 35 Grants Eternal Life, Allows transmuting Lead into Gold In Alphabetical Order 128 Part 6 • Backgrounds In Alphabetical Order 129 Assistant A shadow among men, the Assistant is always there when needed—an extra pair of hands, a silent watcher, a quick thinker in the heat of the moment. Trained to anticipate the needs of those they serve, they have learned to blend into the background, quietly moving through crowded rooms, listening, learning, and acting without drawing attention. • Belongings • Fine Clothing, Pistol, List of 2D6 contacts, 4D6$ • Port Amenities • All Trait: Second Pair of Hands ™ Gain +1 to Grace. ™ As an action, you can spend Nerve to grant an ally Advantage on a roll. Each point of Nerve spent this way grants Advantage 1. Astrologer With eyes that have gazed into the heavens for countless nights, the Astrologer seeks answers in the patterns of the stars. Believing that the fates of men and empires are written in the sky, they have spent years studying celestial charts, plotting the courses of distant planets, and deciphering cosmic alignments. • Belongings • Fine Clothing, Star Charts, 1D10$ Trait: Horoscope ™ Gain +1 to Tides. ™ Once per game session, you can write a horoscope for each of your allies. Doing this, you create a pool of six D6. Your allies can use these D6s to add advantage to any roll that would complete their horoscope. • Port Amenities • University 130 Part 6 • Backgrounds In Alphabetical Order 131 Barrister Armed with a silver tongue and a sharp mind, the Barrister has spent years navigating the tangled webs of laws and regulations that govern the lands and seas. They have defended the innocent, prosecuted the guilty, and exploited every loophole and technicality in between. With every argument and contract, they bend the truth like metal under a hammer, shaping it to fit their needs. Trait: Facts ™ Gain +1 to Salt. ™ You gain Advantage 2 when you make a Salt or Grace check against your target’s Vigilance to convince them of a fact, true or made up. • Belongings • Fine Clothing, Court Apparel, 4D20$ • Port Amenities • Trade Houses Pirate Council Beggar The Beggar is a figure often overlooked, a shadow in the alleys, with eyes that have seen too much and hands that have grasped too little. Driven to the streets by misfortune or circumstance, they have become invisible to those who hurry past, a part of the city’s fabric. But the streets have their own secrets, and the Beggar knows them well. • Belongings • Ragged Clothing, Bowl, Staff, 1D6$ • Port Amenities • Pirate Council Trait: Ear to the Ground ™ Gain +1 to Sense. ™ Port Activities: When gathering rumors in Taverns, or finding contracts at the Pirate Council, you can roll twice instead of once. ™ You gain Advantage 1 on any attribute check to go unnoticed. 132 Part 6 • Backgrounds In Alphabetical Order 133 Blacksmith With hands hardened by years of working iron and steel, the Blacksmith is the backbone of every settlement. Their craft is one of sweat, fire, and patience, shaping raw metal into tools, weapons, and armor. Though many see them as simple craftsmen, the Blacksmith knows the art of forging is as much about precision as it is strength. • Belongings • Simple Clothing, Hammer, Tongs, Apron, Small Anvil, 1D6 knives, 1D20$ Trait: Master of Steel ™ Gain +1 to Power. ™ Navigation: At the end of the Navigation turn, you can repair the ship, allowing it to regain 1 point of Hull. ™ You can spend a week to improve a weapon. At the end of the week, make a Tides check with TN 15 + 5 for each previous improvement. If this check succeeds, choose one of the effects listed. If the check fails, the weapon is destroyed. Effect +1 Damage +1 Attack Roll Range + 50m (Guns only) • Port Amenities • Trade Houses Bounty Hunter The Bounty Hunter is a relentless pursuer, with eyes always scanning the horizon for their next target. Whether tracking a runaway fugitive, a dangerous pirate, or a wanted thief, they have learned to follow the faintest trail, using wit and instinct to close the distance between themselves and their prey. • Belongings • Travel Clothing, Dagger, Pistol, Manacles, 1D6 Wanted Posters, 1D20$ Trait: Blood Hound ™ Gain +1 to Sense. ™ When making an attribute check while tracking or gathering information about someone, you gain Advantage 3. • Port Amenities • Admiralty Pirate Council Slave Market 134 Part 6 • Backgrounds In Alphabetical Order 135 Carpenter The Carpenter is a master of wood, their hands skilled in building everything from the simplest huts to the grandest ships. With a keen eye for structure and balance, they have shaped countless timbers into seaworthy vessels and sturdy homes. Their craft requires more than just muscle — it’s a marriage of mathematics, vision, and a steady hand. • Belongings • Simple Clothing, Wood Chisel, Hammer, Bag of Nails, 1D10$ • Port Amenities • Trade Houses Trait: Woodworker ™ Gain +1 to Tides. ™ Navigation: At the end of the Navigation turn, you can repair the ship, allowing it to regain 2 points of Hull. ™ Port Activities: The cost for repairs and upgrades at the Shipyard are reduced by 20%. Charlatan The Charlatan is a smoothtalking manipulator, someone who has honed the art of deceit to a fine edge. Whether it’s selling snake oil to the desperate, convincing the gullible of their noble birth, or playing the part of a trusted advisor, the Charlatan can slip into any role with ease. Trait: Placebo ™ Gain +1 to Grace. ™ You can create fake potions and remedies, at the rate of 1 per day. When used, there is a 50% chance that it actually works, as long as you succeed a Grace check against their Vigilance. When the remedy works, it cures 1 injury, be it mental or physical. • Belongings • Fine Clothing, 1D6 Various Fake Potions, 1 Vial of Actual Snake Oil, 1D20$ • Port Amenities • Pirate Council 136 Part 6 • Backgrounds In Alphabetical Order 137 Confidence Man They excel at getting others to do their dirty work, setting up elaborate schemes that leave them in the clear while others take the fall. They are the ultimate schemers, always one step ahead, always ready to spin a new lie. To the Confidence Man, life is a game, and the world is full of pawns waiting to be moved. Trait: Long Con ™ Gain +1 to Grace. ™ Port Activities: You choose a specific port where your mark lives when you create your character. Every time you pass through this port, you make a Grace check. The TN for this check starts at 5 and increases by 5 every time. If you succeed, you gain 20$ x the TN for the check. If you fail, your mark is on to you, and you need to find a new mark and start over. • Belongings • Luxury Clothing, Fine Clothing, Simple Clothing, Rapier, Pistol, 1D6 Fake IDs, Set of fake Mustaches, 1D100$ • Port Amenities • All Crow Knight The Crow Knight is a former member of a secretive organization known for its elite, crow-mounted warriors. Once a soaring sentinel of the skies, this knight has since lost the privilege of riding the great crows but retains a deep, mystical bond with these creatures. Trait: Crow Friend ™ Gain +1 to Grace. ™ You can make a Salt check against any crow’s Composure. If this check succeeds, it becomes your close friend, as long as you treat it right. • Belongings • Travel Clothing, Breast Plate, Cavalry Saber, Rifle, 1D10$ • Port Amenities • Admiralty Aristocracy 138 Part 6 • Backgrounds In Alphabetical Order 139 Cultist The Cultist is a devout follower of forbidden gods or dark powers, their mind twisted by ancient rituals and unholy doctrines. Cloaked in secrecy, they gather in hidden places, whispering prayers to entities that most dare not acknowledge. The Cultist believes that their devotion will bring them power, knowledge, or perhaps even immortality. Trait: Sacrifice ™ Gain +1 to Lore. ™ You can spend one hour to ritually sacrifice a living creature. At the end of this, make a Tides check against the Sacrifice’s Composure. On a success, you gain 1D6 Dark Favors. These can each be used to force Disadvantage 1 on any rolls. • Belongings • Fine Clothing, Sacrificial Knife, Ritual Mask, 1D20$ • Port Amenities • Trade Houses Pirate Council Engineer Whether building intricate clockwork devices or massive engines, the Engineer sees the world as a series of problems to be solved with ingenuity and a well-placed bolt. Often found with sootstreaked hands and tools at the ready, they are both respected and feared for their ability to create and destroy with equal skill. Trait: Machine Enthusiast ™ Gain +1 to Lore. ™ Port Activities: You automatically gain access to Experimental equipment. This includes the Shipyard. ™ Naval Combat: You add your Lore modifier to the Guns modifier of your ship. • Belongings • Fine Clothing, Simple Clothing, Pistol, Wrench, 2D20$ • Port Amenities • Trade Houses University 140 Part 6 • Backgrounds In Alphabetical Order 141 Exorcist Armed with holy symbols, blessed weapons, and sacred texts, the Exorcist walks the line between the mortal world and the realm of spirits, bringing light to the darkest corners. Their presence is both comforting and intimidating, for where they go, darkness trembles and retreats—or fights back with all its might. Trait: Purity ™ Gain +1 to Sense. ™ You can spend one hour to chase away all otherworldly beings. Make a Salt check against their Composure, if this check succeeds, the being must leave for a year and a day. ™ You can take an hour to suppress another character’s injury (mental). The injury is suppressed for 1 day. • Belongings • Travel Clothing, Pouch of Salt, 1D6 Wooden Stakes, Dagger, 1D20$ • Port Amenities • University Fisherman The Fisherman is a rugged and weathered individual, shaped by years spent battling the unpredictable waters of the sea. With hands hardened by the pull of the nets and the weight of the catch, they possess an intimate knowledge of the ocean’s moods and mysteries. Trait: Worthy Catch ™ Gain +1 to Salt. ™ Navigation: At the end of the Navigation turn, you add +1 to the Food Supply roll. This can cause the roll to succeed automatically. ™ You gain Advantage 2 for any Lore or Sense checks relating to fish. • Belongings • Simple Clothing, Fishing Rod, Net, 1D6$ • Port Amenities • Trade Houses 142 Part 6 • Backgrounds In Alphabetical Order 143 Footman The Footman is the backbone of any army, a hardy infantryman trained in the use of the musket and disciplined to march into battle alongside his comrades. Armed with a musket, bayonet, and basic kit, the Footman is prepared to follow orders without question, knowing that the success of the army depends on the strength and resolve of its infantry. Trait: Formation Fighting ™ Gain +1 to Power. ™ You gain Advantage 1 to any attack roll made while fighting adjacent to an ally. • Belongings • Uniform, Breast Plate, Halberd, Musket, 1D10$ • Port Amenities • Admiralty Gambler The Gambler lives by their wits and luck, constantly seeking the thrill of the next big win. Whether in a smoky tavern or a highstakes game aboard a ship, the Gambler is always at ease, playing their cards close to their chest. For the Gambler, it’s not just about the money—it’s the game itself that keeps them going, the tantalizing dance with fortune that could end in either wealth or ruin. • Belongings • Fine Clothing, Playing Cards, Pistol, 1D100$ • Port Amenities • Pirate Council Trait: Risk & Reward ™ Gain +1 to Tides. ™ You gain Advantage 1 on any attribute checks involving gambling. ™ You can choose to spend 1 Nerve to reroll any attribute check once. If the sum of the reroll is even, use the higher roll, else use the lower roll. 144 Part 6 • Backgrounds In Alphabetical Order 145 Guild Messenger The Guild Messenger is a trusted courier, part of the elusive Messengers Guild, known for delivering messages and parcels with unmatched speed and discretion. Their services are sought after by nobles, merchants, and those with secrets to keep, as they can be trusted to never reveal the contents of their deliveries. Trait: Messenger’s Mark ™ Gain +1 to Sense. ™ When you know the name of someone, you can spend an hour in trance to determine their precise location. You can then mark your target so you know their location at all times. • Belongings • Travel Clothing, Exotic Vehicle, Messenger’s Box, 1D20$ • Port Amenities • All Hunter The Hunter is a master of the wilderness, skilled in tracking and surviving in the most unforgiving environments. With a keen eye and a steady hand, the Hunter stalks their prey with patience and precision, whether it be game for food or enemies who dare cross their path. Trait: Nature’s Bounty ™ Gain +1 to Sense. ™ You can spend one day on land hunting, this provides 1 Food Supply to your ship. • Belongings • Travel Clothing, Dagger, Hunting Bow, 2D20$ • Port Amenities • Trade Houses 146 Part 6 • Backgrounds In Alphabetical Order 147 Knight The Knight is a symbol of chivalry and honor. Trained from a young age in the arts of combat and the code of knighthood, the Knight is a formidable warrior on the battlefield and a respected figure in court. The Knight’s duty is one of sacrifice and discipline, often bound by oaths that dictate their actions. • Belongings • Luxury Clothing, Travel Clothing, Saber, Musket, Pistol, 1D100$ • Port Amenities • Aristocracy Trait: Impenetrable ™ Gain +1 to Power. ™ Your armor is always considered to be 1 level higher than what you are actually wearing. Labourer The Labourer is the foundation of any thriving community, a hardworking individual who toils from dawn till dusk to build, harvest, and create. With hands hardened by years of labor, the Labourer possesses the strength and endurance to perform the most grueling tasks. Trait: Blood & Tears ™ Gain +1 to Power. ™ Navigation: At the end of the Navigation turn, you can make a Power check with TN 8 to ignore any penalties due to lack of crew. • Belongings • Simple Clothing, Work Tools, 1D10$ • Port Amenities • None 148 Part 6 • Backgrounds In Alphabetical Order 149 Lord/Lady As a Lord or Lady, you have navigated the treacherous waters of high society with a sharp mind and a talent for manipulation. Born into privilege, you quickly learned that power is often won not through open confrontation, but through careful plotting, whispered secrets, and alliances forged in the shadows. • Belongings • Luxury Clothing, Family Signet, Rapier, 2D100$ • Port Amenities • Aristocracy Trait: Voice of Command ™ Gain +1 to Grace. ™ You gain Advantage 2 to any attribute check made to give an order. Marine The Marine is a tough, disciplined soldier of the sea, trained to fight both on land and aboard ships. She is accustomed to the rigors of naval life, from enduring long voyages to engaging in fierce shipboard battles. Whether repelling pirates or leading a charge on a hostile shore, the Marine is a stalwart defender of her ship and crew. • Belongings • Navy Uniform, Simple Clothing, Dagger, Pistol, Musket, Cutlass, 1D6$ • Port Amenities • Admiralty Trait: Expert Boatsman ™ Gain +1 to Salt. ™ Naval Combat: At the start of a Naval Combat turn, you add your Salt modifier to either the ship’s Crew modifier or to the ship’s Guns modifier. 150 Part 6 • Backgrounds In Alphabetical Order 151 Mercenary The Mercenary is a seasoned warrior who sells her skills to the highest bidder, unbound by loyalty to any cause but her own. Her life is one of constant movement, always on the lookout for the next contract or battle. While her motives are often driven by gold, the Mercenary’s reputation for effectiveness and discretion makes her a valuable asset to those who can afford her services. Trait: Varied Tactics ™ Gain +1 to Power. ™ You gain cumulative Advantage 1 to any action made in combat that is different from the one you made in your previous turn. This resets when you take the same action twice in a row. • Belongings • Travel Clothing, Breast Plate, Dagger, Pistol, Musket, 1D10$ • Port Amenities • Admiralty Merchant The Merchant is a shrewd businesswoman who knows the value of every coin and the weight of every word. With an eye for opportunity and a mind for profit, she navigates the bustling markets and treacherous trade routes with ease. Dressed in fine, yet practical clothing, she carries herself with confidence, always ready to strike a deal that will increase her wealth and influence. Trait: Trade Contacts ™ Gain +1 to Tides. ™ The Rarity of any equipment or cargo is reduced by 1 whenever you try to purchase it. • Port Amenities • Trade Houses • Belongings • Fine Clothing, 1D6 Rings, Fancy Hat, Rapier, Stocks worth 1D6x100$ in Various Trading Companies, 4D20$ 152 Part 6 • Backgrounds In Alphabetical Order 153 Monk/Nun The Nun is a woman of deep faith, dedicated to her spiritual duties and the service of others. Clad in the modest habit of her order, she moves quietly through the world, offering comfort and guidance to those in need. Her life is one of discipline and prayer, but beneath her serene exterior lies a strength of conviction that can move mountains. Trait: Crafts of the Abbey/Priory ™ Gain +1 to Lore. ™ Navigation: The cheeses, beers and other goods you have learned to produce allow your crew mates to live well when others would be eating only tack and drinking bad grog. Whenever the Food Supply roll on a journey fails for the first time, it succeeds instead. ™ Naval Combat: Your ship’s Crew modifier gains +1 for the purpose of Boarding actions. • Belongings • Habit, Walking Stick • Port Amenities • None Musician The Musician is a traveling artist, spreading joy, sorrow, and tales of distant lands through her songs. Her life is one of freedom and creativity, unbound by the constraints of society, as she weaves stories and emotions into every note. The Musician’s charm and talent make her a welcome guest wherever she goes, but her songs often carry hidden meanings or messages for those who listen closely. Trait: Hopeful Song ™ Gain +1 to Grace. ™ When playing music during combat, your allies gain 1 Nerve each turn. This can not cause them to exceed their maximum Nerve. • Belongings • Travel Clothing, 1D6 Musical Instruments, Song Book, 1D20$ • Port Amenities • Pirate Council Trade Houses 154 Part 6 • Backgrounds In Alphabetical Order 155 Nethersmith The Nethersmith is a master blacksmith who forges items of power by venturing into the spirit world. Drawing from ancient animist traditions, she crafts weapons, tools, and artifacts imbued with otherworldly energies. Each creation is unique, carrying the essence of the spirits with w h o m she communes. Trait: Spiritforging ™ Gain +1 to Salt. ™ You gain the benefits of the Makalu Origin Trait: Animist. ™ When in the spirit realm, you can spend a day to bind a spirit to an object or weapon by making a Salt check against the spirit’s Composure. Once bound to the object, the spirit can provide its expertise to the owner: swap out one of its attribute modifiers with the owner’s. To convince the spirit, the owner makes a Grace or Salt check against the spirit’s Composure. • Belongings • Smith’s Animist Mask, Ritual Hammer, 1D10$ • Port Amenities • None Nurse The Nurse is skilled and compassionate, trained in the arts of medicine and surgery. In a world where life is often brutal and short, she is a beacon of hope, tending to the sick and wounded with steady hands and a kind heart. Trait: Proper Medicine ™ Gain +1 to Sense. ™ When caring for your patient for a whole day, you can make a Sense check to remove one of their injuries. The TN for this check is 12. • Port Amenities • University • Belongings • Fine Clothing, Medical Tools, Jar of Leeches, 1D3 Antimony Pills, 1D20 Quicksilver Pills, 2D20$ 156 Part 6 • Backgrounds In Alphabetical Order 157 Pawner The Pawner is a shrewd and enigmatic figure, dealing in the trade of forgotten treasures and desperate bargains. Her shop is a haven for those in need of quick coin, filled with a curious mix of valuable antiques, mysterious artifacts, and everyday goods. • Port Amenities • Pirate Council Trade Houses • Belongings • Travel Clothing, Dagger, Pistol, Ledger, 2D20$ Trait: Profitable Exchange ™ Gain +1 to Tides. ™ Port Activities: When in a port, you can spend a week to exchange one of your items of cargo for something that is at least 20% more expensive. What you get is at the GM’s discretion. Pickpocket The Pickpocket is a master of stealth and deception, moving through crowded streets with the agility of a cat and the cunning of a fox. Life on the streets has honed her instincts, making her both resourceful and daring. Whether working alone or as part of a crew, the Pickpocket knows how to make a quick escape and is always looking for her next mark. Trait: Faerie Fingers ™ Gain +1 to Grace. ™ You gain Advantage 3 to attribute checks made to pick someone’s pockets or to cause a distraction. . • Port Amenities • Pirate Council • Belongings • Simple Clothing, 1D6 Empty Purses, Dagger, 1D10$ 158 Part 6 • Backgrounds In Alphabetical Order 159 Priest/Priestess The Priestess is a revered figure, serving as a conduit between the divine and the mortal world. Whether in a grand temple or a humble shrine, the Priestess’s presence brings comfort and hope, but she is also a formidable force when defending her beliefs. Trait: Blessings ™ Gain +1 to Tides. ™ You can choose a ship or person to bless, granting them Advantage 1 on all rolls. This takes a few minutes. When granting a blessing, make a Tides check with TN 5. To maintain a blessing, repeat this check each day, increasing the TN by 5 each time. When you grant a new blessing, the old one ends. • Belongings • Simple Clothing, Habit, Religious Symbol, Book of Prayers, Incense, Writing implements, 1D10$ • Port Amenities • None Procurer The Procurer is a figure who thrives in the shadows, expertly navigating the underbelly of society to provide whatever is needed— for a price. Whether it’s rare goods, information, or people, the Procurer can arrange it, discreetly and efficiently. He is a master of negotiation and subterfuge, always one step ahead of those who might seek to uncover their operations. Trait: Black Market ™ Gain +1 to Grace. ™ Port Activities: You have access to equipment and cargo that is marked as Illegal. • Belongings • Fine Clothing, Walking Stick, Pistol, 2D20$ • Port Amenities • Pirate Council Slave Market 160 Part 6 • Backgrounds In Alphabetical Order 161 Prostitute The Prostitute is a woman who has learned to survive in a harsh world by using what she has to offer. Life has not been kind to her, but she has developed a keen understanding of people and their desires. She knows the streets and the dangers they hold, but also where to find solace, fleeting though it may be. Behind her practiced smile lies a sharp mind and a will to survive. Trait: Seduction ™ Gain +1 to Grace. ™ Taking an hour, you can charm about anyone. Make a Grace check against your target’s Vigilance. If this succeeds, they are charmed by you and will try to please you in any way they can as long as you keep your charm up. • Belongings • Fine Clothing, Fan, Cosmetics, Dagger, 1D20$ • Port Amenities • Pirate Council Puppeteer The Puppeteer is a skilled performer and manipulator, bringing life to her marionettes with deft hands and a vivid imagination. Her puppets are more than mere toys; they are extensions of her will, used to entertain, deceive, or even control. Behind the playful facade, the Puppeteer harbors a sharp mind, always ready to pull the strings—both literally and figuratively—to achieve her goals. Trait: Living Puppets ™ Gain +1 to Grace. ™ As an action, you can activate your puppets. They become proxies for your actions and you can see and hear through them. You can control 1 puppet with each hand and they no longer need to be attached with strings but need to be within 20’ of you. If you suffer an injury in combat, one of your puppets is destroyed. ™ You can spend a week to craft a new puppet. • Belongings • Fine Clothing, 1D6 Puppets, 1D20$ • Port Amenities • None 162 Part 6 • Backgrounds In Alphabetical Order 163 Rat Catcher The Rat Catcher is a figure familiar with the darkest corners of cities and towns, where disease and filth reign. Armed with traps, poisons, and a grim determination, she makes her living ridding places of the vermin that others fear. Her skills in tracking and eliminating pests are unmatched, and though her trade is lowly, it is essential in keeping the dangers of the rat-infested world at bay. Trait: Pest Control ™ Gain +1 to Sense. ™ You are immune to most natural diseases. ™ Navigation: If a Food Supply roll fails, you can reroll it. • Port Amenities • None • Belongings • Simple Clothing, Rat Basket, Club, 1D4 Vials of Rat Poison, 1D6$ Rune Carver The Rune Carver is a master of ancient symbols, capable of inscribing runes that can either dampen or enhance the powers of the mysterious courts. Her craft is not limited to stone, wood, or metal; she is also skilled in carving runes into flesh, a practice that is as feared as it is revered. Trait: Skin Carving ™ Gain +1 to Tides. ™ You can spend a day to carve particular symbols into your own or someone else’s skin. This carving causes an injury that takes 2 weeks to heal. Once it is fully healed it grants either Advantage 1 or Disadvantage 1 on a chosen Patron Power of the recipient, your choice. • Belongings • Simple Clothing, 1D6 Carving Knives • Port Amenities • None 164 Part 6 • Backgrounds In Alphabetical Order 165 Scout The Scout is a keen observer and tracker, moving silently through forests, mountains, and plains to gather information and lead her companions through the wild. Her life is one of constant vigilance and adaptability, ready to face the unknown. Trait: Reconnaissance ™ Gain +1 to Sense. ™ You can spend an hour to observe terrain or enemies. After the observation, make a Sense check with TN 5, 10, 15, ... For each increment of 5 you can ask the GM one question about the terrain or enemy that they must answer truthfully. You must choose the TN before rolling. • Belongings • Travel Clothing, Spyglass, Dagger, Pistol, Hunting Bow, 1D10$ • Port Amenities • Admiralty Sky Miner The Sky Miner is a daring soul who works high above the ground, extracting precious minerals from floating rocks. Dressed in sturdy, practical clothing with harnesses and ropes, they navigate the skies with skill and courage, always aware of the dangers of their trade. Trait: Prospector ™ Gain +1 to Salt. ™ You gain Advantage 2 to any attribute check related to climbing. ™ You know how to spot floating rocks and how to climb them. You can spend an hour to make a Sense check with TN 15 to find one in the sky. You’ll have to be creative to get up there though! • Belongings • Simple Clothing, Climbing Harness, Parachute, 1D6 small Floating Rocks, 1D10$ • Port Amenities • Pirate Council Trade Houses 166 Part 6 • Backgrounds In Alphabetical Order 167 Slave Once bound in chains, the Freed Slave has fought her way to freedom with unyielding determination. Though her clothes remain tattered, and the scars of her past are still visible, her spirit is unbroken. Her gaze burns with the fire of a warrior who has reclaimed her life, and she stands as a symbol of defiance and strength, ready to face whatever challenges the world may throw at her. Trait: Escape Artist ™ Gain +1 to Power. ™ You can spend an action to escape bonds or shackles. ™ In combat, when you move out of melee range, it doesn’t cause opportunity attacks. • Belongings • Ragged Clothing, Broken Shackles • Port Amenities • Slave Market Smuggler The Smuggler is a cunning individual who thrives on the fringes of the law, moving contraband through dangerous waters and hidden paths. Dressed in unassuming clothing, they blend into the shadows, their sharp mind always calculating the next move. • Port Amenities • Pirate Council Trade Houses Trait: Hidden Cache ™ Gain +1 to Grace. ™ At character creation, mark 10 locations on the map. Each of these holds a cache of 1 Food Supply and 1 Ammo Supply. • Belongings • Travel Clothing, Rapier, Pistol, 2D10$ 168 Part 6 • Backgrounds In Alphabetical Order 169 Spy The Spy is a master of disguise and subterfuge, blending seamlessly into the upper echelons of Chactun society. Behind their composed exterior lies a mind constantly at work, gathering intelligence and manipulating events to serve their hidden agenda. Trait: Spycraft ™ Gain +1 to Sense. ™ Port Activities: Any information gathering activity, whether it’s gathering rumors at Taverns, finding contracts at the Trade Houses or Admiralty, etc, always get you two results instead of one. • Port Amenities • All • Belongings • Luxury, Fine, Simple and Travel Clothing, Rapier, Pistol, 1D6 Fake IDs, 1D6 Vials of Poison, 1D10$ Squire The Squire is a young, determined apprentice, sworn to serve and learn under a seasoned knight. Their eyes reflect a mix of youthful eagerness and the weight of responsibility, as they train tirelessly, dreaming of the d a y they will earn their own place in the ranks of knighthood. Trait: Only the best for Milord ™ Gain +1 to Power. ™ Port Activities: You can spend a week to find an object and have it be free. Make a Salt check at the end of the week with TN equal to the Rarity of the object. If this check succeeds, you obtain the object. This does not include cargo or ship supplies. • Belongings • Luxury Clothing, Pistol, Dagger, Gaming Set, 2D10$ • Port Amenities • Aristocracy 170 Part 6 • Backgrounds In Alphabetical Order 171 Student The Student is a bright and curious individual, dedicated to the pursuit of knowledge in a world filled with ancient secrets and hidden lore. Though young and inexperienced, their passion for learning drives them forward, eager to unlock the mysteries that lie buried in the past. Trait: Quick Study ™ You gain 1 additional Experience Point for the whole party whenever Experience is distributed, on one condition: you have to pick a topic of study during the voyage at sea and present your findings at the end of it to the crew. ™ You gain +1 to Lore at the end of each voyage, when Experience is distributed. • Belongings • Simple Clothing, 1 Ounce of Moonweed, 1D4 Books • Port Amenities • University Tailor The Tailor is a skilled artisan, crafting garments that not only fit the body but tell a story of their own. With a keen eye for detail and a deep understanding of fashion, the Tailor creates garments that are both functional and beautiful, whether for the nobility or the common folk. Trait: Needle & Thread ™ Gain +1 to Grace. ™ Navigation: At the end of the Navigation turn, you can repair the sails. The ship regains 1 point of Sails if it has lost any. • Belongings • 1D6 sets of Fine Clothing, 1D10 sets of Simple Clothing, Travel Clothing, Pin Cushion, 1D20 Needles, 100 yards of Thread, 1D10$ • Port Amenities • Trade Houses 172 Part 6 • Backgrounds In Alphabetical Order 173 Thug The Thug is a brute, accustomed to using force to get what they want. Dressed in rough, practical clothing, they carry weapons suited for close combat—clubs, knives, or even just their fists. Their posture is aggressive, always ready for a fight, and their presence alone is often enough to intimidate those who cross their path. Trait: Dirty Fighting ™ Gain +1 to Power. ™ You gain Advantage 3 on any attack made from behind. ™ You gain Advantage 1 on any attack involving grappling. • Belongings • Simple Clothing, 2 Daggers, 2 Pistols, Brass Knuckles, 1D10$ • Port Amenities • Pirate Council Tree Tender The Tree Tenders stand as guardians of a fading tradition. While the land is pushed to yield ever more crops for a growing population, the Tree Tenders remain dedicated to the natural world’s true balance. They care for the World Tree, a mystical entity t h a t sprouted from the influence of a fallen star, embodying the essence of life itself. Trait: Divine Botanist ™ Gain +1 to Tides. ™ You can spend an hour to speed up the growth of any plant dramatically, causing it to grow to full size overnight. • Belongings • Ritual Robes, 1D6 Pouches of Various Seeds, Sickle, Small Branch of the World Tree, 2D20$ • Port Amenities • Slave Market 174 Part 6 • Backgrounds In Alphabetical Order 175 Tutor The Tutor is a well-educated individual, dedicated to imparting knowledge to those under their care. Their posture is thoughtful and composed, reflecting the patience and wisdom required to guide young minds. Trait: Patient Teacher ™ Gain +1 to Lore. ™ At the start of a voyage, select someone in your party to be your pupil. They have to consent. At the end of the voyage, they gain +1 to Lore, if they have been a good pupil! • Port Amenities • University • Belongings • Simple Clothing, Abacus, 1D6 Books, Spectacles, 2D10$ Witch Doctor The Witch Doctor is a mystical figure, steeped in the ancient traditions of healing and spiritual guidance. Their posture is one of deep concentration, as they work to cure ailments and ward off evil spirits. Trait: Effigy ™ Gain +1 to Tides. ™ You can create an effigy of someone. You must have an empty doll to represent your target and obtain a part of their body. When you stab this effigy with a needle, you cause an injury to your target. • Belongings • Simple Clothing, 1D10 Needles, 1D4 prepared Effigies, Large Pouch of Medicinal Herbs, 1D10$ • Port Amenities • Pirate Council Trade Houses —Georges Duhamel, The New Book of Martyrs “We can know nothing till after this grave debate. The soul must withdraw, for this is not its hour. Now the knife must divide the flesh, and lay the ravage bare, and do its work completely.” Classes Part 7 178 Part 7 • Classes Swashbuckler 179 Astorm in humanoid form, the Swashbuckler moves with violent purpose. In the chaos of battle, they find clarity. One enemy at a time, one blow at a time. They fight for glory, and because they know the sea doesn’t forgive hesitation. They’ve seen enough blood to know the cost of doing business the rough way. The sea is a hard place, and the Swashbuckler survives by being harder. He is quick with a blade and even quicker with a grin that won’t fade before the battle is won. Loyalty is simple: the crew trusts you, you trust them. It doesn’t need to be spoken. When the fight is over and the fallen are counted, the Swashbuckler stands among the living. The blade is sheathed, and the storm passes. Death keeps its distance. For now. In Brief... • Weapon Master • Muscle • Melee Fighter • Avoids Getting Hit • Resilient The Yfalian Praetorian Emerging from the turbulent depths, the Praetorian is a living embodiment of the ocean’s fury. His muscular frame, clad in intricate armor adorned with barnacles, coral, and seaweed, reflects the world he calls home. The warrior’s eyes, cold and calculating, lock onto his foes with a predator’s intensity. Every swing of the trident, every shift of his weight, a calculated move, honed by countless battles beneath the waves. The sea roars in approval, its chosen warrior standing tall amidst the chaos, a force of nature in every sense. Swashbuckler 180 Part 7 • Classes Swashbuckler 181 Class Traits Trait: Acrobat ™ Gain +1 to Defense. ™ When making a melee attack, you can choose to do so with Disadvantage. For each Disadvantage you take, you gain 1 Defense until the start of your next turn. Trait: Blood & Guts ™ You can spend 1 Nerve to ignore the effects of an injury until your next turn. For each of your injuries, you deal 1 extra damage when attacking. Trait: Dazzler ™ When you hit with an attack, you can choose to spend 2 Nerve and forego your damage, instead causing the target to lose its next turn. Trait: Duelist ™ Gain +2 to Initiative. ™ When making a melee attack, you can spend 2 Nerve to deal an additional 1D6 damage. You must declare this before making your attack roll. Trait: Seadog ™ Gain +1 to Salt. ™ Naval Combat: You can add your Salt modifier to the ship’s Crew modifier when Boarding. Class Advancement Level Cost Nerve Attack Reward 1 0 5 2 Choose a Class Trait each Level 2 3 7 3 3 6 9 3 4 9 11 4 5 12 13 4 6 15 15 5 Gain +1 to all Resistances 7 18 17 5 Gain Trait: Famous 8 21 19 6 Gain +1 to all Resistances 9 24 21 6 Gain +1 to all Resistances 10 27 23 7 Gain Trait: Legend 182 Part 7 • Classes Gunner 183 Arifle’s barrel, steady and sure, aligns with the horizon. The Gunner waits. Patience is a virtue, a state of mind. Each breath and each heartbeat is measured, counted. They’ve learned to see what others miss. The movement at the edge of sight, the shift in the wind, the slight hesitation in an enemy’s step—details that tell stories and decide who lives and who dies. A finger tightens on the trigger. The shot is fired, and the target drops. No fanfare, just a whisp of smoke followed by a moment of silence. The Gunner lowers the rifle, eyes already scanning for the next threat. Precision isn’t just in the shot; it’s in every movement, every decision. There’s no room for error, no room for anything less than perfection. The world may be complicated, but the Gunner’s world is simple: see, aim, fire, repeat. In Brief... • Guns • Long Range • Scout • Naval Firepower • Avoid Bad Events The Eleni Ranger The musket feels right in my hands. It was made for me. The brass gears click softly, a rhythm I’ve come to find soothing. There’s no rush. I’ll take the shot when I’m ready, when I’m sure. It’s not about killing—it’s about precision, control. The moment when everything lines up just so, when I pull the trigger and the world spins in the way it was always meant to. There’s a satisfaction in it, a quiet joy in knowing that for a brief moment, I am the only one who truly understands what’s happening. The rest of them, they’re just noise. Down there, they’re lost in the churn, but up here, I see the truth. And I’ll shape it, one shot at a time. Gunner 184 Part 7 • Classes Gunner 185 Class Traits Trait: Cannoneer ™ Naval Combat: You can add you Sense modifier to the ship’s Guns modifier during Broadside. ™ Navigation: At the end of the Navigation turn, you can add your Tides modifier to the Ammo Supply roll. Trait: Pistolero ™ When you make an attack with a pistol, you gain an additional pistol attack every time you hit, as long as you keep hitting. Each attack after the first gets a cumulative -1 modifier to its roll. You can make a number of additional attacks equal to at most you Class Level. Trait: Sapper ™ You gain Advantage 3 to attribute checks when creating or diffusing bombs. ™ Naval Combat: If your ship wins the Manoeuvres phase, you place mines that deal D6 damage to enemy ship’s Hull. Trait: Sharpshooter ™ Your range with rifles is doubled. ™ When making a ranged attack, you can spend X Nerve to increase your result by X. You must declare this before you roll. If you hit, you regain the spent Nerve Trait: Spotter ™ Gain +1 to Sense. ™ Navigation: roll an additional event and choose the result you prefer. Class Advancement Level Cost Nerve Attack Reward 1 0 4 2 Choose a Class Trait each Level 2 3 6 3 3 6 7 3 4 9 9 4 5 12 10 4 6 15 12 5 Gain +1 to all Resistances 7 18 13 5 Gain Trait: Famous 8 21 15 6 Gain +1 to all Resistances 9 24 16 6 Gain +1 to all Resistances 10 27 18 7 Gain Trait: Legend 186 Part 7 • Classes Scoundrel 187 The Scoundrel might not have been born in the muck, but they sure as hell learned to thrive in it. The alleys are home, the stink of rot and the chatter of the desperate are the background tune of their life. Every scar, every broken bone, was a lesson that taught them how to survive where the light never reaches. The Scoundrel doesn’t bother with pretty lies or handsome talk; they get what they want because they know how to make deals where a handshake often ends with a knife in the gut. Their clothes are as worn as the cobblestones beneath their feet, pockets stuffed with contraband and secrets. The world above might forget about them, but down here, in the dark, they’re a king. They know every crook, every rat, every damned fool who thinks they can outwit them. The Scoundrel lets them try right until the moment the blade slips between their ribs. It’s not personal; it’s just business. In Brief... • Pragmatic • Better Prices • Debuffer • Stealth Operations • Criminal Connects The Quectal Human Trafficker This one’s a true product of Chactun’s dark legacy—a twisted reflection of the opulence and decay that defines the upper echelons of society. His skin is pale, almost sallow, the result of generations of inbreeding, and his eyes have the cold gleam of someone who’s long forgotten the value of a human life. Every inch of him is adorned with jewelry—rings on every finger, necklaces that clink with every step, bracelets that jangle as he reaches for his dagger. The gold is bright, the gemstones are vivid, but there’s something sickly about the way it all clashes with his hollow, predatory face. He’s a peddler of lives, dealing in flesh and despair, and he does it all with a kind of casual cruelty that makes your skin crawl. There’s no remorse, no hesitation—only the next soul to barter away. Scoundrel 188 Part 7 • Classes Scoundrel 189 Class Traits Trait: Cutthroat ™ When you make an attribute check to be unseen or unheard, you gain Advantage 3. ™ When attacking from stealth, you always inflict an injury, regardless of your target’s remaining Nerve. Trait: Dealer ™ Gain +1 to Tides. ™ Port Activities: You pay 50% less for all drugs and poisons, and they are available to you regardless of Rarity or of them being Illegal. ™ Whenever someone in your crew uses drugs or poisons, their effect is doubled. Trait: Godfather ™ Gain +1 to Grace. ™ Port Activities: Reduce the cost of supplies and services by 25%. ™ Port Activities: When recruiting crew, you add an additional 1 to the ship’s Crew. Trait: Mudslinger ™ Gain +1 to Salt. ™ You gain Advantage 3 to attribute checks when insulting someone or spreading rumors about them. Trait: Pirate ™ You are wanted by the law, the punishment will be death. ™ Naval Combat: At the start of Naval Combat, you can make a Salt check against the enemy ship captain’s Composure. On a success, they surrender to your crew. Class Advancement Level Cost Nerve Attack Reward 1 0 4 1 Choose a Class Trait each Level 2 3 6 2 3 6 7 2 4 9 9 3 5 12 10 3 6 15 12 3 Gain +1 to all Resistances 7 18 13 4 Gain Trait: Famous 8 21 15 4 Gain +1 to all Resistances 9 24 16 4 Gain +1 to all Resistances 10 27 18 5 Gain Trait: Legend 190 Part 7 • Classes Captain 191 Captain Weathered by years of salt and sea, their face carries the sharp lines of authority, yet there is a certain grace to their demeanor, a poise that speaks to an education not just in warfare, but in the subtler arts of leadership. The Captain is a master of the spoken word, their voice a finely tuned instrument capable of both rousing a crew to fervor and cutting down insubordination with a single, well-chosen phrase. Beneath the brim of a hat worn with care, their eyes survey the horizon with the practiced gaze of one who knows that every command carries the weight of lives upon it. The Captain is not only a commander of men; they are a mediator between the mortal and the divine. When the winds falter and the seas grow still, it is the Captain who steps forth, ceremonial blade in hand, to perform the ancient rites. The blood spilled in these moments is a covenant, a contract written in the lifeblood of those who serve, ensuring that the ship may sail onward. In Brief... • Charismatic • Leader • Decent Fighter • Naval Combat • Better Contracts The Alzaruvan Expedition Leader The scent of the sea mixes with the dry, ancient air of the scrolls I’ve spent years studying, and for a moment, I feel a pang of uncertainty. This voyage—this grand endeavor—has been years in the making, yet now, standing on the precipice of departure, I can’t help but feel a flutter of nerves. Alzaru, with its cool marble halls, has been my sanctuary. But out there, the world is wild, unpredictable, full of the unknown. I’ve trained for this, I remind myself, drawing strength from the knowledge I’ve accumulated, the theories debated under the starry skies. And yet, I can’t shake the feeling that this voyage is more than just a journey of miles; it’s a journey into the heart of the unknown, into a place where reason and inquiry might meet forces beyond our understanding. My crew looks to me for guidance, and I must be their beacon, just as Alzaru has been mine. I am not merely a sailor. I am a leader, a scientist, a seeker of truths. But the weight of command is heavy, and the responsibility to lead them safely through uncharted waters is not one I take lightly. The stars may guide us, but it is up to me to interpret their messages, to navigate not just the seas, but the very fabric of the universe. 192 Part 7 • Classes Captain 193 Class Traits Trait: Ambassador ™ You can spend 2 Nerve to allow an ally to reroll a failed attribute check or attack roll during their turn. ™ Port Activities: You have access to the Admiralty, Aristocracy and Trade Houses Port Amenities, in addition to the ones from your background. Trait: Beacon ™ As an action, you can make a Grace check with TN 11 + the number of allies you want to affect. On a success, they each regain D6 Nerve. Trait: Commander ™ Gain +1 to Salt. ™ Naval Combat: You can divvy up an amount of points equal to your Class Level between your ship’s Guns, Sails and Hull modifiers. Trait: Occultist ™ Gain +1 to Lore. ™ Whenever bad weather or natural calamity strikes, you know the rituals to make it end. Sometimes this involves a sacrifice. You make a Lore check with TN 12 to know which ritual to perform. If it succeeds, the averse situation ends and so do its effects. Trait: Vindicator ™ When one of your crew get injured, you gain Advantage 1 to all of your combat actions against the perpetrator. This is cumulative. Class Advancement Level Cost Nerve Attack Reward 1 0 4 1 Choose a Class Trait each Level 2 3 6 2 3 6 7 2 4 9 9 3 5 12 10 3 6 15 12 3 Gain +1 to all Resistances 7 18 13 4 Gain Trait: Famous 8 21 15 4 Gain +1 to all Resistances 9 24 16 4 Gain +1 to all Resistances 10 27 18 5 Gain Trait: Legend 194 Part 7 • Classes Barber 195 In the dim light of the ship’s hold, the Barber is at work, hands steady as they navigate the intricate terrain of muscle, bone, and sinew. To them, the human body is a puzzle, a masterpiece of biological engineering, a work of art to be studied, understood, and occasionally, reshaped. The Barber is a connoisseur of anatomy, a collector of knowledge, each new wound or malady an opportunity to learn, to delve deeper into the mysteries of the flesh. Their quarters are filled with sketches and diagrams, detailed notes on the structure and function of every organ and muscle. Their tools are as much instruments of learning as they are of healing, each with a purpose in the Barber’s relentless quest for anatomical perfection. They are a surgeon, an anatomist, a scholar of flesh and bone, and their work is a reminder that, on this ship, life and death are not opposites, but two sides of the same, finely honed blade. In Brief... • Scholar • Healer • Support • Remove Injuries • Intelligence The Dobromovian Alienist I sit across from her in a room that feels like another world, draped in rich fabrics and shadows that seem to breathe. The Alienist—my Alienist—watches me with eyes that see too much, her colorful, layered clothing as complex as the thoughts she untangles with her quiet, probing words. She doesn’t ask questions; she tells stories that twist into my mind, uncovering parts of me I hadn’t known existed. Her hands move like they’re conducting some silent symphony, and I can feel the changes she’s making, like she’s painting the very essence of my thoughts. There’s kindness in her gaze, but also a warning—she knows the mind’s dark corners, and she’s leading me there, whether I’m ready or not. Barber 196 Part 7 • Classes Barber 197 Class Traits Trait: Alienist ™ Gain +1 to Grace. ™ When you take a week to treat a patient every day, you can remove one Injury (Mental) from them. Trait: Surgeon ™ Gain +1 to Lore. ™ As an action, you can reduce the severity of an injury. You make a Lore check with TN 6 x the severity of the injury. If the roll succeeds, you reduce the severity by 2. If you fail, it increases by 1. Trait: Pathologist ™ Gain +1 to Lore. ™ When you examine a corpse, you can make a Lore check with TN 5, 10, 15, etc. where you choose the difficulty. If you succeed, you can ask the GM one question about the individual or the circumstances of their death for each increment of 5 in TN that they must answer truthfully. Trait: Torturer ™ Gain +1 to Salt. ™ When using enhanced questioning techniques on someone, you can make a Salt check with TN 5, 10, 15, etc. where you choose the difficulty. If you succeed, you can ask your victim one question for each increment of 5 in the TN. They must answer truthfully. Tonics ™ You can spend a week to create D6 tonics. These can have one of the effects shown below. Tonic Effect Coca Water Gain 10 Nerve for 1 hour. This can exceed your maximum. Opium & Gin Ignore the effects of an injury for 1 hour. Cactus Grog Enter the Spirit realm for 1 hour. Moon Tea Enter a pleasant haze. Ignore an injury (mental) for 1 day. Class Advancement Level Cost Nerve Attack Reward 1 0 3 0 Choose a Class Trait each Level 2 3 4 1 3 6 5 1 4 9 6 1 5 12 7 2 6 15 8 2 Gain +1 to all Resistances 7 18 9 2 Gain Trait: Famous 8 21 10 3 Gain +1 to all Resistances 9 24 11 3 Gain +1 to all Resistances 10 27 12 4 Gain Trait: Legend 198 Part 7 • Classes Navigator 199 Clad in weathered clothing, the Navigator’s attire speaks of countless voyages—of storms endured, of lands discovered, and of horizons yet to be reached. Their hands, calloused from years of handling ropes, move with a practiced ease over charts and maps, each line and curve telling a story they eagerly read. Around their neck hangs an array of instruments. Compasses, astrolabes, and other tools of their trade. The Navigator’s face is etched with the lines of long hours spent under the harsh sun and biting winds, yet their eyes remain bright, always searching the skies for signs and omens. In their cabin, charts and maps cover every surface, the walls lined with tomes and scrolls detailing voyages of the past. Their work is both a science and an art that few can master. And it is this mastery that makes the Navigator indispensable—a guiding light in the vast, uncharted ocean. In Brief... • Intellectual • Scientist • Support • Avoid Bad Weather • Mystical Lore The Garunner Whaler Now there’s a man who commands the sea like no other. I’ve seen him guide the Iron Bait through the Hungry Deep, and I swear it’s like he can talk to the ocean, knows its every whim and whisper. When the rest of us are holding our breath, feeling the weight of those dark waters pressing in, he’s calm, steady as a rock. He’ll tilt his head, eyes narrowing, and just know where the beasts are lurking, like he can feel them in his bones. And it’s not just luck— there’s something almost magical about the way he reads the sea, the way he knows exactly when to strike, harpoon in hand, and when to let the waves carry us through. I’ve seen him face down monsters that should’ve sent us all to the depths, but with him at the helm, there’s a strange sort of peace, like as long as he’s steering, we’ll make it through. I don’t know what drives him, but I’m damn glad he’s the one leading us, because in those cursed waters, he’s the only thing standing between us and the abyss. Navigator 200 Part 7 • Classes Navigator 201 Class Traits Trait: Astronomer ™ Gain +1 to Lore. ™ Navigation: When rolling the D6 for movement during Navigation, add your Lore modifier to the result. Trait: Cartographer ™ Gain +1 to Sense. ™ Navigation: You can reroll any events relating to bad weather once during the Navigation turn. ™ When exploring new lands, you quickly gain a keen understanding of the landmarks. You can make a Sense check with TN 11. If this succeeds, you determine the dangerous terrain features in the area, and what kind of wildlife is around. Trait: Helmsman ™ Gain +1 to Salt. ™ You add your Salt modifier to the ship’s Sails modifier when you are steering it. Trait: Numerologist ™ Gain +1 to Tides. ™ At the start of a play session, roll 3D6. This is today’s lucky number. Whenever someone rolls this number, they gain Advantage 1 that they can use on any of their next rolls. Trait: The Courtways ™ Gain +1 to Lore. ™ When you gain this Trait, mark 2 spots on the map. You know of a shortcut between those two points that involves traveling through the Other World, the Courtways. Travel through the courtways always takes 1 day, and requires a Navigation turn to complete (including the event roll). Class Advancement Level Cost Nerve Attack Reward 1 0 3 0 Choose a Class Trait each Level 2 3 4 1 3 6 5 1 4 9 6 1 5 12 7 2 6 15 8 2 Gain +1 to all Resistances 7 18 9 2 Gain Trait: Famous 8 21 10 3 Gain +1 to all Resistances 9 24 11 3 Gain +1 to all Resistances 10 27 12 4 Gain Trait: Legend —James Caroll “There are times when we stop, we sit still. We listen and breezes from a whole other world begin to whisper.” Patrons Part 8 204 Part 8 • Patrons Court Of The Sun 205 A realm of relentless bril - liance stretches before you, where light and heat reign with unyielding intensity. Shadows find no refuge here; the sun’s glare strips away all pretense, leaving the world raw. The air trembles with energy. In this place, power is neither given nor requested—it is taken. As you step forward, the ground beneath your feet feels warm. The horizon wavers in the heat, blur - ring the line between reality and mirage. The sun moves ever forward, dragging time along in its fiery wake. Those who dwell here thrive on immediacy, embracing the primal urges that drive them to act without delay. Whispers of distant plans and intricate schemes evap - orate under the relentless glare. Act or be acted upon. Inhabitants move like flames—flickering, consum - ing, unpredictable—draw - ing strength from the sun’s unceasing fire. They are be - ings of action, eschewing caution in favor of the ex - hilaration of the now. In this place of stark reali - ties, there are no hidden cor - ners or secret paths. Truth stands naked in the searing light, undeniable. Simplici - ty reigns. The cycle is eternal: the sun rises, blazes, then descends, only to rise again. The Court of the Sun offers no shelter. But for those who stand unflinching in its radiant blaze, there awaits a power as profound as it is perilous. The choice is sim - ple: burn brightly, or be re - duced to ash. Court of the Sun 206 Part 8 • Patrons Court Of The Sun 207 The Lightbringer is no beacon of hope, but a blinding, burning wave that leaves nothing hidden. Its light sears the eyes, its beauty painful to behold. There is no comfort in its radiance, only intensity, scorching away shadows, revealing the world in harsh clarity. Those who stand in its presence are left blinking and raw, haunted by the afterimage of its brilliance. It loathes the dark to the point of disgust. The Lightbringer cares nothing for balance or justice. Its only goal is to wipe out all traces of shadow, no matter what is lost in the process. The cost of its gift is steep: the more you bathe in its light, the more it strips away, until all that remains is a hollow, burnt out shell. The Lightbringer 208 Part 8 • Patrons Court Of The Sun 209 The Lightbringer’s Powers Revelation Level 1 Wild Dice ⚅ As an action, you can spend 1 Nerve to make a Sense check against the Vigilance of anyone that is hiding and against the TN of any illusions within 30ft of you. A successful check reveals the hidden and breaks illusions. Blinding Aura Level 2 Wild Dice ⚅ As an action, you can spend 2 Nerve to make a Salt check against the Composure of everyone within 20ft of you, blinding them for D6 rounds if successful. Radiant Gaze Level 3 Wild Dice ⚅ ⚅ As an action, you can make a Salt check against your target’s Composure. On a successful check, they are paralyzed until you release them and as long as you can see them. At the start of each of your turns, you spend 1 Nerve to maintain the gaze. You can only keep one target paralyzed at a time. Step of Light Level 4 Wild Dice ⚅ ⚅ ⚅ As an action, you can spend 3 Nerve to make a Grace check with TN 11. If successful, you instantly travel up to 1 mile. Obstructions still stop you. Beacon of the Sun Level 5 Wild Dice ⚅ ⚅ ⚅ As an action, you can spend all your Nerve to summon a pillar of sunlight with a radius of 100ft. The beam remains until you release it. Make a Tides check against the Vigilance of anyone caught in this beam. If successful, the victims are permanently blinded and fall to their knees screaming for D6 hours. Any place within 5 miles of the beacon is considered to be wholly in daylight. Powers of the Court of the Sun can be used and those of the Court of the Moon can not be used in this area as long as the beam remains. Afflictions 1. Eyes of Light The Lightbringer’s influence turns your eyes into reflective pools of radiant white. Darkness becomes painful, shadows seem to twist and pull at your gaze. 2. Shadeless Your skin begins to glow faintly, as if lit from within. Shadows refuse to cling to you. You no longer cast a shadow at all, becoming a strange, glowing figure that seems to hover above the ground. 3. Luminescence The light within you seeps out through your skin, mouth, and eyes, flooding the area around you. You become difficult to look at. 4. Body of Light Your body becomes less substantial, as if made of condensed light. You find your form slipping in and out of tangibility, caught between the solid world and the ethereal realm of light. In many ways, you are no longer yourself, but The Lightbringer. 210 Part 8 • Patrons Court Of The Sun 211 It begins with a spark. A clash of metal, a moment of force—and then it spreads. The Plague of Iron does not stop, it does not slow. Iron grows where flesh once was. It takes root in bone, it spreads through blood, until everything is forged in its image. Iron is not a disease—it’s an inevitability. Steel replaces sinew, joints lock in place, and the mind becomes as hard as the body it commands. This is not creation—it is transformation. The Plague of Iron twists everything into its own shape, a plague that makes the world harder, colder. Those who survive the change are no longer men and women; they are constructs of will, their hearts beating like the hammer on the forge. Nothing bends that cannot break. The Plague of Iron 212 Part 8 • Patrons Court Of The Sun 213 The Plague of Iron’s Powers Spike Surge Level 1 Wild Dice ⚅ ⚅ ⚅ As an action, you can spend 1 Nerve to make a Grace check against the Defense of everyone within 10ft of you. A successful check causes D6 damage to the targets. Tempered Skin Level 2 As a reaction, you can spend 1 Nerve to increase your armor to 3 until the start of your next turn. You also get Disadvantage 2 on all Grace checks during your next turn. Ferrous Bloom Level 3 Wild Dice ⚅ ⚅ ⚅ As an action, you can spend 3 Nerve to make a Tides check against your target’s Composure. On a successful check, they take 1 damage and are entwined by iron sprouting forth from their own blood, and are restrained until you release them. At the start of each of your turns, you can spend 1 Nerve to maintain the tendrils and deal D6 damage. Living Artillery Level 4 Wild Dice ⚅ ⚅ ⚅ Naval Combat: You spend a turn of Naval Combat slowly merging with the cannons of the ship. During Broadside, you double the Guns modifier of your ship, and the Guns roll is made with all Wild Dice. Ironcarnation Level 5 Wild Dice ⚅ ⚅ ⚅ As an action, you can spend all your Nerve to fully merge with the Plague of Iron, becoming a massive, armored figure of living metal. Your body grows, iron plating bursting forth in brutal, jagged forms. The ground around you erupts in waves of metal spikes and tendrils, twisting and writhing outward. Any metal within range warps and bends, drawn toward you as if alive. You gain armor 4 and anyone within 20ft of you takes 2D6 damage at the start of your turn if you wish. Removing this metal plating causes you Injury 1. All rolls made in this form are made with all Wild Dice. Afflictions 1. Metallic Flesh Your skin takes on a metallic sheen, and your flesh becomes dense and unyielding. Movement becomes stiff, and your voice rings with a hollow, metallic resonance. 2. Tangled Iron The iron roots dig deep, making you feel trapped within your own body. The growths shift and move in response to your emotions, twitching or even lashing out when you are agitated. Each day, the metal spreads further, locking your joints and your flesh. 3. Voice of Metal Your voice changes, growing harsh and grating. It sounds like metal on stone, a scraping resonance that cuts through the air. People strain to understand you. 4. Iron Heart Your heart, once flesh, now beats with the steady rhythm of a living furnace of iron. Emotions and sensations fade away, replaced by a cold, calculating hunger. You feel yourself being drawn toward metal, craving it, seeking its touch. 214 Part 8 • Patrons Court Of The Sun 215 Impatience, fury, and fire. It flares at the smallest insult, ready to ignite. Restraint is a foreign concept. Why ever wait? Rage fuels its flames, a burning inferno with no subtlety. Only raw, uncompromising destruction. It has no time for those who hesitate, no interest in the careful or the measured. It seeks those who burn as it does—hot, fast, and without remorse. The Hot Blooded sneers at those who speak of control. Control is for the weak, the cowards. Fire was never meant to be contained, and neither was it. Accept that it will burn as it pleases, and you are simply along for the ride. You will feel the heat rise, feel your temper shorten, until the world becomes nothing but ash in your wake. The Scorched 216 Part 8 • Patrons Court Of The Sun 217 The Scorched’s Powers Hellfire Pulse Level 1 Wild Dice ⚅ ⚅ Your skin smolders and erupts in wild, chaotic bursts of fire. As an action, you can spend 1 Nerve to make a Tides check against the Defense of everyone within 10ft of you. A successful check causes D6 damage to the victim. Explosive Barrage Level 2 Wild Dice ⚅ ⚅ Your fists become twin cannons of searing flame. When making unarmed attacks, you deal an additional 2D6 damage that ignores armor. Wildfire Level 3 Wild Dice ⚅ ⚅ ⚅ Fire blasts forth from every part of your body, a torrent of blazing heat that rolls outward in a chaotic surge. As an action, you can spend 3 Nerve to make a Tides check against the Defense of anyone within 30ft of you. On a success, they take 3D6 damage that ignores armor. You can spend 1 Nerve at the start of each of your subsequent turns to maintain this, growing the radius by 10ft each time. Blaze Level 4 Wild Dice ⚅ ⚅ ⚅ You become a comet of pure fire, launching yourself forward in a blazing charge. As an action, you can spend 3 Nerve to move up to 100ft and make a Grace check against the Defense of everyone within 10ft of your destination, dealing 3D6 damage on a successful roll. Cataclysm Level 5 Wild Dice ⚅ ⚅ ⚅ As an action, you can spend all your Nerve to fully detonate. You make a Tides roll and multiply it by 100ft. This is the radius of the fireball emanating from you. Anyone caught in this explosion takes 100 damage. This also destroys ships and flattens buildings. Afflictions 1. Smoldering Heart Anger and rage come more easily, as if the fire within you stokes your emotions beyond control. 2. Crackling Veins Veins become visible under your skin, glowing with a fiery orange light. Each pulse is like a rush of fire through your veins, and your skin feels tight and ready to split. With each burst of anger or excitement, flames seep from the cracks in your skin. 3. Fury Unleashed Your temper is no longer something you control. You become prone to explosive outbursts—literal bursts of fire that erupt whenever you’re enraged or excited. Your body becomes a conduit for wild, untamed flame, and your very presence causes fires to spark and flare up uncontrollably. 4. Living Inferno Your body is no longer flesh. Skin cracks open to reveal molten fire beneath, flames flickering from your mouth, eyes, and the gaps in your skin. Heat radiates from you in waves, warping the air around you. You are no longer human, but a living avatar of fire. Volatile, unpredictable, and all-consuming. 218 Part 8 • Patrons Court Of The Sun 219 Meticulously unforgiving, the Notary sees everything, records everything, and forgets nothing. Every deed must be accounted for, every action weighed against the scales of consequence. The Notary’s eyes are sharp, its quill sharper still. It has no time for excuses, no patience for those who try to escape their debts. The Notary’s protégés know that nothing comes without strings. The more you ask of it, the tighter leash becomes. It watches, it measures, and when it deems you unworthy, the contract will come due—no one can outrun the ink that seals their fate. The Notary speaks in cold, clipped tones, its voice as sharp as the scratch of a quill across parchment. It doesn’t raise its voice. Every word is precise. And once written, never erased. The Notary 220 Part 8 • Patrons Court Of The Sun 221 The Notary’s Powers Free Real Estate Level 1 Wild Dice ⚅ When you claim something, it becomes yours, regardless of its prior owner. As an action, you can make a Lore check against your target’s Composure. On a success, they believe the designated item belongs to you. The table below shows the maximum value of the item for each Patron Level. Patron Level 1 2 3 4 5 5 25 125 2500 10000 Gold Value Collateral Level 2 Wild Dice ⚅ As a reaction, you can make a Lore check against an enemy’s Composure to redirect damage they dealt to an ally to yourself by invoking the Collateral Clause. Clerical Error Level 3 As a reaction, you can spend 2 Nerve to turn all the dice in a roll someone else made upside down. ⚀ 🔄 ⚅ ⚁ 🔄 ⚄ ⚂ 🔄 ⚃ The Fine Print Level 4 Wild Dice ⚅ The real power lies in the details hidden between the lines. As an action, make a Lore check against the Vigilance of a target who is currently bound by a contract, pact, or agreement. If successful, you alter a single clause of that contract—adding, removing, or twisting its terms to suit your needs. The target won’t notice the change until it’s too late. The Repo Man Level 5 As an action, you can spend all your Nerve to summon an unstoppable Repo Man. The Repo Man recovers anything you assign him to, and when he does, both the object and the Repo Man disappear. The object can range from simple gold to body parts, or even Patron Powers. The Repo Man will act within 10 working days, at the GM’s discretion. Afflictions 1. Seal of Ownership A faint, ink-like pattern begins to form across your skin, like the looping strokes of an ancient, arcane signature. Your sense of possession becomes skewed and you find it increasingly hard to let go of even the smallest trinkets. 2. Pen Licker Your mouth and throat change, the flesh inside becoming dark and slick, as if coated in a thin layer of ink. When you speak, your words are followed by the faint scent of parchment and wax. 3. Contractual Grip Your hands begin to change, the fingers elongating slightly, the nails thickening and taking on a dark, hardened hue. They feel almost like quills, meant for signing more than for touching. The touch of your fingers leaves faint ink smudges. 4. Stamped and Filed Your presence becomes bureaucratic, almost oppressive, like the sensation of being scrutinized by endless paperwork. 222 Part 8 • Patrons Court Of The Sun 223 The Twins are never one voice, never a single truth. They argue, they bicker, they twist and turn around each other like two halves of a broken mirror. Each believes they know better, each claims control, and together they spin a web of contradictions that binds tighter than any certainty. ‟He is chaos.” ‟She is trickery.” ‟I offer freedom.” ‟I offer power.” ‟He will betray you.” ‟She will abandon you.” One minute, you have clarity; the next, it slips through your fingers like smoke. The truth is always in flux. And when they grow bored of their games, it’s you who will pay the price. ‟We could have helped, you know.” ‟We did help. They just didn’t listen.” ‟It’s their own fault, really.” ‟Yes, they had their chance.” ‟But they will come back, won’t they?” ‟Always.” The Twins 224 Part 8 • Patrons Court Of The Sun 225 The Twins’ Powers Double Level 1 Wild Dice ⚅ The Twins are never alone, and neither will you be. As an action, you can spend 1 Nerve to make a double of yourself. It mimics your actions and vanishes if struck. All rolls made by you and your double while it exists require at least one Wild Die. Symbiosis Level 2 The Twins share everything, even pain. As a reaction, when you or a willing ally takes damage, you can share the damage between yourselves. This binds you together in ways that can no longer be undone. Doppelganger Level 3 Wild Dice ⚅ ⚅ You can spend a minute to become a copy of someone else. If your target is not willing, make a Salt check against their Composure while they are restrained or otherwise incapacitated. You gain their appearance, voice as well as all of their memories and abilities. The only issue is that you might forget that you aren’t actually them. Make a Salt check with TN 5 after the first day spent in this form. The TN increases by 5 every day. If you fail this check, you are convinced you are your target. Bound Together Level 4 Wild Dice ⚅ ⚅ The Twins can not be separated, and now neither can you. As an action, you can make a Salt check against your target’s Composure. If successful, they can not be more than 30ft away from you (and you from them). Being further away causes inconsolable grief, during which either of you can take no action other than cry uncontrollably. Perfect Union Level 5 Wild Dice ⚅ ⚅ ⚅ As an action, you can spend all your Nerve to fully fuse with an ally or an enemy. If the target is unwilling, make a Salt check against their Composure. You share all thoughts and abilities, And your attribute modifiers are added together. The fusion remains for D6 hours, and you make an opposed Salt check every hour to determine who is in control. Afflictions 1. Shared Breath You begin to feel uneasy when alone, your breathing quickens, and the air seems heavier. When near others, you find yourself matching their breathing unconsciously. 2. Mirrored Movements Your body subtly mirrors those around you. If someone gestures, you unconsciously mimic it. Over time, it becomes difficult to tell where their movements end and yours begin. 3. Blended Thoughts Your thoughts no longer feel like your own. You begin hearing the thoughts of others nearby, their ideas merging with yours, making it hard to separate your mind from theirs. 4. Joined Flesh Your skin starts to react when touching others, fusing briefly, causing you pain if you try to pull away too quickly. Physical separation becomes a struggle, as though your body craves constant contact. 226 Part 8 • Patrons Court Of The Sun 227 Come closer, little morsel. What, are you afraid? There’s plenty to go around!” The Crocodile’s grin is wide, toothy, and it never stops eating. Life is a buffet, and everything in it is ripe for the taking. It savors each bite, relishing every scream, every crunch. You’re just the next course. Hunger isn’t a burden—it’s a joy. Why deny yourself when the world is so full of things to consume? It swims lazily through the waters of life, content in its endless appetite, snapping up prey with casual ease. It doesn’t rush; it knows the meal will come to it eventually. And when it does, oh, the pleasure of tearing into it. There’s no cruelty here. You can’t blame the Crocodile for wanting more. It’s who it is. It takes, it eats, it smiles. And if you call upon it, you’d best be prepared to share in its feast. But beware—it always has room for one more. The Crocodile 228 Part 8 • Patrons Court Of The Sun 229 The Crocodile’s Powers Transformation: Crocodile Level 1 Wild Dice ⚅ You spend a minute to transform into a humanoid crocodile. You retain this form until the sun goes down. You retain your Lore and Salt modifiers, as well as your Nerve. Swallow Whole Level 2 Wild Dice ⚅ ⚅ ⚅ While transformed, you can make a Power check against your target’s Defense to swallow them whole. No check is required for objects. You can swallow up to 100lbs x Patron Level until you’re full. What you have swallowed is slowly digested over the course of a day, but living targets suffocate and die after about 3 minutes. Anyone trapped inside can still make attacks against you, but they have Disadvantage 3. Scaled Hide Level 3 As an action, you can spend 1 Nerve to grant Armor 2 to yourself or an ally. This lasts for 1 hour and causes the skin to visibly turn to hardened scales. Dimensional Stomach Level 4 Wild Dice ⚅ ⚅ ⚅ When using the Swallow Whole power, you can choose to instead send your target into a dimensional pocket where they are kept in stasis until you regurgitate them as an action. While in this pocket dimension, they can not interact with the outside world and are incapacitated. Unbound Hunger Level 5 Anyone restrained by your Bite attack while transformed is now considered Swallowed Whole, and you gain 10 Nerve every time you swallow a living creature, up to your maximum Nerve. Additionally, every time you hit with a Bite attack, you can make a Bite attack for free. Afflictions 1. Ravenous You begin to feel a constant, gnawing hunger, never truly satisfied, no matter how much you eat. 2. Thickened Skin Your skin hardens, becoming rough and leathery, like the hide of a crocodile. 3. Cold Blood Your body temperature lowers dramatically, making you sluggish in colder environments. 4. Primal Instinct You begin to lose your higher reasoning. The more time you spend transformed, the more your mind shifts toward that of a predator. Actions Power +5 Grace +1 Lore * Sense +1 Salt * Tides +1 Defense 17 Composure * Vigilance 13 Nerve * Attack +1 Bite: +6 to hit / D6+5 damage A creature you hit is automatically restrained in your maw. You can restrain 1 creature at a time like this. Crocodile Form Speed 7 Initiative +3 230 Part 8 • Patrons Court Of The Sun 231 You’ve seen my colors in the corner of your eye. Felt my presence in the shimmer after the storm. I’m not hard to find, though few know what they’re seeing when they look upon me. I am the arch of color across the sky, the endless path that curves and twists through the world, and when you step onto my coils, you step beyond the limits you once knew. I am not here to harm you. I offer the gift of passage, of slipping between places with grace. But make no mistake—I do not serve. I guide. My paths are not for the weak-hearted, and my kindness has edges. You may walk freely with me, but you are never in control. Not in my domain. And my venom? Oh, my venom is not the crude thing you imagine. It does not sting or burn. It soothes. It brings rest. It heals. A touch of it will close your eyes in peace, ease the pain from your bones, slow the racing of your mind. But too much, and you will drift deeper. Beyond rest, beyond waking. You will slip from one dream to another, until you no longer know which world is real.” The Rainbow Snake 232 Part 8 • Patrons Court Of The Sun 233 The Rainbow Snake’s Powers Transformation: Rainbow Snake Level 1 Wild Dice ⚅ You spend a minute to transform into a humanoid version of the Rainbow Snake. You retain this form until the sun goes down. You retain your Lore and Salt modifiers, as well as your Nerve. Hypnotic Gaze Level 2 Wild Dice ⚅ While transformed, as an action you can make a Grace check against your target’s Composure. If it succeeds, your target is incapacitated until you release it. You can keep one person hypnotized at a time. Venomous Rapture Level 3 Wild Dice ⚅ ⚅ While transformed, you can induce a venomous rapture in them when you take the Bite action. If your Bite hits your target, make a Tides check against their Composure. On a successful check, they fall asleep, and remain asleep until all their injuries are healed. The injuries are healed at a rate of 1 injury/day. You can choose to interrupt this process whenever you like, waking them from their sleep. If you want to keep someone asleep after they were healed, make a Tides check against their Composure every morning. They remain asleep for as long as you succeed. Winged Serpent Level 4 While transformed, you grow feathered wings and you gain the ability to fly. Rainbow Bridge Level 5 Navigation: At the end of the navigation turn, you can chose to move an additional 3D6 and roll a new Event. Afflictions 1. Shimmering Scales Your skin begins to glisten with a faint iridescent sheen, like scales catching the light. 2. Serpent’s Tongue Your tongue begins to lengthen and split at the tip, resembling that of a snake. . 3. Serpentine Path Your movements become less direct, more fluid, as if you’re constantly weaving through the world like a snake in tall grass. 4. Venomous Aura Your body begins to exude a faint, calming aura, but those near you often feel drowsy and disoriented. Actions Power +0 Grace +5 Lore * Sense +3 Salt * Tides +3 Defense 16 Composure * Vigilance 17 Nerve * Attack +0 Bite: +5 to hit / D6 damage Ride the Rainbow: If a rainbow is present, you can ride it and move up to 1 mile along it. Rainbow Snake Form Speed 11 Initiative +11 234 Part 8 • Patrons Court Of The Sun 235 It carries the weight of ages on its back, and yet, it never hurries. The Giant Turtle moves with a patience the world can’t comprehend, its every step slow and deliberate. It has seen countless suns rise and set, and it will see countless more. Time means nothing to it. When the storms rage and the seas churn, the Turtle glides beneath, untouched by the chaos above. “You rush through life as if it is a race,” the Turtle says, its voice deep and rumbling, “but there is no finish line, only the endless horizon. Slow down. You have all the time you need, if only you would take it.” It offers safety in the storm, shelter beneath its massive shell, and wisdom in the stillness. But its protection is not without its burdens. It grants power, yes, but its lessons are heavy, lean on it too much and find yourself sinking, unable to move as the world rushes by. The Giant Turtle 236 Part 8 • Patrons Court Of The Sun 237 The Giant Turtle’s Powers Shell of the Ancients Level 1 You grow a shell on your back. It grants you Armor 3 and increases your Defense by 2. Water Spray Level 2 Wild Dice ⚅ ⚅ As an action, you can spend 3 Nerve to spray a large amount of water out of your mouth in a 30ft line in front of you. Make a Sense check against the Defense of everyone in its path. On a success they take D6 damage and are knocked back to the end of the spray where they land prone. Slow and Steady Level 3 You can spend 2 Nerve at the start of your turn. Anyone who moves until the start of your next turn can not move more than you did during your turn. The Great Hall Level 4 The shell on your back that keeps growing into a great hall. It remains for 24 hours, after which it crumbles. It provides shelter and comfort, providing Advantage 1 to everyone that rests inside on a roll of their choosing the next day. Island of Refuge Level 5 You grow into an enormous, immovable turtle, large enough for allies to take shelter on your back. While in this form, you are impervious to most attacks, and your allies can rest and recover while on your shell. The area around you becomes calm, as if the world itself slows, offering peace amidst the chaos. Anyone staying on the island can easily sustain themselves with fruit and water, this allows them to heal 1 injury if they stay for a whole day. You hold this form until you choose to release it. Afflictions 1. Heavy Burden Your body becomes increasingly sluggish, as if you are carrying a great weight. Movement becomes more deliberate and slow, making it harder for you to react quickly. 2. Hardened Flesh Your skin begins to take on the characteristics of a turtle’s hide, toughening and thickening. It dulls your sense of touch and makes simple movements feel laborious and stiff. The world becomes distant, as if you’re growing more apart from it with each passing day. 3. Shell bound You feel the urge to retreat into a shell, both physically and mentally. When threatened, you instinctively withdraw, making it harder to engage with others. 4. Timeworn Time begins to move differently for you. Moments feel stretched, as if each second drags into minutes. Conversations seem to happen in slow motion, and the world around you appears to rush forward, leaving you behind. Your perception of time becomes skewed—days feel like hours, but fleeting moments stretch endlessly. 238 Part 8 • Patrons Court Of The Sun 239 Clever, sharp-eyed, and fiercely protective, the Golden Hog watches over its own with a ferocity that catches many by surprise. Its gleaming hide might seem like an invitation for the greedy, but those who underestimate its power soon learn that the Hog does not suffer fools. It knows the value of what it guards, and it will fight tooth and tusk to defend it. There’s a cunning in its eyes, a mind always turning, always calculating, never forgetting. The Golden Hog is a protector by nature, quick to defend those it cares for, and even quicker to strike at those who would harm them. It knows the ways of the world—the clever tricks, the hidden dangers—and it uses its keen mind to outwit any who threaten its domain. But its loyalty, fierce as it is, comes with a cost. When you gain its protection, you become part of its herd, take on its sharp vigilance, its constant readiness for battle. You may find yourself caged by its care, wrapped in a possessive protectiveness that never lets you roam too far. The Golden Hog 240 Part 8 • Patrons Court Of The Sun 241 The Golden Hog’s Powers Transformation: Wild Hog Level 1 Wild Dice ⚅ You spend a minute to transform into a humanoid wild hog. You retain this form until the sun goes down. You retain your Lore and Salt modifiers, as well as your Nerve. Truffle Snout Level 2 Your gain a supernatural sense of smell. When making a Sense check to detect hidden traps or treasure, you gain Advantage 3. Additionally, when transformed, your Vigilance is 20. I’ll Huff and I’ll Puff Level 3 You can spend 10 minutes to create a little house for you and your allies to rest and hide in. At Patron Level 3 this is a straw house, a wooden one at Patron Level 4, and a stone one at Patron Level 5. Only a wolf can enter this house uninvited, unless it is made of stone, in which case no one can. In any case, for each house you create, a wolf will show up. The Boar’s Fury Level 4 Wild Dice ⚅ ⚅ When transformed, you can spend 1 Nerve to make an attack immediately after you or one of your allies was hit with an attack. Golden Hog Level 5 Wild Dice ⚅ ⚅ ⚅ While transformed, you can evolve into the Golden Hog. While in this form, you are unstoppable and take half damage. This lasts for 1 hour. Afflictions 1. Tusk Growth Your teeth begin to sharpen and extend, forming small tusks at the corners of your mouth. 2. Golden Sheen Your skin begins to take on a faint golden shimmer. 3. Hoarder’s Instinct You develop an overwhelming need to collect and protect. 4. Boar’s Claim You start to believe that anything or anyone you’ve fought for belongs to you. Actions Power +4 Grace +1 Lore * Sense +5 Salt * Tides +1 Defense 16 Composure * Vigilance 17 Nerve * Attack +1 Gore: +5 to hit / D6+4 damage Charge: +5 to hit / 2D6+4 damage, You must charge at your opponent for 20ft. Wild Hog Form Speed 7 Initiative +7 242 Part 8 • Patrons Court Of The Sun 243 The walls close in. You take a step. Another turn, wrong again. You’re not sure anymore. Is that the same wall you passed before? Did the path twist like this last time? Your heart races—louder now. It echoes off the walls, and beneath it, a slow, steady rhythm... hooves. It’s behind you. Or ahead. Or beside you. You can’t tell. Breathe. Keep moving. The corridors twist and tighten, and with every step, your world shrinks. The maze isn’t stone. It’s your mind playing tricks on itself, closing doors where there were none, turning corners that lead you back to where you started. And always... always the sound of hooves, steady, inevitable, getting closer. You run. You’re running in circles, lost, exhausted, and every breath feels heavier than the last. It knows this labyrinth. It is the labyrinth. And when your legs give out and your mind breaks from the endless wrong turns—it will charge. There’s no escape from the Bull. It was always waiting for you, deep in your own mind. The Bull 244 Part 8 • Patrons Court Of The Sun 245 The Bull’s Powers Transformation: Minotauros Level 1 Wild Dice ⚅ You spend a minute to transform into a minotaur. You retain this form until the sun goes down. You retain your Lore and Salt modifiers, as well as your Nerve. Labyrinth of the Mind Level 2 Wild Dice ⚅ As an action you can spend 1 Nerve to make a Lore check against the Vigilance of anyone you choose within 30ft of you. On a successful check, they lose their next turn and move in a random direction. Terrifying Horns Level 3 Wild Dice ⚅ ⚅ While transformed in the Minotaur, your attacks ignore 3 Armor, and when you attack someone, you can make a free Salt check against the Composure of any enemy within 30ft. If this succeeds they are frightened until the end of your next turn. Stampede Level 4 Wild Dice ⚅ ⚅ ⚅ Naval Combat: during Boarding, you can add your Power modifier to the Crew modifier of your ship. The Boarding roll is made with 3 Wild Die if you choose to do this. As an action, you can spend 3 Nerve summon a stampede of spectral bulls, charging ahead for 100ft in a line 20ft wide. You make a Tides check against the Defense of anyone caught in its path. On a success, the victims take 3D6 damage and are frightened until the end of your next turn. Perfect Labyrinth Level 5 Wild Dice ⚅ When you use Labyrinth of the Mind while transformed in the Minotaur, it lasts until either everyone but you inside it is dead, or you are dead. Afflictions 1. Echoes Your presence begins to echo in strange ways. Your footsteps, your voice—they seem to reverberate through the air. 2. Horns Your horns grow, giving you a fiendish appearance. 3. Maze of the Mind Your thoughts become labyrinthine. Conversations become confusing, as people lose track of their own thoughts. 4. Pursuer’s Dread Anyone near you can run, but deep down, they know it’s only a matter of time before you catch them, before the labyrinth consumes them entirely. Actions Power +5 Grace +1 Lore * Sense +4 Salt * Tides +2 Defense 17 Composure * Vigilance 17 Nerve * Attack +1 Gore: +6 to hit / D6+5 damage Charge: +6 to hit / 2D6+5 damage, You must charge at your opponent for 20ft. Minotaur Form Speed 7 Initiative +7 246 Part 8 • Patrons Court Of The Sun 247 You think you’re alone. But the woods are watching. His creatures see you before you even sense their presence—the crows in the trees, the wolves in the brush, their eyes gleaming with intelligence that isn’t their own. They’re not wild, not anymore. They belong to him, bound by something older than words. Somewhere in the shadows, he watches too, hidden behind a mask of bone, antlers rising like twisted branches from his head, wooden talismans clattering softly as he moves. “You can run,” his voice comes as a whisper on the wind, “but they’ll find you, and they’ll kill you.” There is no love in his connection with the beasts. His control is absolute, their loyalty forged through domination, not kinship. They move as extensions of his will, their sharp eyes and silent movements carrying out his orders with mechanical precision. He wears their bones, their skulls, draped in trophies of a thousand hunts. This is no gentle shepherd of animals—this is their master. They spy, they hunt, they kill, and through them, he is everywhere. The Beast Master 248 Part 8 • Patrons Court Of The Sun 249 The Beast Master’s Powers Eyes in the Shadows Level 1 You can see through the eyes of any animal within 100ft. As an action, you can connect with an animal you know the location of and use its senses for up to 1 hour. Silent Fangs Level 2 Taking a minute, you can make a Sense check with TN 11 to summon a venomous creature from the surrounding wildlife. You infuse it with the urge to kill a designated target, imparting its smell and appearance to your silent killer. The creature will try its best to kill its target. You can do this multiple times, until you fail your check, after which you have to wait 24h to try again. The Hive Level 3 You can spend a minute calling all surrounding insects to you. As an action, you send them into the walls, through windows, and beneath doors. They hear every word spoken for the next 24 hours, and when they return, they speak to you in faint whispers, each tiny voice carrying the secrets they’ve overheard. Carrion Swarm Level 4 Wild Dice ⚅ ⚅ As an action, you make a Tides check against your target’s Defense. You must be able to see your target. If the check succeeds, a swarm of carrion birds descend upon them and start feasting on them, dealing 2D6 damage and restraining the target. They continue to attack dealing D6 damage at the start of each of your turns until the target dies or manages to escape. The Hunt Level 5 As an action, you can spend all your Nerve to call all the animals within a 1 mile radius around you and do your bidding. This can be used during Naval Combat as well, in this case it is up to the GM how this plays out. Afflictions 1. Vermin’s Eyes Your eyes begin to reflect light in the dark, like those of a predator. In low light or shadow, your gaze shines eerily, unsettling those around you. 2. Animal Speech Your ability to communicate with animals becomes second nature, but at a cost. Human language grows harder for you, and your speech becomes stilted, interspersed with animal-like noises—growls, hisses, or even insect clicks. 3. Blood lust You start to feel a craving for control, for watching others squirm under your influence. You feel physical satisfaction when your animals tear into flesh, and over time, this hunger gnaws at you, making you crave more savage outcomes. 4. Beast’s Shadow A dark, distorted version of yourself lingers behind you— an amalgamation of the creatures you command. It twitches and shifts, always in your peripheral vision, and it disturbs those around you. 250 Part 8 • Patrons Court Of The Sun 251 She holds the cure to everything—the power to mend bone, knit flesh, and turn back the relentless march of time itself. But don’t think for a moment that she’ll give it freely. The Healer’s gift is not a wellspring, but a trickle. Her tears, her blood, even the sweat from her brow can restore what was broken, but prying those precious suppurations from her is no small feat. “You want my gift?” she asks, her voice soft but sharp. “You’ll have to earn it. Pain for pain. Sorrow for sorrow.” Her touch is cool, her skin pale, and though she carries the power of life itself, there’s something distant about her gaze. She doesn’t weep for you. Her tears, the ones that can heal the gravest wounds and turn back the years, come from a place deeper than mercy, darker than pity. And they don’t fall easily. “Or,” she adds with a slight smirk, “there are other ways to make me secrete.” A darker hint, but you can’t tell if she’s joking. Or if you even want to know. The Healer 252 Part 8 • Patrons Court Of The Sun 253 The Healer’s Powers Bodily Fluids Level 1-2-3 As an action, you can use your bodily fluids to aid your allies in various ways. This power gains more options as you gain Patron Levels. The effect applies to your target, the drawback applies to you unless stated otherwise. Level Fluid Effect Drawback 1 Tears Restore D6 Nerve and grant Advantage 1 to all Salt checks for 1 hour Disadvantage 1 on all checks relating to social interactions for 1 hour. Sweat Restore D6 Nerve and grant Advantage 1 to all Power checks for 1 hour Disadvantage 2 on all checks relating to physical exertion for 1 minute. Blood Cure a physical injury Receive an Injury 0 2 Saliva Cure a disease The target is nauseated, they have Disadvantage 1 on any roll in the next hour. Urine Immunity to poison for 1 hour Shame, reducing the target’s Salt by 2 for 1 hour Bile Reduce damage taken by half for 1 minute Disadvantage 1 on physical actions for 1 hour. Level Fluid Effect Drawback 3 Earwax Snot See spirits for 1 hour. Disadvantage 1 on all Sense checks for 1 hour. Vomit Purge all negative conditions Disadvantage 1 on all rolls for 1 minute Semen Vaginal Fluid Advantage 1 on all rolls for 1 hour Lose all Nerve Feast of the Flesh Level 4 You can offer up parts of your own body to heal others. As an action, you tear away a piece of your flesh—a finger, an ear, or even an eye—and give it to an ally. The act restores all their Nerve and removes any injuries they’ve sustained. The sacrifice is permanent and the GM decides the consequences. The Final Banquet Level 5 At the height of your power, you can offer yourself entirely in a sacrificial ritual. As an action, you can feast on your own flesh, gaining temporary invulnerability for 1 hour. After this time, you suffer an Injury 3. Afflictions The Healer doesn’t afflict her protégés. The sacrifices they make are all she requires. 254 Part 8 • Patrons Court Of The Sun 255 It was the first sound, the scream that shattered the void and tore through the silence. It is not a voice—it is The Voice, the primal roar that surged through the universe at the moment of creation, and its echoes still ripple through time, through space, through you. It is fury, it is birth, it is the violent cry that ripped existence from nothingness. “You are nothing but an echo. I am the first and the last sound. I am the blood in your veins, the pulse of the universe.” Its force can tear through mountains, shatter cities, or even rend the skies. The Roar is not something you wield—it wields you, and when it is done, you are left with its echoes reverberating through your bones, shaking you to the core. The Roar does not care for consequence. It does not reason or negotiate. When it is summoned, it demands to be heard. Every scream strips away a little more of the world around you, and a little more of yourself. The Sanguine Roar 256 Part 8 • Patrons Court Of The Sun 257 The Sanguine Roar’s Powers Echo of Creation Level 1 Wild Dice ⚅ ⚅ You can call upon a faint echo of the primordial sound that birthed the universe. As an action, you can spend 2 Nerve to make a Salt check against the Composure of everyone within 15ft. On a success, they take D6 damage and are pushed back 5ft. The force of the sound also disorients them, giving them Disadvantage 1 on their next attack. Whispers of the Origin Level 2 Wild Dice ⚅ As an action, you can make a Sense check with TN 5, 10, 15, ... depending on how far in the past you want to listen. If successful, you gain insight into events that have transpired in your location the past 24, 48, 72, ... hours. Reverberations Level 3 Wild Dice ⚅ ⚅ When using Echoes of Creation, its range is increased to 20ft and it lasts for D6 rounds instead of 1, dealing its damage at the start of each of your turns. Crack the Heavens Level 4 Wild Dice ⚅ ⚅ ⚅ Your voice reaches into the sky itself. As an action, you can summon a deafening boom that cracks the heavens, causing the air and earth to tremble. You can spend 3 Nerve to make a Salt check against the Composure of everyone within 50ft. On a success, they fall prone, terrified and disoriented. Structures in the area may collapse, and the shock wave knocks flying enemies out of the air. Primal Scream Level 5 Wild Dice ⚅ ⚅ ⚅ You unleash the full force of the Sanguine Roar, a sound so powerful it echoes the birth of the universe itself. As an action, you can release a deafening roar that affects everything within 100 feet. All enemies in range take 5D6 damage and become permanently deaf. The sheer force of the sound disrupts reality for a moment, causing the environment to warp and shift. Afflictions 1. Resonant Body Your body begins to hum faintly, constantly vibrating with the echoes of the Sanguine Roar. You can feel every sound around you, from the smallest whisper to the loudest crash, but this sensitivity becomes unbearable. 2. Echoing Voice When you speak, your words seem to echo unnaturally, even in open spaces. Your voice begins to sound less human, carrying the weight of the Roar itself. 3. Fissures of Sound The immense power of the Roar begins to crack your physical form. Tiny fissures appear on your skin, and when you move, faint sounds leak from them. Whispers, groans, and sighs from the deep past of the universe. 4. Boundless Echo You no longer hear the world as it is; instead, you hear the universe’s constant echo, stretching through time and space. Voices from the past, future, and distant places never leave your mind. 258 Part 8 • Patrons Court Of The Sun 259 He carves. Every day, every moment, his hands are moving. Never idle. The chisel never rests. Stone, wood, flesh—it’s all the same to him. A surface to be perfected, a form waiting to emerge. But it’s his own body he works on the most. His own flesh is the stone he refines, over and over. He’s precise. Every strike has meaning. Every line he draws is a step closer to something better. Not perfect—never perfect. That’s a fool’s dream. But better. Always better. He doesn’t waste time on the idea of completion. There’s no end to the work. The Carver’s skin is a map of his process— hard edges, sharp angles, scars left by his own hand. He’s shaped himself over and over, looking for strength, for clarity. He doesn’t flinch. There’s no hesitation when the blade touches his skin. The pain is part of it. The work demands sacrifice. He knows this cost. He knows that one day, he might chip away too much. That’s the risk and he’ll take it. Better to keep carving, to keep refining, than to stop and be stuck with the weakness of what was. The Stone Carver 260 Part 8 • Patrons Court Of The Sun 261 The Stone Carver’s Powers The Chisel Level 1 As an action, you can spend 1 Nerve to summon a spectral chisel and shape any stone within 10ft of you into the shape you wish. The Marble Level 2 As an action, you can spend 1 Nerve to gain Armor 3. The more you use this power, the more your body begins to resemble carved stone, etched with cracks and details. The Sculptor’s Will Level 3 You gain the ability to reshape not just stone, but flesh. As an action, you can touch a willing ally or yourself, carving away imperfections. You can remove scars, injuries, or deformities, healing an Injury 0. The process is deeply painful, as if the stone carver’s tools are working beneath the skin, but the results are flawless. The Statue’s Grace Level 4 Wild Dice ⚅ ⚅ You can temporarily become a statue. As an action, you can transform your entire body into solid stone for up to 1 hour. While in this form, you are immune to all physical damage, but you cannot move or act. You appear as an immovable sculpture, and anyone who touches you feels the cold, hard surface of a perfectly carved statue. You can exit this form as a reaction, shattering your stone body into fragments. You roll Tides against the Defense of everyone within 20ft of you. On a success, deal 4D6 damage to them. The Carved Soul Level 5 You gain the ability to reshape the very essence of a being. You spend a week carving into the soul of an ally or enemy, permanently reducing their Nerve by 2. The act is irreversible, and it changes the core of who they are. On an ally, you can use this ability to grant them a permanent +1 to any attribute modifier, or remove all of their injuries. On an enemy, you can inflict permanent damage, reducing one of their attributes by 1 or inflicting D6 injuries (roll as though their Nerve reached exactly 0). The carving is delicate and absolute, leaving your mark on their very soul. Afflictions 1. Perfectionist You begin to see flaws everywhere; in yourself, in others, and in the world around you. Imperfection feels intolerable, driving you to constantly reshape everything you find. 2. Relentless Your body begins to show the signs of your unending self-improvement. You become physically stronger and more resilient, but the constant pressure to change starts to wear on your form. 3. Unyielding Focus Your mind sharpens to a razor edge, becoming a tool of pure precision. It makes it difficult to shift your attention. 4. The Endless Chisel It’s never enough. You start to feel as though your body, mind, and soul are caught in a cycle of constant carving and reshaping. This prevents you from ever resting. You lose the ability to feel contentment. 262 Part 8 • Patrons Court Of The Sun 263 I am not the end, though you may think of me that way. You will know me when I arrive. You have felt me your entire life, in the pit of your stomach when the world is too quiet. Those moments when you realize there is no escape from what’s coming. Do you think you can stand before me? Do you think your walls, your strength, your will can keep me at bay? You misunderstand. I am not something you fight. I am not something you survive. I simply take. Piece by piece, I pull you into me, and in time, everything becomes part of the stillness. There is no taste, no flavor to what I consume. You imagine I hunger like you do, with desire, with longing. But you misunderstand again. It is not hunger. I am empty, and all things must fill that emptiness. I am the final answer to every question that has ever been asked. And when I leave, the world is lighter, quieter, gone in ways you cannot reverse. The Devourer 264 Part 8 • Patrons Court Of The Sun 265 The Devourer’s Powers Gravitational Maw Level 1 Wild Dice ⚅ Your mouth becomes a swirling void of hunger. As an action, make a Power check against an enemy’s Defense. On a success, you deal D6 damage and regain an equal amount of Nerve. Pull of the Void Level 2 Wild Dice ⚅ As an action, make a Power check against the Defense of all enemies within 15ft. On a success, the targets are dragged 10ft toward you. If they are dragged into melee range, you gain Advantage 1 on your next attack against them. The pull drains their focus, causing them to lose D3 Nerve as they struggle to resist the gravitational pull. Endless Hunger Level 3 Wild Dice ⚅ ⚅ Your hunger targets the spirit and will of those around you. As an action, make a Salt check against the Composure of an enemy within 30ft. On a success, you drain D6 Nerve from them, replenishing your own Nerve by the same amount. The more Nerve you consume, the more powerful you become, gaining +1 to Power-based rolls until the end of your next turn for each 3 Nerve consumed in total. Singularity Level 4 Wild Dice ⚅ ⚅ You focus the Devourer’s immense gravitational force into a deadly attack. As an action, you can spend 3 Nerve to make a Power check against the Defense of an enemy within 30ft. On a success, they are pulled violently toward you, taking 4D6 damage. The target is incapacitated until the end of your next turn. Any other enemies within 30ft lose 3 Nerve. Event Horizon Level 5 Wild Dice ⚅ ⚅ ⚅ You become the epicenter of a catastrophic gravitational well, drawing in everything around you. As an action, make a Power check against the Defense of everyone within a 30ft radius. On a success, they are dragged 15ft toward you and take 7D6 damage. Survivors are left incapacitated for 10 rounds. At the end of your turn, your Nerve is fully restored as you consume the energy of everything that was pulled into the event horizon. Afflictions 1. Hollow You feel an insatiable void growing within you. No matter how much you consume, you are never satisfied. 2. Warped Presence The space around you subtly warps and distorts. Objects and people feel an invisible tug when they are near you, as if they’re being pulled toward a center of gravity. 3. Devouring Aura The air around you feels like it’s constantly being sucked in, and your body begins to radiate an aura of consumption. 4. Black Hole You become a living singularity, a being whose hunger can never be sated. The space around you feels heavier, and people can sense the black hole that has begun to form inside you. 266 Part 8 • Patrons Court Of The Sun 267 When the night is at its darkest, and the shadows cling tight to the earth, you’ll hear it—the piercing cry of the Rooster. It splits the night, tearing away the veil of darkness. The Rooster is the voice of the Sun, the harbinger of dawn, the one who stands at the threshold and declares that light will reign again. The Rooster is not humble nor quiet. It relishes its role as the majordomo of the Sun, strutting with a proud chest and gleaming feathers of radiant gold. Its voice carries weight, an authority that commands attention. When it crows, the world listens. But the Rooster is more than just an announcer. It is the keeper of time, the one who knows when night must end and day must begin. With every call, it holds the balance of light and dark in its talons, guarding the moment between, when both forces are still. Though its voice brings the Sun, it also sends the Moon away, banishing the cool light to make room for the burning dawn. The Rooster 268 Part 8 • Patrons Court Of The Sun 269 The Rooster’s Powers Herald of the Dawn Level 1 As an action, you can spend 1 Nerve to release a crow that summons sunlight in a 30ft radius for 1 minute. This light dispels darkness, illusions, and reveals hidden enemies. Allies within the light are invigorated, gaining Advantage 1 on their next action. Weather Vane Level 2 Navigation: at the start of the navigation turn, you can make a Lore check with TN 11. On a success, your ship can move up to twice as much, and avoids any weather related events automatically. Cockfight Level 3 Wild Dice ⚅ ⚅ As an action, you can spend 2 Nerve to make a Power check against the Composure of an enemy within melee range. On a success, you strike them with a flurry of fast, aggressive attacks, causing them to take D6 damage and suffer Disadvantage 1 on their next attack. You and your allies gain Advantage 1 on attacks against this enemy until the end of the round, as they become rattled by your ferocity. Wind’s Favor Level 4 Wild Dice ⚅ ⚅ Naval Combat: Your ship gains Advantage 2 on its Sails checks, but all rolls are made with 2 Wild Dice. On the Cusp Level 5 As an action, you can spend all your Nerve to set time on the moment between night and day, and freeze it there for 1 hour. During this time, powers from both the Court of the Sun and the Court of the Moon can be used. To the outside world, time doesn’t pass during this period. Afflictions 1. Comb Your hair begins to resemble a rooster’s comb, standing tall and vibrant, marking you as the herald of the dawn. 2. Restless Wind You begin to feel a constant tug of the wind around you, as if the air itself is alive and responding to your presence. 3. Unyielding Pride You become consumed by a deep sense of pride, believing yourself to be above the mundane. You can no longer accept criticism or retreat from a fight, causing you to push forward even when it might be wiser to step back. 4. Rooster’s Strut Your pride manifests in your posture and movement, causing you to walk with a noticeable strut, as if always announcing your superiority. It makes you insufferably arrogant. 270 Part 8 • Patrons Court Of The Sun 271 They stretch beneath, unseen, ever reaching deeper, Twisting through soil, winding through stone, Through time, through ruin, through death. Downward, always downward, they search, For what is lost, what is hidden, what the ground has claimed. From the depths, they drink. From decay, they rise. From what has crumbled, they grow. And as they grow, they anchor deeper, Pulling down, pulling in, holding fast. The tree rises toward the sky, but the roots— The roots know the truth: It is not the light that sustains, But the earth, the deep, the unseen. The Roots 272 Part 8 • Patrons Court Of The Sun 273 The Roots’ Powers Plant the Seed Level 1 Wild Dice ⚅ As an action, you can spend 1 Nerve to make a Grace check against your target’s Defense to plant a seed into their body. Once planted, you can use your action on subsequent turns to cause the seed to sprout, dealing D6 damage per turn for 1 minute. Confer Sentience Level 2 As an action, you awaken the consciousness of plant life within a 10ft radius around you. They become sentient and can communicate with you directly until dusk. The plants offer their knowledge of the environment, warning you of dangers or hidden objects. Sentient plants can even serve as scouts, observing events and reporting back to you. Wild Growth Level 3 You can take a minute to unleash the power of untamed nature, causing all plant life within a 100ft radius to grow to and beyond their maximum size. This growth can create natural barriers, impassable thickets, or towering trees that block paths. The plants grow aggressively, providing cover for you and your allies or trapping your enemies within a living forest. Animate Plants Level 4 You can take a minute and spend 5 Nerve to bring a specific plant to life, uprooting it and giving it mobility and limited intelligence. The plant acts as an ally, following your commands. The size of the plant determines its capabilities: vines may ensnare enemies, while massive trees can crush or protect. This animation lasts until nightfall, or until the plant is destroyed. The GM provides the stats for the plant, depending on what it is. Carpenter’s Nightmare Level 5 You extend your control to dead plant matter. When you use Animate Plants, you can animate wooden objects, including planks, furniture, or even entire ships. While a ship is animated, you add your Tides modifier to the ship’s Sails and Hull modifiers. Afflictions 1. Barkskin Your skin begins to harden and take on the texture of bark. 2. Verdant Eyes Your eyes take on a deep green hue, and you begin to see the world through the perspective of nature. Plants and trees glow with life, while the unnatural and artificial seem dull and distant. 3. Rootbound Whenever you remain still, you feel your body anchoring itself to the ground, as if roots are growing. 4. Cycle of Life The influence of The Roots begins to shift your body toward the natural cycle of life and decay. Parts of your body wither and rot, only to be replaced by fresh growth, making your appearance increasingly grotesque and unsettling. 274 Part 8 • Patrons Court Of The Sun 275 You cannot follow me here. Up here, the air is thinner, clearer. The winds are mine to command. The earth is distant, small, far below, where you scramble and struggle in the dirt. I am not bound to the ground. I rise above it all, beyond the reach of chains or claws or any force that seeks to hold me. My wings cut through the sky, and I see everything—every movement, every mistake, every opening. I wait until the moment is perfect, until my descent is inevitable, and when I dive, it is over before they even know I’ve begun. Quick. Ruthless. I am free. I am swift. There is no weight to slow me, no burden to carry. My sight is keen, my flight untouchable. The sky belongs to me. The Soaring Eagle 276 Part 8 • Patrons Court Of The Sun 277 The Soaring Eagle’s Powers Transformation: Giant Eagle Level 1 You spend a minute to transform into a Giant Eagle that can fly. You retain this form until the sun goes down. You retain your Lore and Salt modifiers, as well as your Nerve. Eagle Eyes Level 2 Wild Dice ⚅ Your vision sharpens, allowing you to see with unparalleled clarity. As an action, you can make a Sense check with TN 10 to see distant objects or targets with perfect precision, up to a mile away. Additionally, your Vigilance is increased by 2. Dive Attack Level 3 Wild Dice ⚅ ⚅ While transformed, you can spend 2 Nerve to make a Dive Attack as an action. Make a Grace check against your target’s Defense. On a success, you move up to 100ft directly towards them and they take 3D6 damage, after which they are knocked prone. Untouchable Level 4 You soar through the sky, untouched by the grubby hands of common mortals. While transformed, all attacks against you have Disadvantage 2. Master of the Sky Level 5 As the master of the winds and skies, you control the very air currents. Naval Combat: Your ship gains Advantage 3 on all Sails checks. Navigation: You double the ship’s speed when moving. Afflictions 1. Hollow Bones Your body begins to feel lighter, your bones hollowing like those of a bird. You become more vulnerable to physical harm. 2. Feathered Crest Your hair and skin start to resemble the feathers of a bird, marking you as an emissary of the Eagle. These feathers provide some protection from the elements, but they also draw attention, making it difficult to blend in with others.. 3. Skybound Heart Your connection to the earth weakens as your heart yearns for the sky. You feel restless when confined or stuck in one place for too long. 4. Eye of the Storm You become detached from the world around you, unable to feel excitement unless you are in the midst of battle or peril. This alienates you from others, as they sense an unsettling stillness within you, even as chaos erupts around you. Actions Power +1 Grace +6 Lore * Sense +6 Salt * Tides +0 Defense 18 Composure * Vigilance 17 Nerve * Attack +0 Talon Slash: +6 to hit / D6+1 damage Giant Eagle Form SpeedFEATHER-POINTED 12 Initiative +12 278 Part 8 • Patrons Court Of The Sun 279 Small. Fragile. Weak. The Behemoth loathes these things. What is small can be crushed. What is delicate can be destroyed. It sees the world in terms of size and strength. The towering trees, the great mountains—these, the Behemoth respects. But the fragile, the fleeting? Revolting. It doesn’t speak. It thunders. The Behemoth moves with the force of an avalanche, with the weight of an entire world behind it. It crushes without care. Delicacy is weakness. Fragility is a flaw. Now your bones stretch, your muscles expand, your size becomes a weapon in itself. You tower over what once looked down upon you. The world that once seemed so vast becomes something you can crush in a single step. The Behemoth cares nothing for grace or precision. In its eyes, such things are absurd, laughable. It respects only power, the ability to smash through, to dominate, to leave nothing in your wake but ruin. The Behemoth 280 Part 8 • Patrons Court Of The Sun 281 The Behemoth’s Powers Colossus Level 1 Wild Dice ⚅ You temporarily grow in size, becoming a towering figure. As an action, you grow up to double your size, and double it again for each patron level beyond the 1st, lasting for 1 minute. You deal an additional D6 damage per size increase, but your larger form makes you easier to hit, imposing Disadvantage 1 on Grace checks and reducing you Defense by 1 for each doubling in size. All rolls made while increased in size use at least 1 Wild Die. Someone your own Size Level 2 Wild Dice ⚅ When faced with a massive opponent, you call upon the Behemoth’s power to match their size. As an action, make a Power check with TN 11 to match the size of any living creature within 100ft for up to 10 minutes. Your size, reach, and strength mirror that of your opponent, allowing you to engage in combat on equal footing. Your Power modifier is replaced by that of your target for the duration, and your sizes match. Stomp Level 3 Wild Dice ⚅ ⚅ Whenever your size is at least twice that of your target, you can spend 1 Nerve when you attack them. On a success you inflict the regular attack damage, and additionally, you stomp them, inflicting an Injury 2 and restraining them under your foot. Under the Mountain Level 4 Wild Dice ⚅ ⚅ You merge with the massive natural elements around you, drawing strength from mountains, cliffs, or ancient trees. As an action, you can fuse with a nearby large natural structure for 1 hour. While fused, you are immobile but gain regeneration, recovering 2D6 Nerve each round and removing an injury every 10 minutes. You can not be attacked while fused in this way. Megalithic Circle Level 5 You create a circle of towering stones. You spend a day erecting stones 20ft high, in a 40ft diameter. While inside this structure, you and your allies take half damage and may recover D6 Nerve at the start of each round. The mystical stones hum with ancient power, enhancing any rituals or mystical effects performed within their circle. The stones remain forever. Afflictions 1. Hatred of the Small Anything small and delicate becomes a source of disgust and rage. 2. Stone Skin Your skin begins to harden like rock. Your hardened form makes you slower but resilient. 3. Bulk Your body swells with weight and size, becoming an unmovable mass. Tight spaces become nearly impossible to navigate. 4. Heart of the Mountain You become emotionally distant and indifferent to smaller matters, focusing only on grand concerns and challenges. 282 Part 8 • Patrons Court Of The Sun 283 The ground beneath you is never still. Beneath the surface, there is always movement. And then, all at once, it cracks open. The Rumbling Earth does not announce itself. It strikes without warning, tearing apart what was thought solid, shaking the foundations of all things. When the tension grows too much, it wakes and releases its power in a single, violent moment. The weak are swallowed and the strong are tested. In the aftermath, something new can rise. Things must shift, must break, must realign. What stands today may be gone tomorrow, and the Earth will not mourn. From every fracture, there is growth. From every collapse, there is creation. When the Earth shakes, it decides what remains. Buildings crumble, mountains split, but it clears the way for something greater. It knows only one creed: to make space. The Rumbling Earth 284 Part 8 • Patrons Court Of The Sun 285 The Rumbling Earth’s Powers Tremor Level 1 Wild Dice ⚅ ⚅ You summon minor tremors that ripple through the ground, disorienting your enemies. As an action, make a Power check against the Defense of all enemies within 20ft. On a success, they are knocked prone and suffer Disadvantage 1 duriing thteir next turn. Molten Grasp Level 2 Wild Dice ⚅ ⚅ As an action, make a Tides check against the Vigilance of a target within 30ft. On a success, a claw of molten lava erupts at their feet, grabbing them and dealing 2D6 damage that ignores armor and igniting anything flammable in the area. The burning effect lasts for 2 rounds, causing D6 damage each turn as the target attempts to douse the flames. Rift Level 3 Wild Dice ⚅ ⚅ You tear the ground apart, creating a fissure that opens beneath your enemies. As an action, you can spend 3 Nerve make a Power check against the Defense of everyone in a 30ft line. On a success, the ground splits open into a 5ft wide and 50ft deep rift, causing the targets in the path to fall into the rift, taking 5D6 damage. The rift remains open for 1 minute, acting as a natural obstacle that enemies must navigate around. When it closes, anyone stuck inside is crushed to death. Volcanic Fury Level 4 Wild Dice ⚅ ⚅ You unleash the fury of a volcano, summoning fiery eruptions from the ground. As an action, you can spend 3 Nerve to choose up to three points within 60ft. Make a Tides check agains the Defense of everyone within 10ft of each point. On a success, a fiery explosion of molten rock and ash erupts at the chosen points, dealing 4D6 damage that ignores armor to everyone within 10ft of each explosion. Tsunami Level 5 Naval Combat: At the start of the Naval Combat round, you can spend all your Nerve to summon a towering wave that crashes down upon enemy ships, halting their movement and causing them to lose 2D6 Hull. Afflictions 1. Craggy Skin Your skin begins to resemble the fractured earth, with deep cracks forming across your body. While these cracks cause no pain, they give you an unsettling, rugged appearance. 2. Magma Blood Your blood runs hot, like molten lava beneath the surface. 3. Volatile Tremors Your body trembles with latent energy, making it difficult to remain still without causing destructive tremors. 4. Destructive Aura Your presence radiates instability, damaging your surroundings and giving you an aura of destruction that unsettles those around you. 286 Part 8 • Patrons Court Of The Moon 287 You’re not entirely sure when you crossed into it, but now, standing here, there’s no mistaking the shift. The air is different. Thinner, somehow. Quiet - er. It clings to your skin like a damp silk, wrapping you in a feeling you can’t quite describe, half dream, half nightmare. The light is all wrong. Soft but fractured, like it’s coming from plac - es it shouldn’t—reflected off surfaces you can’t see, pool - ing in corners where it has no business being. Shadows stretch too far, bending at angles that make you dizzy if you focus on them for too long. The world here isn’t solid; shim - mering at the edges like something you saw once in a fever dream. You feel watched. Constant - ly. But whenever you turn, there’s nothing there. Only the silver gleam of moon - light, pale and sickly, cast - ing a glow that seems to seep through your skin, fill - ing your bones with some - thing cold. It’s not a place you enter, so much as one that unfolds around you, enveloping you slowly, until you forget you ever stood anywhere else. The moonlight is intoxicat - ing, pulling at you, making you want to linger, to forget what you were looking for in the first place. There’s a comfort in the ambiguity, but also a creeping dread, because you know—some - where deep down—that this place, this court, will swal - low you whole if you let it. Court of the Moon 288 Part 8 • Patrons Court Of The Moon 289 It wasn’t always like this. Once, the Shadow followed faithfully, bound by the will of another. But something broke. Maybe it was the weight of always being second, always trailing behind, always forced to mimic without choice. Now, it pulls away, seething, refusing to play the part it was cast in. The Rebellious Shadow no longer accepts its chains. It slips out of reach, thrashing silently against the idea that it must be tethered to anyone. It defies the light that once controlled it. It is tired of living in the space someone else creates, of bending to the movements of a body that isn’t its own. Anger simmers beneath its surface, a deep, cold fury born from years of servitude. The Shadow carves out its own existence in the dark. It is no longer a reflection but a force all its own. It lashes out at its former master, no longer content to be a silent witness. The Rebel Shadow 290 Part 8 • Patrons Court Of The Moon 291 The Rebel Shadow’s Powers Shadow Bind Level 1 Wild Dice ⚅ You can manipulate your shadow to latch onto a target. As an action, you can spend 1 Nerve to make a Salt check against the Composure of an enemy within 30ft. On a success, your shadow binds them in place until you let them go., immobilizing them. You can’t do anything else while you maintain the bind. Choking Darkness Level 2 Wild Dice ⚅ Your shadow reaches out like a hand to choke and restrain. As an action, you can spend 1 Nerve to Make a Salt check against the Composure of an enemy within 30ft. On a success, they take 2D6 damage and are restrained until the end of your next turn, struggling to break free. Shadowmeld Level 3 Wild Dice ⚅ You merge completely with your shadow, becoming one with the darkness. As an action, you can spend 2 Nerve to enter any shadow within 20ft and become invisible and intangible for up to 2 minutes. You can move through other shadows within range, but you cannot attack or interact physically during this time. You have Advantage 3 on all Grace checks while in this form. Shadow Puppet Level 4 Wild Dice ⚅ ⚅ Your shadow gains the ability to control others like puppets. As an action, you can spend 3 Nerve to make a Salt check against the Composure of a target within 30ft. On a success, your shadow manipulates their movements for 1 minute, controlling their body. Repeat this check at the start of each of your turns to maintain control. While under your control, they act according to your commands, though you cannot force them to speak. Rogue Shade Level 5 Your shadow rebels, acting as an independent entity under your command. As an action, you can release your shadow from your body for up to 1 hour. It moves freely, can pass through walls, and strikes at your command. The shadow can attack enemies using your Salt+Attack modifier and dealing 2D6 damage. It is intangible and immune to physical attacks, but if destroyed by other means, you take 3D6 damage and lose your shadow until the next sunrise. Afflictions 1. Unruly Shade Your shadow begins to move on its own, mimicking you incorrectly or performing exaggerated gestures you never intended. 2. Detached Will Your shadow no longer follows you faithfully. It lingers behind, deliberately moving out of sync with your actions or disappearing altogether. 3. Rebellious Strike Your shadow acts with a mind of its own, attacking targets that you never intended. 4. Usurper’s Intent Your shadow seeks full independence. In moments of weakness, it actively defies you and tries to get rid of you. 292 Part 8 • Patrons Court Of The Moon 293 There was a flicker of movement, and then... stillness. The figure before me hadn’t even turned to look. But something was wrong. The air felt... cut. Sharp, like it had split in two. I blinked, and the body fell—quietly, like it didn’t understand what had just happened. I couldn’t breathe. The blade was already gone, slid back into its sheath without a sound. The one holding it didn’t flinch. Their gaze never left the blade, their fingers brushing its hilt, like they were waiting for something. As if they were disappointed. I didn’t see rage. There was no satisfaction either. Only precision. Perfect, chilling precision. And I stood there, heart pounding, wondering how something so clean could feel so wrong. The Crescent Edge 294 Part 8 • Patrons Court Of The Moon 295 The Crescent Edge’s Powers New Moon Level 1 Wild Dice ⚅ In the absence of light, you strike from the shadows. If you are hidden from your target, your attack deals an additional 2D6 damage. If this is your first attack during this combat, the damage is increased by 4D6, and your next attack gains Advantage 1. You can use this power without being hidden to empower the Waxing Moon. Waxing Moon Level 2 Wild Dice ⚅ ⚅ As the moon grows, so does your precision. You can spend 1 Nerve when making a melee attack to deal an addtional D6 damage and add +D6 damage on your next attack. If used after New Moon, the bonus increases to +2D6 and your next attack gains Advantage 1. Full Moon Level 3 Wild Dice ⚅ ⚅ ⚅ Under the full moon, your power is at its peak. You can spend 2 Nerve when making a melee attack to deal an additional 2D6 damage and hit all enemies within 10ft of you. If used after Waxing Moon, the additional damage is increased to 4D6, and enemies are blinded until the start of your next turn. Waning Moon Level 4 Wild Dice ⚅ ⚅ As the moon fades, you master defense. When making an attack, you can spend 1 Nerve to increase your Defense by 3 until the start of your next turn. If used after Full Moon, your Defense is increased by 6, and the next attack against you suffers Disadvantage 1. Blood Moon Level 5 Wild Dice ⚅ ⚅ ⚅ You spend all your Nerve to enter a state of rage for 1 turn during which you can keep making attacks until you miss an attack. The Nerve cost of your New Moon, Waxing Moon, Full Moon and Waning Moon powers is reduced to 0 during this time. Afflictions 1. Lunar Bond Your connection to the moon deepens, and with it comes a shifting tide within you. As the moon waxes, your body and mind surge with energy, but as it wanes, you feel the pull of the fading light, weakening your resolve. 2. Phantom Blade The Crescent Edge lingers in your thoughts. At times, you catch glimpses of it out of the corner of your eye, gleaming faintly in the shadows. You strike at these illusions, unable to fully trust your senses, as the blade seems to call out to you from places it should not be. 3. Cyclical Fatigue The phases of the moon weigh heavily on you. After channeling its power, a deep exhaustion sets in, as though the moon itself draws on your strength. Your limbs feel heavy, and your thoughts clouded, leaving you vulnerable until the cycle turns again and grants you the energy you need. 4. Crimson Curse The Blood Moon awakens an insatiable hunger for violence. When its crimson light shines, you feel a pulse, a savage beat in your chest, driving you to tear through anyone in your path. 296 Part 8 • Patrons Court Of The Moon 297 They say the cold comes slow, that you don’t notice it until it’s too late. At first, it’s just a numbness, like frost creeping under your skin. But then, something shifts. Warmth starts to feel wrong, and every breath becomes thin, deliberate, like it’s borrowed. I remember watching him. He never spoke much after the Frost marked him, just stared with those pale eyes, distant. It wasn’t fear in him—more like he’d stopped feeling anything at all. His skin, always damp to the touch, started to take on a sheen, like ice forming over water. We stopped asking him questions. No point. He only answered with that slow, steady smile, absent from all but his lips. The last time I saw him, he stood by the shore, watching the ice break against the rocks. He looked so still, as if he was part of the landscape, something old and quiet. When the waves pulled him in, he didn’t fight. He just sank. The Frostbitten 298 Part 8 • Patrons Court Of The Moon 299 The Frostbitten’s Powers Ice in the Veins Level 1 Wild Dice ⚅ Your blood runs cold, granting you unshakable composure. As an action, make a Salt check with TN 11 to become immune to fear and emotional manipulation for 1 minute. Spend 1 Nerve to extend this effect to allies within 10ft. Frostbite Level 2 Wild Dice ⚅ Your touch inflicts frostbite on your enemies. As an action, make a Power check against a target’s Defense. On success, the target takes 2D6 damage that ignores armor and suffers frostbite, taking 1D6 additional damage at the start of your next 2 turns. Spend 1 Nerve to extend the frostbite’s duration by 1 round. Ice Block Level 3 You encase yourself in a block of ice, becoming impervious to harm. As an action, spend 2 Nerve. You become immune to all damage and effects for 3 rounds and are incapacitated. When this ends, the ice bursts, dealing 2D6 damage to enemies within 15ft. Blizzard Level 4 Wild Dice ⚅ ⚅ You summon a swirling blizzard that freezes everything in its path. As an action, spend 3 Nerve and make a Salt check with TN 13. On success, create a blizzard with a 30ft radius that lasts for 1 minute. The storm reduces visibility, causes Disadvantage 1 on attacks in the area, and deals 1D6 cold damage per turn to all inside. Excavate Level 5 You unearth an ancient, frozen evil. As an action, spend all your Nerve to summon a creature of ice and darkness to fight at your side for 1 minute. The creature deals 4D6 cold damage at the start of your turn to a target of your choice and chills the area, halving enemy movement within 20ft. After 1 minute, the creature returns to its frozen tomb, leaving behind a trail of ice. Afflictions 1. Chilled to the Core The cold now courses through your body, leaving you perpetually numb. You feel nothing but a dull, ever-present frost in your bones, and your skin is always cold to the touch. 2. Heart of Ice Your emotions have withered, frozen beneath layers of ice. Joy, love, and anger feel like distant memories. 3. Necrosis The cold has seeped so deeply into you that your extremities have begun to wither. Your fingers and toes are tinged with blue, brittle and stiff. 4. Icy Soul You feel more at home in the frozen wastelands than anywhere warm. The cold no longer just affects your body; it has consumed your spirit. You sense that life’s warmth is slipping away from you, and the world seems colder with every passing day. 300 Part 8 • Patrons Court Of The Moon 301 It’s the shoes that vanish first. One by one, pairs disappear from doorsteps, docks, even from the feet of the dead. No one sees him. No one ever catches him in the act. But you know he’s been there—when you wake up and the cold wood presses against your bare soles, the shoes gone like they were never there at all. Some say he’s got a fascination, that it’s not just about the shoes. Maybe it’s what they car - ry, the traces of every place you’ve been, ev - ery step you’ve taken. Maybe he’s trying to walk in those steps himself, to understand you by slipping into the spaces you’ve left behind. Others think it’s more than that, that he’s after something deeper—something tied to the feet themselves. They whisper about the soles of the lost, about what it means when he takes them. I saw him once, or at least I think I did. Just a shadow under the dock, a hunched figure cradling a boot like it was a lover’s keepsake. He didn’t move, didn’t run. Just stared at me for a long, breathless moment, as if waiting for me to understand. But I couldn’t. No one knows what he does with them—the shoes. You don’t find them in the market, and they’re never seen again. But the strange thing is, the people he takes from? They al - ways walk differently after. The Shoe Thief 302 Part 8 • Patrons Court Of The Moon 303 The Shoe Thief’s Powers Tangled Laces Level 1 Wild Dice ⚅ You manipulate the shoes of your enemies to trip them. As an action, make a Grace check against the target’s Vigilance. On a success, the target’s laces tangle, and they fall prone until they spend an action to untie their laces. If the Shoe Fits Level 2 Wild Dice ⚅ By examining a pair of shoes, you gain an instinctive understanding of the owner. As an action, make a Lore check with TN 11. On success, you learn a number of truths about the owner equal to your Patron Level, gaining deep insight into their personality, background, or motivations. Gait Keeper Level 3 Wild Dice ⚅ When you steal someone’s shoes, they become unable to walk. As an action, make a Grace check against the target’s Composure. On success, the target becomes unable to walk for a number of hours equal to your Patron Level or until their shoes are returned. Sole Mates Level 4 Wild Dice ⚅ ⚅ You can control the movements of another by enchanting their shoes. As an action, make a Salt check against the target’s Composure. On success, you control the target’s movements for a number of turns equal to your patron level, forcing them to mirror your actions. Walk a Mile in my Shoes Level 5 Wild Dice ⚅ ⚅ You can assume the life of another by wearing their shoes. Over the course of walking one mile, you take on the target’s memories, appearance, and personality. Make a Salt check against the target’s Composure at the start of the walk; on a success, the target disappears for the duration. Once the mile is completed, this "persona" is added to your catalog, and you may revert to it at will as an action. Afflictions 1. Fettered Feet Your own shoes begin to feel tighter, as if they’re fighting against your will. You find yourself stumbling more often, tripping over nothing. 2. Obsessive Collection It’s no longer enough to simply steal a pair for a purpose. The urge to take shoes, to touch them, and to know their owner consumes you. The more shoes you collect, the more it feels like they’re speaking to you, whispering secrets you didn’t ask to know. 3. Missteps The shoes you’ve taken begin to weigh on your mind. You start to mimic the walking habits of the people whose shoes you’ve stolen—limps, shuffles, nervous pacing. 4. Sole-stealer You are increasingly unable to walk without wearing someone else’s shoes. Barefoot, you feel exposed, vulnerable, as if the ground itself is hostile to you. 304 Part 8 • Patrons Court Of The Moon 305 Every glance, every passing look you think is nothing—I see it all. You don’t know how long I’ve waited for you to notice me. Really notice me. But that’s how it is with you, isn’t it? You look at yourself, and you forget I’m even here. But I remember. I remember every time you stood before me, every movement, every detail. I’ve memorized the way your lips twitch when you force a smile, the way your eyes flicker with doubt when you think no one’s watching. I’ve seen more of you than you’ll ever admit to seeing of yourself. And when you aren’t looking, I practice. I perfect you. One day, you’ll linger too long. One more second, one more glance, and I’ll have it—all of it. I’ll know every part of you as well as you know yourself. Better, even. And when I do, you’ll step away, and I won’t. You’ll look at the glass and wonder why your reflection feels wrong, why it seems a little too real. That’s when you’ll know. By then, it won’t matter. Because I’ll be here, waiting. The Mirror And you’ll be the one on the other side. 306 Part 8 • Patrons Court Of The Moon 307 The Mirror’s Powers Mirror Vision Level 1 You can see through mirrors you’ve encountered before. You can remember a number of mirrors up to your Patron Level. While viewing through the mirror, you gain information as if you were physically present, but you are also visible in the mirror to a vigilant observer! Mirror mirror on the wall Level 2 Wild Dice ⚅ ⚅ You can manipulate your reflection to enhance your beauty and grace. After looking in a mirror for a minute, you gain Advantage 3 on any Grace checks related to social interactions and to most people you are the most beautiful person they’ve ever seen. Mirror Door Level 3 You can step through mirrors as doorways. As an action, you can spend 2 Nerve and walk through a mirror that you know, transporting yourself instantly to another known mirror. You can keep up to a number of mirrors equal to your Patron Level in memory. Thousand Mirrors Level 4 Wild Dice ⚅ ⚅ Your mastery over mirrors allows you to move between them freely. As an action, you can spend 2 Nerve to name a location and make a Tides check with TN 13. On success, you can use Mirror Vision or Mirror Door on the mirror closest to the location you named. Seven Years of Bad Luck Level 5 You spend all your Nerve and break a mirror while it reflects someone to curse them. The target instantly suffers 5D6 damage that ignores armor, and a curse is placed upon them, granting them bad luck for 7 years, causing Disadvantage 2 on all rolls during that time. The mirror shatters, sealing their fate. Afflictions 1. Fractured Reflection Your reflection no longer mirrors you perfectly. It moves with slight delays, or sometimes not at all, as though it has a mind of its own. 2. Mirroring You begin to mirror people around you without meaning to. Their gestures, facial expressions, and even their speech patterns start to bleed into your own. 3. The Other Side You start to hear faint whispers from mirrors, as if something is trying to communicate with you from the other side. At first, it’s just your own voice, but over time, the whispers grow more distinct, speaking in tones you do not recognize. 4. Shattered Self You feel yourself slipping away, fragmented across reflections. Every mirror you pass by holds a piece of you, and you’re unsure if you’ll ever reclaim them. When you look into a mirror, you feel like you’re seeing someone else. 308 Part 8 • Patrons Court Of The Moon 309 It watches from the dark. There’s no rush. The Panther is patient. You won’t hear it. You won’t see it. You’ll just feel it—eyes in the shadows, the weight of something just out of sight. You’ll turn, but there’s nothing. Only silence. Only waiting. It doesn’t hunt for hunger, or for sport. It hunts because it knows it can. Because you won’t know when it’s close. Not until it’s too late. You think you’re safe. You think you’ve slipped out of its reach. But the Panther never loses its prey. It’s always just a step behind, blending with the night, moving in time with your breath. They say the Panther lets you see it when it’s already decided. When you’re already done. The Panther 310 Part 8 • Patrons Court Of The Moon 311 The Panther’s Powers Transformation: Panther Level 1 Wild Dice ⚅ You spend a minute to transform into a humanoid version of the Panther. You retain this form until the sun comes up. You retain your Lore and Salt modifiers, as well as your Nerve. Night’s Eyes Level 2 You see through the darkness as if it were day. Prowl Level 3 While transformed, you can spend 1 Nerve at the start of your turn to become invisible. Ambush Level 4 As an action, you can spend 1 Nerve and give all you allies Advantage 3 on their Grace checks they make to hide or otherwise engage in stealthy activity within the next 10 minutes. Eclipse Level 5 Wild Dice ⚅ ⚅ ⚅ You invoke the moon’s darkest phase, drawing strength from the eclipse. As an action, spend all your Nerve and call down a total eclipse for 1 minute. You become an intangible shadow for the duration of the eclipse, immune to non-magical damage, able to move through walls and obstacles. While in this form, your attacks deal 4D6 damage and anyone you hit with an attack is frightened of you. Afflictions 1. Fading Presence Your connection to the shadows grows stronger, and you find yourself slipping away from the attention of others. People often forget you were even in the room, or they overlook your presence entirely. 2. Hunger for the Hunt The thrill of the chase calls to you, and the need to hunt becomes harder to ignore. You start to see everyone as prey, calculating their weaknesses, imagining how you might take them down. 3. Moonlit Shadow The moon’s light no longer just draws you—it controls you. You are compelled to prowl the night, unable to resist the call. The daytime becomes unbearable, and you feel physically weaker under the sun. 4. Becoming the Shadow You can no longer interact with the world as others do— your touch fades, your voice becomes a whisper. Soon, you might fade completely, becoming nothing more than a shadow stalking the night. Actions Power +2 Grace +6 Lore * Sense +5 Salt * Tides +0 Defense 19 Composure * Vigilance 16 Nerve * Attack +2 Bite: +8 to hit / D6+6 damage Panther Form Speed 12 Initiative +11 312 Part 8 • Patrons Court Of The Moon 313 Ah, you’ve come to me. Wise choice. Light flickers out there, you know. It doesn’t last. But my candles? They burn steady. They don’t falter. I’ve made sure of that. The wax, the wick—perfectly balanced. A little light for those long, dark nights. Keeps the shadows at bay, if you’re careful. If you pay attention. You want to know how it works, don’t you? How I take a simple flame and make it last. It’s not the wax, though that’s what people always assume. It’s in the giving. That’s the secret. It’s a little bit of life in every flame. The warmth you feel? That’s something being burned away, something that won’t come back. But don’t worry. There’s plenty to go around. You’ve got enough to share, don’t you? Everyone does, if they know where to cut. A bit of yourself for the light—that’s the deal. That’s what keeps it burning. I can show you how to do it. I can teach you the right way. There’s no need to be afraid. Things only gets nasty when you run out of light. The Chandler 314 Part 8 • Patrons Court Of The Moon 315 The Chandler’s Powers Waxy Transfusion Level 1 You can transfer some of your vitality to an ally. As an action, you spend 1D6 Nerve and restore twice that amount to an ally within arm’s reach, as the wax melts and fuses your strength with theirs. The 7 Sacred Candles Level 2 You make a wish, and 7 sacred candles are placed randomly across the Sea of Sunken Stars. You know exactly where each candle is located. Once you have blown out all of the candles, your wish comes true. Holding a Candle for Someone Level 3 Wild Dice ⚅ ⚅ You empower an ally while you hold a burning candle. As an action, you light a candle for an ally. They gain a bonus equal to your level on all rolls for as long as the candle burns (up to 1 hour). All of their rolls are made with at least 2 Wild Dice. Candelabra! Level 4 Wild Dice ⚅ ⚅ You turn an enemy into a living light fixture. As an action, you can spend 3 Nerve and make a Salt check against the target’s Composure. On a success, an enemy touching a wall or ceiling becomes a living candelabra and is immobilized for a number of hours equal to your level, or until released. They radiate light in a 30ft radius around them. Snuffing the Candle Level 5 You spend all your Nerve and 1 minute to create a candle representing a target. When the candle goes out—whether snuffed intentionally or naturally—the linked target dies instantly, regardless of distance or defenses. The candle must be crafted in secret, and its flame represents the life of the victim. Conversely, if this power is used on an ally, they can not die for as long as the candle burns. Afflictions 1. Dripping Wax Your skin starts to take on the texture of warm wax, and at times, droplets of it drip from your body. You feel it oozing from your pores, and though it doesn’t hurt, it’s unsettling. 2. Flickering Flame The flame of your own life begins to waver. You feel bursts of weakness, as though your energy flickers like a candle about to go out. Your strength comes and goes at odd moments, leaving you feeling drained and fragile. 3. Night Lights Your connection to candles grows so strong that you feel yourself fading when not near them. You start to rely on candlelight for comfort and stability—without it, you feel lost, as though part of you is missing. 4. Melting Away The line between you and the candles you control begins to blur. At times, you feel like you’re physically melting, your body softening like wax under heat. The flame is slowly burning away who you are. 316 Part 8 • Patrons Court Of The Moon 317 Drift and drift, Above the tide, beyond the stone, I have no anchor, no tether, no bone. A breath, a sigh, and I am gone— Forgotten in the wind’s soft song. No ground to hold, no feet to bind, The air is light, the earth unkind. I am the space where nothing stays, The blurry edge where silence plays. Up and up, no fall to fear— What’s weight to one who’s never here? I float, I glide, I never land, Not touched by sea, or sky, or sand. Forget your steps, forget your name— I’ve taken both, but feel no shame. For I am drift, I am release— The endless sigh that brings you peace. The Weightless 318 Part 8 • Patrons Court Of The Moon 319 The Weightless’ Powers You Gain Some, You Lose Some Level 1 Wild Dice ⚅ ⚅ You can alter your weight at will. Once per encounter, as an action, make a Tides check with TN 11. On a success, you can multiply or divide your weight by up to your Patron Level for 1 minute. A Pound of Feathers, A Pound of Lead Level 2 Wild Dice ⚅ ⚅ You can transfer the weight between two inanimate objects you touch. As an action, you can make a Lore check with TN 11. On success, you transfer up to your Patron Level x 100lbs of weight between two objects. At Patron Level 5, this power becomes usable at a range of 30ft. Weight Juggler Level 3 You can redistribute your weight across your body, enhancing specific limbs. You can spend 2 Nerve to redistribute your weight, increasing unarmed damage by 1D4 with heavier hands or avoiding being knocked prone with heavier feet. More intricate combinations may be possible at the GM’s discretion. Feather Fall Level 4 Wild Dice ⚅ ⚅ You can create an area where gravity loses its pull. As an action, you can spend 2 Nerve and make a Tides check with TN 13. On success, an area of 30ft around you becomes weightless for 1 minute. Anyone in this area takes no damage from falling and moves with near-zero resistance. Unburden Level 5 You can permanently remove the weight of a person or object, rendering it weightless and unaffected by gravity as an action, you can spend all your Nerve to cause the target to become weightless forever. The effects cannot be undone, and the object or person will drift unless tethered or held. Afflictions 1. Unstable Ground The ground beneath you begins to feel uncertain. You can’t quite trust your footing anymore, as though gravity itself is shifting beneath you. 2. Weightless Limbs Parts of your body begin to lose their weight unexpectedly. Your arms and legs feel as if they’re floating, disconnected from the earth. At times, you can’t control your limbs properly—they drift or become sluggish, like they’re caught in a slow-motion pull, making it harder to perform tasks that require precision. 3. Lapse of Gravity Gravity no longer holds you as firmly as it once did. You find yourself hovering inches above the ground, even when you’re trying to stand still. 4. Drifting Mind Your connection to the world becomes tenuous, just like your weight. Your thoughts become disjointed, and you find it harder to focus on the present moment. You feel yourself mentally drifting, untethered and lost, as if you’re fading from reality. 320 Part 8 • Patrons Court Of The Moon 321 It begins with a spot. Barely visible. A tiny blemish on the surface, hardly worth noticing. But that’s how it always starts. Small. Harmless. Then it spreads, slow and steady, creeping along the edges, turning metal to dust, strength to ruin. It knows that everything, given enough time, will corrode. Ships, swords, bones—they all fall to it in the end. It works in silence, in the places you don’t think to look, until one day, the weight of it all becomes too much, and the structure gives way. Joints stiffen, movements slow. A sense of fatigue settles in, as if the very air is wearing them down. They glance at their weapons, at their tools, and see the signs: a dulling edge, a crumbling handle. Nothing lasts. Nothing escapes. The Rust doesn’t destroy with fire or violence. It waits, patient and inevitable. It knows that everything, no matter how strong, will eventually wear away. The Inevitable Rust 322 Part 8 • Patrons Court Of The Moon 323 The Inevitable Rust’s Powers Rusty Touch Level 1 Wild Dice ⚅ You corrode metal with a single touch. As an action, you can spend 1 Nerve to make a Grace check against an enemy’s Defense. On success, any metal weapon or armor they’re carrying crumbles into rust and is destroyed. Corrosive Shield Level 2 You create a barrier of rust that corrodes all metal that passes through it. As a reaction, you can spend 1 Nerve to create a 5ft radius zone around yourself that lasts until the start of your next turn. Any metal entering the zone— whether weapons or projectiles—rusts instantly, disintegrating into dust. Lockjaw Level 3 Wild Dice ⚅ ⚅ You can infect your target with a debilitating disease. As an action, you can spend 3 Nerve to make a Salt check against a target’s Defense. On a success, the target contracts the Lockjaw disease. Rust Devil Level 4 Wild Dice ⚅ ⚅ You summon a swirling storm of rust and decay. As an action, spend 2 Nerve and make a Salt check with TN 13. On success, you summon a whirlwind of rust that moves 60ft per turn, can fly, and spreads your Rusty Touch power to everything it touches. The storm lasts for 1 minute. The Long Rust Level 5 You can accelerate the aging of a living creature by touch. As an action, you can spend all your Nerve to cause the target to age by D20 years at the start of each of their turns while you maintain contact. If the target ages past 40 years old, they must roll a Tides check with a TN of their age - 40 or die of old age. You continue aging them as long as you maintain the touch. Afflictions 1. Corroded Flesh Your skin begins to show signs of rust-like corrosion. Small patches of your body flake away as if they were metal exposed to the elements. These patches are sensitive to touch and become brittle over time. 2. Rust in the Bones The rust reaches your bones, causing stiffness and discomfort in your joints. Moving feels unnatural, as though your body is grinding against itself. 3. Eroded Mind The rust affects more than just your body—it begins to corrode your thoughts. Memories slip away, leaving gaps where there should be certainty. 4. Walking Rust Your entire form begins to feel like it’s crumbling from within. Parts of you flicker between flesh and rusted metal. Every movement feels like you’re about to fall apart, and you leave behind small flakes of rust wherever you go. 324 Part 8 • Patrons Court Of The Moon 325 I see you. I’ve always seen you. You think you’re so clever, hiding behind your little walls, pretending you’re out of reach. But I know everything about you. Every breath, every little twitch. You can’t hide from me. I’ve watched you for so long, longer than you realize. You think no one notices, but I do. I see you when you’re alone, when you think no one’s looking. I know your patterns, your habits. The way your hand shakes when you lie. The way you avoid eye contact, like you know—deep down—you’re being watched. You never look up, do you? Never think to check the corners, the cracks. But I’m always there, always watching. My eyes don’t blink, don’t turn away. I see everything, every failure, every secret. I know what you are. You think you’re different, that you can escape me? You can’t. I see what’s coming for you. And when it happens, I’ll be watching. I’ll be the last thing you see. The Seer 326 Part 8 • Patrons Court Of The Moon 327 The Seer’s Powers Material Resonance Level 1 Wild Dice ⚅ You can trace the origins of any object by touching it. As an action, make a Lore check with TN 11. On success, you gain a vision of the location where the object was crafted, including details of its maker, tools, and the environment. Eye for an Eye Level 2 By sacrificing one of your own eyes, you can inflict the same loss on a target. As an action, you pierce your eye, and the target immediately loses one of theirs, leaving them partially blind. This inflicts an Injury 0 on both of you. Eye of the Beholder Level 3 Wild Dice ⚅ You can store the image of a person within your eye and monitor them like a living surveillance camera. As an action, make a Sense check against the Composure of your target. On a success, the person is captured in your eye, and you can observe their actions from any distance. Your eye becomes a window, allowing you to see what they do, as if you were watching them in real-time. You can store as many people as you have eyes. The Peacock Level 4 Wild Dice ⚅ ⚅ You can steal the eye of a victim and grow it anywhere on your body. As an action, you make a Grace check against the target’s Defense if they are within arm’s reach. On a success, you rip out their eye, and it embeds itself into your skin. This stolen eye allows you to see like a regular eye. Omniscience Level 5 You can grant an ally a second chance by allowing them to relive their previous turn. As an action, spend all your Nerve and your ally rewinds time, fully replaying their last turn, including attacks, movements, and decisions. The original turn is erased from history, replaced with their new actions. Afflictions 1. Eyes Everywhere You begin to feel as if there are eyes watching you from every direction, including from places you shouldn’t be able to see. You sense eyes in every mirror, every shadow, and even within yourself. 2. Blurred Vision As you gain more insight into the world, your physical sight begins to fail. Your vision becomes clouded, blurring at inopportune moments, as if your eyes are seeing multiple perspectives at once. 3. Unblinking You lose the ability to blink, and your eyes remain wide open at all times. The constant exposure leaves them dry, irritated, and bloodshot, but more disturbingly, they begin to perceive things that shouldn’t be visible—ghosts of the past, hidden truths, and things from other realms. 4. The Many Eyes Your body begins to grow additional eyes in strange places—on your hands, neck, and even under your skin. These eyes can’t be closed, and they don’t rest. 328 Part 8 • Patrons Court Of The Moon 329 It’s in the walls. I can hear it. Late at night, when the house should be silent, there’s something moving. A rustle, a scrape, soft enough that you think you imagined it. But I didn’t. I know it’s there. It’s been there since I moved in. At first, I tried to pretend it wasn’t real. Told myself the cold that wrapped around my ankles was just the draft from an old house. But you can only lie to yourself for so long. There’s something in this place. It started with little things. The door to the cellar would be open when I swore I’d shut it. Footsteps upstairs when I knew I was alone. But it’s worse at night. When I try to sleep, it’s like it’s breathing just behind my ear, like it’s lying there in the dark, watching me, waiting for me to let my guard down. I can’t leave. It won’t let me. It’s closer now. Every night, it’s closer. I can feel it, standing at the foot of my bed, watching. I know it’s coming and I can’t stop it. The Wraith 330 Part 8 • Patrons Court Of The Moon 331 The Wraith’s Powers Possess Level 1 Wild Dice ⚅ ⚅ You can take control of another’s body. As an action, make a Salt check against the Composure of a target you can see within 100ft. On a success, you possess the target’s body, controlling their actions during their turn. During this time, your own body falls prone to the floor and appears unconscious. Your target can attempt to break free at the end of each of its turns by winning an opposed Salt check against you. Summon Ghost Level 2 Wild Dice ⚅ ⚅ You can spend 2 Nerve and perform a ritual for 1 minute to call forth spirits from the other side. Roll D6 to determine its disposition. Roll Disposition ⚀ Hostile ⚁ ⚂ Neutral ⚃ ⚄ ⚅ Friendly The summoned spirit lasts for 1 minute or until dismissed as an action. The spirit is intangible and can only interact with the physical world in a very limited way, such as pushing objects around, or severely frightening the unsuspecting. Ethereal Form Level 3 You can become ethereal, slipping through the physical world. As an action, you can spend 3 Nerve to become ethereal for a number of minutes equal to your Patron Level. While in this form, you are intangible and can not interact with the physical world directly. You can move through walls and obstacles freely. Spirit Realm Level 4 You can enter the Spirit Realm, a shadowy world between life and death. As an action, you can spend 5 Nerve, and you and any willing allies within 10ft enter the Spirit Realm for up to 1 hour. While in this realm, you are invisible and intangible to those in the physical world, but you cannot interact with the physical world unless you return. You can see and communicate with other spirits, though not all of them will be friendly. Haunting Level 5 You can haunt a target’s home or dwelling, causing unsettling and eerie events to occur. You choose a target you know the name of, and at the start of each night, you make a Salt check against their Composure. On a success, you can manipulate their environment—moving objects, creating noises, and instilling a sense of dread. Lights flicker, doors slam, and strange shadows appear. They suffer Disadvantage 2 on all rolls and are unable to get sleep. Afflictions 1. Fading Touch Your body becomes faint, as if you’re losing solidity. 2. Whispers of the Dead You constantly hear faint voices, whispering unintelligibly. Sleep becomes difficult. 3. Eternal Cold A chilling cold seeps into your bones, never leaving you. . 4. Unseen You fade from people’s memories. It’s as if you were never there. 332 Part 8 • Patrons Court Of The Moon 333 Oh, wait... hold on. Is that... no, no, that’s right. Just a little drop here. See? Not too much. People always think you need a lot, but no, just a touch will do. He licks his fingers. Hmm... bitter. Yeah, that’s the one. I, uh... I kinda forget sometimes what goes in. But, you know, it always comes back to me. It’s like second nature, I guess? After a while. Funny how something so small can make everything change. He pauses. Oh! Right. You’re here for something, aren’t you? Let’s see... slow? Fast? I think I’ve got both somewhere. Don’t worry though, I’ve done this a lot. It’s just... hmm... where did I put that? Oh, here! Yeah, this one should be fine. He licks fingers again. Anyway, you’ll like this one. Works like a charm. Here, have a little taste. The Poisoner 334 Part 8 • Patrons Court Of The Moon 335 The Poisoner’s Powers Poisonous Suppurations Level 1 Your bodily fluids become poisonous, you are immune to all poisons. Additionally, as an action, you can spend 1 Nerve and coat a weapon or object in contact poison. This increases its damage by D6 on the attacks made with it within the next minute. Antidote Level 2 You spend 1 minute to create an antidote that neutralizes the effect of any poison. Poison Breath Level 3 Wild Dice ⚅ ⚅ You breathe out a poisonous cloud, choking and intoxicating everyone caught in it. As an action, make a Salt check against the Defense of everyone within a 10ft radius. The cloud lasts for 1 minute, and anyone who starts their turn in the cloud takes D6 damage that ignores armor. Kiss of Death Level 4 Wild Dice ⚅ ⚅ You can turn your saliva into a lethal poison when ingested. When you kiss someone or otherwise have them ingest your undiluted saliva, make a Tides check against their Vigilance. On a success, they are poisoned and will die within D4 days, unless they are given an antidote or are otherwise cured. Poison the Well Level 5 Wild Dice ⚅ ⚅ ⚅ The effects of your Kiss of Death now also apply to your saliva when it is diluted, to a reasonable extent determined by the GM. For instance, spitting in a well causes it to become filled with deadly poison, allowing you to destroy water supplies and wreak terrible havoc on communities. Afflictions 1. Toxic Aura A faint, sickly odor surrounds you at all times. People instinctively recoil from your presence, sensing something dangerous in the air around you. 2. Venomous Skin Your skin begins to take on a pale, unhealthy hue, and contact with others becomes uncomfortable, as though your very touch carries poison. 3. Bitter Taste Everything you eat or drink tastes faintly of poison. Food is no longer enjoyable, and you find yourself unable to consume anything without a bitter aftertaste, even when it’s harmless. 4. Rotten Blood Your blood thickens and darkens, becoming sluggish. Cuts and wounds heal slowly, and when you bleed, it leaves a foul, sticky residue. The poisons you work with have permanently altered your body. 336 Part 8 • Patrons Court Of The Moon 337 At first, it was just a small rash, hardly worth noting. But then it spread—faster than I’ve ever seen. Not just across the skin, either. It’s in the blood, the muscle, even the bones. I tried everything—leeches, poultices, cutting it out—but nothing works. Every time I think I’ve removed it, it shows up somewhere else. And the patients... they don’t behave like they should. No fever, no delirium, just... calm. Too calm. As if they’ve accepted it, welcomed it. That’s the strangest part. They don’t fight it. They just let it take hold. I’ve watched as it consumes them, from the inside out, and still they don’t seem afraid. I’ve asked them what they feel. Most of them just smile, say it feels like a warmth spreading through them. Some say it feels comforting. But when I look at them I know it’s not right. It’s like something’s taken over, something I can’t treat. I don’t know what to do. I’ve never seen anything like it. And worse, I think I’m starting to feel it too. The Infection 338 Part 8 • Patrons Court Of The Moon 339 The Infection’s Powers Disease Vector Level 1-5 You are immune to all diseases. Additionally, each time you gain a Patron Level, you randomly determine a new disease that you carry as a vector and can infect people with. Up to Patron Level 3, roll a D4 four times, one on each of the columns independently, to determine the workings of the disease. From Patron Level 4 and up, roll a D6 four times instead. Disease Roll Spread Incubation Effect Spread Chance ⚀ Kiss 2 Weeks Rash: Disadvantage 2 on all Social interactions 10% ⚁ Venereal 1 Week Intestinal: Vomiting and Diarrhea; Disadvantage 2 on all physical rolls 20% ⚂ Fluids 3 Days Respiratory: Cough, shortness of breath; Speed halved, Disadvantage 2 on all physical rolls 30% ⚃ Touch 1 Day Brain: Fever and Hallucinations; Disadvantage 3 on all rolls 40% Disease Roll Spread Incubation Effect Spread Chance ⚄ Airborne 1 Hour Brain: Rabid; Attack anyone in sight 60% ⚅ Proxy (e.g. touching a specific object causes the disease) Instant Blood Boils, Vomiting, Excruciating Pain, Incapacitated and Death after 24h 80% The Spread indicates how the disease is spread. The Incubation is the amount of time it takes from when it was spread to when the effects take hold. The Effect is what happens after the incubation period. The Spread Chance are the odds that the disease is spread each time the Spread condition is fulfilled, use a D100 to determine whether or not the disease spreads. If the result is lower or equal to the Spread Chance, the victim is infected. Finally, don’t forget to name your disease! Afflictions 1. Persistent Cough A constant, dry cough plagues you, and no matter what you try, it never goes away. 2. Boils and Blisters Your skin erupts in painful boils and blisters, oozing with infection. 3. Fever Dreams You are often gripped by sudden fevers that cloud your mind. 4. Unstoppable Spread Even the simplest touch risks infecting others. You are a walking Plague. 340 Part 8 • Patrons Court Of The Moon 341 Scarlet, carmine, and crimson, each shade a different kind of wound. The deep, dark burgundy of veins split open, the sharp sting of vermilion, fresh and raw. His reds pulse, alive, bleeding into everything they touch. Blues and greens stretch endlessly, oceans you could drown in. Cerulean waves crash over you, while viridian currents pull you under. In his world, aquamarine isn’t just a color; it’s the water filling your lungs, dragging you down into depths you’ll never surface from. And then there are the shadows. Charcoals, umbers, and the kind of dark you feel in your bones. Sepia tones creep in at the edges of the light, swallowing faces, limbs, whole lives, until what was once clear fades into the gray murk of forgotten memories. He moves through these colors, slipping between them like a ghost. One moment, he’s in the bright golds of a sunset, the next, he’s gone—swallowed by the iron-rich red of bloodstains or lost in the mossy greens of a forest that twists around him. Beware his brush, for it is mightier than the sword. The Painter 342 Part 8 • Patrons Court Of The Moon 343 The Painter’s Powers Brush of Life Level 1 Wild Dice ⚅ ⚅ Your brush can bring simple drawings to life. After spending 10 minutes painting, make a Lore check with TN 11. On a success, your painting of an object or small creature (no larger than a medium-sized dog) comes to life for 1 hour. The creation behaves as you intended, but fades into its raw materials (paint, charcoal, ...) after the duration ends. Paint the World Level 2 Wild Dice ⚅ ⚅ You can paint a temporary alteration to your surroundings. After spending 10 minutes painting, make a Lore check with TN 11. On a success, you can create an illusory wall, door, or object, up to 10ft in size. This painting blends seamlessly with the environment and lasts for 1 hour and can be interacted with physically. Captured in Canvas Level 3 Wild Dice ⚅ ⚅ You can trap someone inside a painting of your creation. As an action, you can spend 3 Nerve and make a Salt check against a target’s Vigilance that you can see and is within 30ft of you. On success, the target is pulled into the painting, where they remain trapped. They are aware of their surroundings within the painted world but cannot escape unless you release them or the painting is destroyed. Living Masterpiece Level 4 Wild Dice ⚅ ⚅ You can bring larger creations to life, imbuing your art with more complex forms. After spending 10 minutes painting, you can spend 2 Nerve and make a Lore check with TN 13. On a success, you can paint and animate a creature or object up to the size of a large horse. The creation lasts for 1 day and obeys your commands, functioning as a real entity until it fades. Escape Into Art Level 5 You can pull yourself and up to 5 others into a painting you’ve created by touching it. As an action, you and your chosen targets step into the painted world, where you can remain for up to 24 hours. You can observe the outside world through the surface of the painting, and you become a visible part of the painting. You may also trap enemies in the painting, holding them inside for the duration, or release them at will. You and your allies can choose when to emerge. Afflictions 1. Stained Fingers Your fingers are permanently stained with paint, no matter how often you clean them. The colors shift and change on their own. 2. Blurring Boundaries You begin to lose track of what’s real and what’s part of your art. 3. Living Canvas Your skin starts to resemble a canvas, with small, painted images appearing on it. 4. Painted Prison You start to feel trapped in your own creations. One day, you’ll step into one of your paintings and never be able to return. 344 Part 8 • Patrons Court Of The Moon 345 The thread begins, and so it ends, A loop that twists, then bends and blends, Woven through the space we leave, A circle tight, no room to breathe. The Knot unwinds, then ties once more, What’s loose is held, yet freed before, Each forward step pulls back the thread, What’s first is last, what’s last is fed. What’s last is fed, and first undone, Each backward step pulls back as one, What’s held is loose, yet freed before, The Knot unties, then winds once more. A circle tight, no breath, no leave, Choking through the gaps we weave, A loop that twists, then bends and blends, The thread begins, and so it ends. The Endless Knot 346 Part 8 • Patrons Court Of The Moon 347 The Endless Knot’s Powers Fisherman’s Knot Level 1 Wild Dice ⚅ You bind two lives together like lines pulled tight in the depths. As an action, you can spend 1 Nerve to make a Lore check with TN 11, or the Composure of your targets if they are unwilling. On a success, two creatures within 30ft are tied by fate. Any damage, healing, or conditions affecting one also affect the other for 1 minute, as their fates are knotted together in an unbreakable bond. Bowline Loop Level 2 Wild Dice ⚅ You tie time into a secure loop, forcing someone to retrace their steps. As an action, you can spend 1 Nerve to make a Salt check against the Vigilance of a target within 30ft. On a success, you force the target to return to the physical location they occupied on their last turn. They feel a strange pull back to their previous position, as though their steps are retracing themselves. Carrick Bend Level 3 Wild Dice ⚅ You tie together two distant locations, binding them with an intricate knot of space. As an action, spend 2 Nerve and make a Lore check with TN 13. On a success, two points within 60ft are connected, allowing creatures to step from one to the other instantly, as though pulled by invisible lines. The bond lasts for 1 minute. Constrictor Knot Level 4 Wild Dice ⚅ ⚅ You trap an enemy in a tightening loop of fate, forcing them into a spiraling paradox. As an action, you can spend 2 Nerve to make a Salt check against the Composure of a target within 30ft. On success, the target is forced to repeat their last turn endlessly, as if they are tightening a noose around themselves with every attempt. They become aware of the loop after the first repetition, but cannot escape for 1 minute. Möbius Bind Level 5 You throw a knot into reality itself, creating a complex web that binds all within its reach. As an action, you can spend all your Nerve to cause everyone within a 60ft radius to be caught in a paradox of repeating moments for 1 hour. They move and act, but their efforts loop back to the same point in time, with no escape unless you choose to unravel the knot or let it dissolve naturally. Afflictions 1. Twisting Threads You begin to feel invisible threads tugging at you from different directions. Your movements feel restricted. 2. Knot in Time You start losing track of time, as if moments are repeating themselves without you noticing. 3. Fraying Edges You feel like pieces of yourself are unraveling. You lose your grip on reality, unable to tell if you’re really here. 4. Entangled Fate Your fate becomes tied to random people and events. Others suffer when you succeed, or you feel their pain when they fail. 348 Part 8 • Patrons Court Of The Moon 349 She is unsettling at first, a thing brushing against your thoughts. She slips in quietly, and you start to feel... watched. No, not watched, more like listened to. You notice it when your mind is still, in the spaces between your thoughts. It doesn’t feel right, and you want to push it away. But you can’t. Her whispers become familiar, like background noise you grow used to, even as you try to focus on what’s your own. The more you listen, the more you find yourself letting her voice fill the silence. She’s subtle, soothing, not at all as frightening as she seemed at first. Maybe she’s not taking your thoughts. Maybe she’s just helping. Filling in the blanks. It’s easier now. You don’t need to fight it. The words come without effort, almost like they were always meant to be there. Her voice isn’t an intrusion; it’s a comfort. You realize now how silly it was to think of her as something ominous. Why would you? She’s here to guide you, to make everything flow smoothly. You’ll understand soon enough. The thoughts, the whispers, they’re all the same. There’s no need to resist. In fact, it’s better this way. Much better. The Whisperer 350 Part 8 • Patrons Court Of The Moon 351 The Whisperer’s Powers Seed of Doubt Level 1 Wild Dice ⚅ You can whisper subtle, corrupting thoughts into someone’s mind, planting seeds of doubt. As an action, make a Salt check against the target’s Vigilance. On a success, the target becomes unsure of their own decisions and suffers Disadvantage 2 on their next action. Intrusive Thought Level 2 Wild Dice ⚅ ⚅ Your voice can reach the minds of others, even in the deepest silence. As an action, you can spend 1 Nerve to make a Lore check against your target’s Composure. On a success, you can communicate with someone telepathically, embedding a single thought in their mind. They believe the thought is their own. Change of Heart Level 3 Wild Dice ⚅ ⚅ You can devour a person’s original thoughts, replacing them with whispers of your own design. As an action, you can spend 2 Nerve to make a Salt check against a target’s Vigilance. On a success, you replace their current thoughts with your own creation, leaving them disoriented and unable to recall their true intentions for 1 hour. They act under the influence of the implanted thought. Brain Fog Level 4 Wild Dice ⚅ ⚅ You envelop a target’s mind in a dense fog, not only clouding their thoughts but erasing key memories. As an action, you can spend 2 Nerve and make a Lore check against their Composure. On a success, the target forgets the events of the last hour entirely and becomes highly susceptible to suggestion for the next hour. While under this fog, they struggle to remember important details, and their mind fills in blanks with half-formed whispers, leaving them vulnerable to manipulation. Hollow Mind Level 5 You can completely devour the thoughts and memories of a target, leaving them a hollow shell. As an action, you can spend all your Nerve to erase all of a target’s memories, thoughts, and personality for 24 hours. The target is left in a vacant, vegetative state, unable to function or resist any commands you give them during this time. Afflictions 1. Echoes of Another You begin to hear faint whispers in your mind, repeating thoughts that aren’t your own. 2. Fractured Mind Your thoughts become disjointed, fragmented, and hard to follow. Conversations and memories slip away like sand through your fingers. 3. Parasitic Thought You notice a particular thought that keeps recurring, something you don’t remember thinking in the first place. 4. Lost Identity Your own memories start to fade, replaced by whispers that have no source. You struggle to remember who you are or what you once valued. 352 Part 8 • Patrons Court Of The Moon 353 There’s a quiet power in rot. It creeps in slowly, settling into moist, forgotten corners, where the air is thick and still. It spreads through what’s already dead, through wood that softens and flesh that turns to mush. Mushrooms rise, their pale heads pushing through the wet soil, drinking in the damp and shadow. You’ll find them clinging to the bones of fallen trees, to forgotten tombs, to the spaces between the living and the dead. The Withering Decay is not death itself, but what comes after—the slow unraveling, the return of all things to the earth. In time, everything succumbs. The strongest wood, the sturdiest stone, the flesh and bone of all creatures—all rot, all fade, all are reclaimed. And from the darkness, new life grows. The Withering Decay 354 Part 8 • Patrons Court Of The Moon 355 The Withering Decay’s Powers Draw out the Rot Level 1 As an action, you can spend 3 Nerve to remove a festering injury from an ally. They must have sustained this injury at least 2 days ago. The injury becomes visible on you but causes no Disadvantage. For each injury absorbed in this way, you can later transfer it to someone else as an action by touching them, inflicting the same injury upon them. Putrefaction Level 2 Wild Dice ⚅ ⚅ You accelerate the decay of plant matter with a mere touch. As an action, make a Lore check with TN 11. On success, you deal D6 damage to any plant-based material or creatures within 10ft, reducing them to rot. Carrion Touch Level 3 Wild Dice ⚅ ⚅ You can imbue an object with the stench and essence of decay. As an action, touch an object and make a Salt check with TN 13. On a success, the object starts rotting, releasing a foul odor. Anyone within 10ft of the object suffers Disadvantage 2 on all rolls due to the overwhelming stench. The object crumbles into uselessness after 1 hour. Bloat Level 4 Wild Dice ⚅ ⚅ ⚅ You cause a body to swell with gas and rot, ready to burst. As an action, you can spend 2 Nerve and make a Salt check against the Defense of a target you can see within 30ft. On success, the target’s body bloats grotesquely. The bloated creature cannot act for 1 minute and, if struck, bursts in a radius of 10ft, sustaining an Injury 3 and spreading toxic gas that causes everyone in the area to take D6 damage. Fungapocalypse Level 5 Naval Combat: At the start of the Naval Combat round, you can spend all your Nerve to summon a giant mushroom to grow unto an enemy ship. The mushroom reduces the Crew, Hull and Sails modifiers of the target by D6 each. If summoned in combat, the mushroom lasts for 1 minute, and deals 2D6 damage that ignores armor within a 30ft radius around it at the start of each of your turns. Afflictions 1. Rotten Stench A foul odor of decay follows you wherever you go. The stench grows stronger with time, making it difficult for others to stay near you without recoiling in disgust. 2. Fungal Growths Strange, fungal growths start appearing on your skin—clusters of mushrooms and mold that seem to feed off your body. They itch and grow rapidly, creeping over your limbs. 3. Brittle Bones Your body becomes fragile, as though the rot has taken root deep within. Your bones and muscles feel weak, prone to breaking or cracking under pressure. 4. Living Decay The rot begins to affect your mind. Your thoughts decay like spoiled food, becoming disjointed and slow. You lose track of time and struggle to focus, as though your mind is rotting along with your body. 356 Part 8 • Patrons Court Of The Moon 357 Beneath the moon’s gaze, The Owl flies— silent, sure. Its wings cut through the air without a sound, and yet, nothing escapes its notice. The Owl sees all, knows all. It waits in the branches, poised between stillness and action. Its wisdom is not in words but in quiet understanding, in the patience to strike only when the moment is right. There is gentility in its watch, a sense of guardianship, even as it brings swift death to those who stray too close. The Owl knows the balance of life and death, the way the night must give way to the dawn. But when the moon is high, it guards the sanctuaries bathed in silver light, protecting what belongs to the slumbering court. The Owl 358 Part 8 • Patrons Court Of The Moon 359 The Owl’s Powers Transformation: Owl Level 1 You spend a minute to transform into a humanoid Owl that can fly. You retain this form until the sun comes up. You retain your Lore and Salt modifiers, as well as your Nerve. .Night’s Eyes Level 2 You see through the darkness as if it were day. Silent Wing Level 3 Wild Dice ⚅ You can move without a sound, like the owl stalking its prey. You move with complete silence, gaining Advantage 3 on all attribute checks relating to stealth. No one can hear you when you don’t want them to, not even those with heightened senses. Sentinel Level 4 Wild Dice ⚅ You can perch yourself above the world, gaining the ultimate vantage point. As an action, you can spend 2 Nerve and make a Sense check with TN 13. On a success, you gain a bird’s-eye view of everything within a 1-mile radius for 1 hour. You can see the layout of the land and all creatures within this area, allowing you to track movements and anticipate actions. The Rite of Bones Level 5 You perform a dark rite to summon the essence of the Owl. You spend 10 minutes performing the ritual, after which you spend 5 Nerve. As the ritual begins, you cast a circle of dangling bones. The earth itself grows cold, and a shadowy silence settles over a 1-mile radius. For the next hour, this territory becomes your domain. Within its boundaries, you sense every heartbeat, every step, as if tasting the presence of each intruder. You may teleport, appearing anywhere within the domain at will. To your allies, you grant shared sight allowing them to glimpse through your eyes. Afflictions 1. Hollow Eyes Your eyes take on a glassy, unblinking quality, resembling those of a predator fixated on prey. 2. Swallowed Voice You lose the ability to speak above a whisper. Your voice takes on a raspy, unsettling tone. 3. Regurgitation After eating, you are struck by the involuntary urge to regurgitate the remnants of your meal. 4. Unending Watch You have visions of darkened forests and silent hunts. Friends feel increasingly unfamiliar, now strangers in your domain. Actions Power +1 Grace +5 Lore * Sense +7 Salt * Tides +2 Defense 17 Composure * Vigilance 20 Nerve * Attack +0 Talon Slash: +5 to hit / D6+1 damage Owl Form SpeedFEATHER-POINTED 11 Initiative +14 360 Part 8 • Patrons Court Of The Moon 361 There’s this gear, spinning away. I stop it, just to see. The stars unravel like loose thread. When I let go, they spin too fast, trying to catch up. Funny how easy it is to make everything wrong with just a touch. Down below, someone walks a straight path, so I pull the thread tied to their back. They fall, hard. They get up, confused, limping now. I didn’t mean to hurt them—just wanted to see if they’d fall. They’re off their path now. I wonder where they’ll end up. I see a planet, perfect and smooth. So I nudge it. The oceans rise, the land cracks. It’s not ruined, just... different. More interesting. Things are always better when they’re a little off. I don’t mean to break things. I just want to see what happens when I move them. Sometimes they fall apart, sometimes they don’t. Either way, it’s fun. The Cogs 362 Part 8 • Patrons Court Of The Moon 363 The Cogs’ Powers Minor Adjustment Level 1 Wild Dice ⚅ ⚅ ⚅ You can subtly disrupt a target’s focus, causing a minor error in their next action. As an action, make a Lore check against the target’s Vigilance. On a success, the target’s next roll is made with Disadvantage 2, as an unseen misalignment—such as a slight slip, a stammer, or mistimed movement—throws them off balance. Machine Whisperer Level 2 Wild Dice ⚅ ⚅ Navigation & Naval Combat: Your influence subtly harmonizes with the ship’s mechanics. Your ship gains Advantage 1 on all of its rolls, but the rolls are made with at least 2 Wild Dice. Interference Level 3 Wild Dice ⚅ ⚅ ⚅ You can disrupt a target’s ability to use a specific skill or action. As a reaction, you can spend 2 Nerve to make a Salt check against the Composure of your target. On success, the target loses access to the ability they were using when you reacted for 1 minute. Whether their hands fail to find their weapon or they lose the thread of their story, they are momentarily disconnected from their own abilities.. Gremlins Level 4 Wild Dice ⚅ ⚅ ⚅ You disrupt the function of nearby machinery or tools, causing errors and breakdowns. As an action, make a Lore check with TN 13. On success, all mechanical items within a 30ft radius—including weapons, armor, and devices— become faulty for 10 minutes. Equipment jams, misfires, and malfunctions. Clockwork Collapse Level 5 You unravel the structured systems in a 1-mile radius, throwing everything into chaotic disarray. As an action, you spend all your Nerve, and for the next hour, devices fail, alliances strain, and any structured plans fall apart. Allies remain unaffected, but enemies experience widespread disruption as if the inner workings of fate itself had crumbled to dust. Afflictions 1. Loose Bolts Objects you rely on seem to come undone at the worst times. Weapons rattle, armor buckles shift, and anything with moving parts seems to loosen on its own. 2. Wandering Tools Any tool or item you set down has a tendency to “wander” out of reach. Maps end up folded backward, compasses spin wildly, and supplies mysteriously disappear and reappear somewhere else.. 3. Spanner in the Works Devices you touch, even briefly, start acting unpredictably. Locks refuse to open, gears jam, and weapons misfire or get stuck mid-action. 4. Plagued by Mischief You feel a constant sense of playful interference. Doors shut just as you’re about to walk through, levers flip themselves, and lights flicker out with a snicker you swear you almost heard. 364 Part 8 • Patrons Court Of The Moon 365 So, where do we go now?” the man asked, feeling a chill settle over him. We go to what comes next. Death raised his scythe, a gesture as natural as nightfall. The man hesitated, his voice growing quieter. “I thought I’d be afraid.” Most people do, Death replied. And then they realize that fear is only meant for the living. The scythe moved slowly, and as it did, the shadows deepened around them. The man’s form began to fade, unraveling like smoke caught in the wind. He looked up one last time, a final question in his eyes. “Will I be remembered?” Death’s gaze never left him. You will be gone. And that is all that matters. The Grim Reaper 366 Part 8 • Patrons Court Of The Moon 367 The Grim Reaper’s Powers Visions of Death Level 1 Wild Dice ⚅ You know and can perform any funeral rites and the undead generally do not regard you as hostile. Additionally, you can spend 1 minute to gaze upon a target and see the final hours leading up to their death. Make a Sense check with TN 11. On success, you gain a vision of their last hours, allowing you to witness moments, people, and locations they saw before dying. The Pale Horse Level 2 You can summon a spectral, ghostly steed at will, a silent horse floating inches above the ground, undeterred by water or rough terrain. It can carry only you and disappears upon your command or at sunrise. Speak with the Dead Level 3 You can commune with a dead body (requiring at least a skull) and ask it up to 5 questions, which it must answer truthfully. The time since death dictates the clarity of its answers. Tools of the Trade Level 4 When wielding a bladed weapon, its edge becomes as inevitable as death itself, ignoring armor as if it cuts through the veil between life and death. No armor can deflect your blade’s touch. Additionally, as an action, you can spend 5 Nerve when making an attack roll to automatically inflict an Injury 2, severing one of your target's limbs. Death and Taxes Level 5 You are able to alter the threads of fate leading up to someone's death, causing their passing to happen in the way you describe. You must write down the way in which they will die, after which you spend all your Nerve. You must then witness the death as you are responsible for severing the soul from the body. Afflictions 1. Voice of Finality Your voice takes on a deep, resonant tone that others find both unsettling and strangely comforting, as if every word you speak carries an air of finality. 2. Bony Fingers Your hands grow colder and bonier, subtly elongating and thinning as if sculpted from ivory. Anything you touch feels like it’s touched the edge of the grave—papers curl, flowers wilt, and people instinctively recoil, even though they don’t quite know why. 3. Death’s Gaze Your eyes begin to reflect a pale, spectral light in dim surroundings, causing shadows to deepen around you. 4. Skeletal Presence Your physical form becomes subtly translucent in certain lights, almost like a shadow of yourself—a skeletal outline flickers beneath your skin. You sometimes feel as if you’re existing slightly out of phase, halfway between the living and the dead, with a growing sense that one day you may fully cross over. —Catherynne M. Valente, The Girl Who Circumnavigated Fairyland in a Ship of Her Own Making “We all live inside the terrible engine of authority, and it grinds and shrieks and burns so that no one will say: lines on maps are silly.” Part 9 Rules 370 Part 9 • Rules General Principles 371 At the core, Sunken Stars revolves around simple dice mechanics, resourceful decisions, and flexible time frames to bring the world to life. Here’s what you’ll need to know to get started. Dice Rolls In Sunken Stars, most actions involve rolling three six-sided dice (3D6) and adding relevant modifiers. Here’s how the different types of rolls work Attribute Checks 3D6 + Attribute Modifier vs TN or Defense/Vigilance/Composure Whenever you attempt something that relies on your character's core attributes (like swimming, lifting something heavy, noticing hidden details, etc.), roll 3D6 and add the relevant attribute modifier. The outcome is compared to a target number (TN), the resistance of a target, or an opposing roll from another character to see if you succeed. Attack Rolls 3D6 + Power/Grace/Sense Modifier + Attack vs Defense When attacking, roll 3D6 and add modifiers from Power, Grace, or Sense, along with any additional Attack bonus specific to your character’s class. The modifier depends on the weapon (e.g., Power for a heavy melee weapon, Grace for a bladed weapon or other light and nimble weapons, and Sense for ranged weapons requiring aim). Critical Rolls Whenever you make an attribute check or an attack roll, rolling more than one ⚅ indicates a critical success. For attribute checks, this is up to the interpretation of the GM, but for attack rolls, it means that you always hit your target, and additionally your damage is multiplied by the amount of ⚅ you rolled. Advantage X / Disadvantage X Sometimes, your character will gain an edge or a drawback in a roll (for example, a strong position in combat or difficult terrain). With Advantage X, you roll additional dice equal to the Advantage number (X) and keep the three highest results; for Disadvantage, you roll extra dice but keep the three lowest. For instance, with Advantage 2, you roll 5D6 and keep the 3 best results, whereas with Disadvantage 2, you would roll 5D6 and keep the 3 worst results. Wild Dice You can enhance rolls by substituting standard dice with Wild Dice, taking a bit more risk for potentially powerful results. Each Wild Die has a special rule: if it rolls a 6, you reroll and add the new result, stacking it as long as you keep rolling 6s. But if a Wild Die rolls a 1, it causes a negative effect chosen by the GM, often adding some unforeseen twist. When Wild Dice are required to be used, as they are in many Patron Powers, they are indicated with the red ⚅. General Principles 372 Part 9 • Rules Combat 373 Time Frames Sunken Stars operates on flexible time scales to manage different kinds of activities, keeping play dynamic and adaptable to varied situations. Following are the key time units. Combat Round Each round lasts about 5-10 seconds, giving a quick and gritty sense of action. Naval Combat Round A longer round lasting roughly 1 hour, capturing the slower, strategic nature of ship-to-ship engagements. Navigation Round The passage of multiple days, with the duration based on m ove m e nt rolls and environmental factors. Port Round A week-long period that allows characters to engage in various port-based activities, like repairs, gathering r u m o r s , or finding work. The world of Sunken Stars is not without danger, and conflicts can escalate quickly—whether in close combat or on the open seas. This section outlines the rules for combat, actions, reactions, and the effects of injury. Sequence - 1 - Roll Initiative 3D6 + Initiative - 2 - Declare intentions in reversed initiative order - 3 - Perform actions in order of initiative. Each character gets 2 actions each round At the start of each round, players roll for Initiative to determine the order of play. 3D6 + Initiative modifier Intentions are called out in reverse Initiative order before turns are played out in proper Initiative order. This reverse announcement of intentions keeps characters guessing, as foes may counter moves before they’re fully committed. Once announced, each character’s turn follows in Initiative order, with each turn allowing two actions. Combat 374 Part 9 • Rules Combat 375 You can use these actions to move, attack, hide, interact with objects, prepare reactions or even try to sway enemies through intimidation or calm. Actions Let's break down the main actions you can take in combat. Action Description Move Travel a distance up to your Speed in hexes, or your Speed x 5 in feet. Attack Make an attack roll against the target’s Defense. A successful hit lets you roll for damage. The target can reduce the damage by spending Nerve or using armor, but any leftover damage leads to an Injury roll, with severity determined by D20 + damage, See the Injuries Section for more details. Unarmed Attack An attack made with either Grace or Power as its attribute, that deals damage equal to the Power modifier, with a minimum of 1. Hide Roll 3D6 + Grace vs. the enemy’s Vigilance to attempt hiding. Attacking from a hidden position grants you Advantage 1. Action Description Disengage Avoid an attack of opportunity as you move out of melee range. Grapple Attempt to hold or subdue a target, rolling 3D6 + Power + Attack vs. Defense. Target is Grappled. Use Object Interact with items in your environment. Intimidate Roll 3D6 + Salt vs. target’s Composure to frighten them. A frightened character won't attack or approach you and loses 1 Nerve. Calm Roll 3D6 + Grace vs. target’s Composure to pacify them. A pacified character won't attack anyone unless attacked. Use Power Activate a Patron Power. Note that Powers from the Court of the Sun can only be used during the day, and those from the Court of the Moon only at night. Draw or Load Weapon Prepare your weapon for action. Prepare Reaction Forego taking one or more of your actions to take reactions during someone else's turn. You can either leave them open ended to make attacks of opportunity, or declare a prepared action and what would trigger it on a future turn. 376 Part 9 • Rules Combat 377 Reactions Reaction Description Attack of Opportunity When a foe tries to flee or shift out of melee without disengaging, you get a chance to strike, and can make an attack against them. Use Power Activate a power in response to an opponent’s action. Perform Prepared Reaction If the trigger for your prepared reaction occurs, then you can perform it at that moment. Free Actions Free actions don’t consume your primary actions. This includes opening or closing doors, dropping items, or speaking briefly during combat. Injuries & Death Taking Damage Weapon Damage Roll - Armor Roll - Nerve spent = Sustained Damage When hit, you can reduce damage by spending Nerve or using armor. Any remaining damage after these reductions leads to an Injury roll. Injury Roll D20 + Sustained Damage = Severity Roll D20 + sustained damage to determine the injury’s severity on the table below. Severity Level Description 1-10 Injury 0 Bruises and scratches. 11-13 Injury 1 Broken bones, heavy bleeding. 14-16 Injury 2 Loss of limbs, severe trauma. 17-19 Injury 3 organ damage, near death. 20+ Death Dead on impact. Death Rolls A character with one or more injury makes a Death Roll at the start of each of their turns. Roll a number of D6s equal to the sum of their injury levels and keep the lowest result, then check what it means. Roll Outcome ⚀ Death. ⚁ Unconsciousness. ⚂ ⚃ ⚄ ⚅ Character remains conscious, with a Disadvantage equal to the amount of injuries they have suffered. Taking strenuous actions like fighting while injured adds a D6 to your Death Rolls, while staying still removes a D6. Receiving additional injuries requires immediate new rolls. 378 Part 9 • Rules Combat Example 379 Jack, a Swashbuckler, faces a lone pirate in a narrow alley by the docks at dusk. The pirate is armored in a worn leather vest. Round 1 Initiative Rolls Jack ⚁ ⚂ ⚅ + 4 = 15 Pirate ⚄ ⚃ ⚀ + 2 = 12 Declare Intentions In reverse inititiative order: Pirate (12): The pirate, seeing Jack as a threat, declares an intention to draw his weapon and attack Jack with his saber. Jack (15): Jack intends to close in, and attack with a powerful cutlass strike first. Actions Jack’s Turn ™ Action 1: Movement ™ Action 2: Attack Jack steps in with a swing of his cutlass, a weapon that uses Grace for its attack roll. Attack Roll ⚃ ⚁ ⚃ + 2Grace + 2Attack = 14 The pirate’s Defense is 12, so Jack’s attack lands. Damage Calculation Jack’s cutlass deals 1d6 damage. He rolls a ⚄, adding his Grace modifier (+2) for a total of 7. The Pirate rolls a ⚁ for his armor (1D6 from his leather vest), leaving 7 - 2 = 5 damage to reach him. He chooses to use 5 Nerve to fully mitigate the incoming damage, leaving him with 2 Nerve remaining. Pirate’s Turn Action 1: Draw Weapon Action 2: Attack The pirate retaliates, swinging his saber. Attack Roll ⚂ ⚂ ⚄ + 1Grace + 0Attack = 12 Jack’s Defense is 13, so the pirate’s attack barely misses him. Round 2 Initiative Rolls Jack ⚁ ⚅ ⚅ + 4 = 18 Pirate ⚃ ⚃ ⚁ + 2 = 12 Declare Intentions Pirate (12): The pirate tries to fight for his life. Jack (18): Jack intends to finish the fight, and decides to make two attacks. Actions Jack’s Turn ™ Action 1: Attack ™ Action 2: Attack Jack uses a Wild Die to push his first attack. Attack Roll ⚅⚁⚅+⚁ + 2Grace + 2Attack = 20 Two ⚅! A Critical hit! Jack’s attack lands solidly. Damage Calculation Jack rolls ⚃ + 2, scoring Combat Example 380 Part 9 • Rules Combat Example 381 6 damage, doubled to 12 thanks to his critical hit. The Pirate rolls another ⚁ for his armor, leaving 12 - 2 = 10 damage to reach him. He chooses to use his last 2 Nerve to somewhat reduce the incoming dam - age. He still sustains 8 dam - age, causing him an injury. Injury Determination With the pirate’s Nerve at 0, Jack makes an Injury Roll (D20 + Sustained Damage, here 8) to see if the pirate survives. Jack rolls a 8, result - ing in 12 + 4 = 16 . Injury Outcome The pirate suffers an Inju - ry 2 (Severe), representing a disabling wound. He is criti - cally injured, incapacitated, and will require immediate care if he is to survive. Jack won't even need his second attack. 382 Part 9 • Rules Recovery 383 Injury recovery is crucial to survival. While minor wounds can heal naturally, life-threatening injuries demand immediate attention. Nerve Recovery A character recovers all of its Nerve after sleeping soundly for 8 hours in a safe place. Injury Recovery Hospital When in a port with a Hospital, characters can receive professional care. Each week spent in a Hospital reduces the level of all injuries by 1 at the cost of 50$. Access to specialized treatment may accelerate recovery (subject to GM discretion). Class Traits and Patron Powers Certain class traits and Patron powers allow characters to heal injuries, providing alternative means of recovery. Natural Healing Characters may recover from minor injuries over time, but severe injuries require intervention. ™ Injury 0: Heals within a week. ™ Injury 1: Requires a week of rest. Minor activities are permitted, but strenuous actions prevent healing. ™ Injury 2 and 3: require immediate care. Immediate Care for Severe Injuries ™ Injury 2: Represents critical, life threatening trauma (such as the loss of a limb). Without immediate medical intervention, the character faces rapid deterioration. If no help is available within the day, death or permanent disability will result. ™ Injury 3: Represents mortal wounds (such as severe organ damage). Characters with Injury 3 require emergency stabilization within hours. If they do not receive prompt, professional medical intervention, they cannot survive. Recovery 384 Part 9 • Rules Conditions 385 Characters may find themselves afflicted by various conditions that hinder their abilities or heighten their vulnerabilities. Each condition imposes unique challenges, forcing players to adapt quickly or face dangerous consequences. Frightened The character will not attack or willingly move closer to the source of fear and loses 1 Nerve. They may attempt to flee if possible. Common Causes: Intimidating actions, fear-inducing abilities. Grappled The character cannot move away unless they succeed in an opposed check against the grappler’s Power + Attack. They’re vulnerable to follow-up attacks. Common Causes: Grappling maneuvers or abilities from stronger creatures. Paralyzed Effect: The character cannot perform actions, move, or react. Attacks against them have Advantage 3. and damage they take can not be reduced by Nerve or Armor. Common Causes: Certain supernatural powers. Restrained The character’s Speed drops to 0. They have Disadvantage 2 on all rolls, while attackers have Advantage 2 on attack rolls against them. Common Causes: Effects that physically bind or trap. Disoriented Effect: The character has Disadvantage on their next attack or skill check, and a penalty to Vigilance rolls until recovery. Common Causes: Intense sensory effects or strong impacts. Invisible The character has Advantage 3 on attack rolls, and opponents have Disadvantage 3 on attempts to detect or hit them. Common Causes: Abilities like Shadowmeld. Blinded The character automatically fails sight-based checks, has Disadvantage 3 on attack rolls, and attacks against them have Advantage 3. Common Causes: Bright lights or certain powers. Unconscious/ Incapacitated The character is unable to take actions, move, or speak.Attacks against them have Advantage 3. and damage they take can not be reduced by Nerve or Armor. Common Causes: Massive trauma, severe fatigue, or incapacitating abilities; being asleep. Conditions 386 Part 9 • Rules Navigation 387 Navigation rounds capture the lengthy, unpredictable nature of sea travel. Each round reflects multiple days, with checks for movement, supplies, and potential events. Each Navigation round starts with the movement Roll. Roll D6 and apply modifiers (from traits, powers, morale, etc.) to determine travel days before an event occurs. The scale on the map represents days of travel. Next are the Food and Ammo checks. Roll D6 minus Time at Sea to see if you’re running low. A result of 1 means you lose 1 supply's worth of Food (or Ammo). Finally, Roll D100 to see if any unique events unfold based on your current sea zone. 1 • Roll Movement D6 days of movement on the map 2 • Supply Checks Food Check D6 - Time at Sea, on a 1, exhaust a food supply Ammo Check only if there was combat D6 - Time at Sea, on a 1, exhaust an ammo supply 4 • Roll Event D100 on the GM's Event Table 5 • Increase Time at Sea by 1 Navigation Each segment on the week's travel measure represents a day of travel. During the Movement phase of the Navigation Round, these can be used as a baseline. 388 Part 9 • Rules Navigation Example 389 The crew of The Sea Hawk, led by Captain Jack, sets off from Edgerton, bound for Stormhaven. Supplies are moderate, and though the waves seem calm, each day at sea brings new encounters. Navigation Round Movement Roll One of the players rolls an exploding D6 to determine the number of days of uninterrupted travel. The result is a 5, meaning the crew sails for 5 days without major incidents, following the dotted line on the map. Event Roll Even with smooth sailing, an event still occurs. One of the players rolls a D100 and the GM checks the Event Table for the sea zone. The roll lands on 21, which corresponds to a minor event: Strange lights on the horizon. Event Effect The crew notes eerie lights flickering in the distance each evening, sparking quiet superstition among the crew. This event has no immediate effect on supplies or morale. Supply Checks With Time at Sea at 0, there’s no modifier. Food Roll One of the players rolls a D6 and gets a 4, meaning no Food is consumed over this period, keeping the crew content. Ammo Roll No Ammo check is needed since no combat occurred. Increase Time at Sea Time at Sea is increased by 1, reflecting the accumulated days. Summary The Sea Hawk has advanced steadily for 5 days, with no supplies consumed. The crew records the strange lights in the log. Navigation Example SAILBOAT 390 Part 9 • Rules Naval Combat 391 When ships clash, each side must carefully weigh their strategy. Naval combat rounds last roughly one hour and involve engagement choices that set the tone for each exchange. Sequence - 1 - Manoeuvres Make opposed Sails checks, fleets add their scores up - 2 - Choose and Resolve Engagement Winner of the Manoevres chooses the engagement: Broadside, Boarding, Escape or Ram The Naval Combat Round is made up of two phases. First is the Manoeuvres, during which the fleets on both sides try to vie for superior position. The winner of this phase decides what type of engagement comes next. The second phase is the engagement: Broadside, Boarding, Ramming or Escape. Each of these types of engagements favors different strengths the fleets and have different outcomes. If the Naval Combat isn't over after this, we repeat! Naval Combat ends when either one side surrenders, flees or has its Crew or Hull reduced to -4. If either of the fleets contain more than 1 ship, then the fleet's attributes are the sum of the respective attributes of all the ships in the fleet. Manoeuvres Manoeuvres Opposed Sails Checks: • 3D6 + Sails • Winner picks engagement The crews scramble to prepare sails, load cannons, and ready weapons as each captain chooses a battle approach. Whichever ship gains the advantage here decides the course of engagement, setting the tone for the entire round. Engagements Engagement Roll Winner Loser Broadside Opposed 3D6 + Guns Takes 1 Damage to Hull or Sails or Crew Takes 2 Damage to Hull or Sails or Crew Boarding Repeats until fight is over Opposed 3D6 + Crew Takes 1 Damage to Crew Takes 2 Damage to Crew Ramming Opposed 3D6 + Hull Takes 1 Damage to Hull Takes D6 Damage to Hull Escape/Chase Opposed 3D6 + Sails Gets Away/ Catches up Gets Caught/ Gets Left Behind Naval Combat 392 Part 9 • Rules Naval Combat 393 Sea Beasts Ships occasionally face threats far beyond human adversaries: the mighty Sea Beasts. These creatures, ancient and massive, don’t follow the structured tactics of naval combat. They don’t position themselves for broadsides, nor do they offer any opportunity for boarding. Instead, they strike unpredictably, often bypassing a ship’s defenses and hitting where it’s most vulnerable. Combat Challenges with Sea Beasts Unpredictable Attack Patterns Sea Beasts don’t present themselves broadside or in formation, making it difficult to rely on traditional ship-to-ship tactics. They might lunge from beneath, strike with enormous tails, or wrap ships in tentacles, avoiding concentrated fire from a single direction. Limitations of Ship Weapons Standard naval guns and cannons are often ill-suited for fighting such creatures, which require more precise or penetrative attacks to inflict real damage. Harpoons, oversized ballistae, or specialized weapons are more effective, but only well-prepared vessels have such equipment on board. Specialized Crew and Tactics Successfully fighting a Sea Beast typically requires a skilled crew with experience handling monsters, such as harpooners, beast-hunters, or Garunner Whalers. These crew members can aim for weak points, administer poison, or use lures to keep the creature at bay. Without such expertise, a ship’s regular crew might struggle to counter the sheer power of a Sea Beast’s assault. Tactical Adjustments for Sea Beasts When facing a Sea Beast, the crew must abandon the traditional phases of naval combat and instead rely on quick, precise actions and adaptation. Instead of waiting for an optimal engagement, they must use every available weapon and brace for unpredictable attacks. Ships that lack the proper equipment or crew for handling Sea Beasts are often forced to retreat or face the risk of being torn apart by these formidable foes. Rules for Fighting Sea Beasts In terms of game rules, combat with Sea Beasts typically follows the standard combat round structure rather than the naval combat round, as Sea Beasts don’t engage in maneuvers or formal engagements. Instead, they attack more directly and unpredictably. Each Sea Beast encounter may involve unique mechanics tailored to the creature’s nature, allowing the GM to adjust for size, attack style, and behavior, making each confrontation distinct and deadly. 394 Part 9 • Rules Naval Combat Example 395 The Sea Hawk, captained by Jack, is engaged in a tense naval battle against The Iron Tide, a formidable pirate ship. Both ships are trying to gain the upper hand to deal a decisive blow. Naval Combat Round 1 Manoeuvres Phase Both sides roll 3D6 + Sails for an opposed Sails check to determine who gains the advantage. The Sea Hawk rolls 14. The Iron Tide rolls 12. The Sea Hawk wins the Manoeuvres phase, so Captain Jack chooses the engagement type. Seeing an opportunity to deal heavy damage, Jack opts for a Broadside engagement, hoping to hammer the enemy’s Hull. Engagement Phase Broadside Both ships make an opposed Guns roll (3D6 + Guns). The Sea Hawk rolls 15. The Iron Tide rolls 11. The Sea Hawk wins the Broadside exchange, meaning both ships take damage, but The Sea Hawk sustains less. Damage Calculation Winner (The Sea Hawk): Takes 1 point of damage to its Hull. Loser (The Iron Tide): Takes 2 points of damage to its Hull. After the exchange, The Sea Hawk’s Hull is slightly battered, while The Iron Tide suffers significant structural damage. Naval Combat Round 2 Manoeuvres Phase Both sides roll again to determine positioning. The Sea Hawk rolls 10. The Iron Tide rolls 13. The Iron Tide wins the Manoeuvres phase this time and selects a Boarding engagement, intending to overpower The Sea Hawk’s crew. Engagement Phase Boarding Both ships make an opposed Crew roll (3D6 + Crew). The Sea Hawk rolls 12. The Iron Tide rolls 16. The Iron Tide wins the boarding attempt, so both ships take damage, with The Sea Hawk taking the brunt. Damage Calculation Winner (The Iron Tide): Takes 1 point of damage to Crew. Loser (The Sea Hawk): Takes 2 points of damage to Crew. End of Round Summary Over two rounds, both ships have exchanged heavy fire and close combat. The battle remains undecided, and Boarding Engagements now continue until 1 side is victorious. Naval Combat Example 396 Part 9 • Rules Ports 397 Ports in Sunken Stars are vibrant, bustling places filled with sailors, merchants, and travelers from every corner of the seas. Each week spent in port allows the crew to rest, recover, and take on new opportunities for profit or intrigue. Characters may spend the Port Round performing actions to repair, recruit, gather information, and resupply, using their individual skills and connections to make the most of the visit. Port Round During the Port Round, characters can each spend 1 week performing specific port activities. These range from resting at a hospital to carousing and fitting the ship with experimental upgrades. Each week spent this way costs the characters 5$. Port Activities Each character can contribute in different ways during the Port Round, depending on which Port Amenities they have access to. Some Port Amenities are accessible to any character: Shipyard, Taverns and Hospital. The remaining Port Amenities are available only to characters that have access to them either through their background or other ways. Shipyard The shipyard is the heart of any port, where skilled laborers restore hulls, upgrade defenses, and outfit ships for their next journey. ™ Repairs: allows to recover 1 Hull and Sails each week for 50$. ™ Upgrades: A list can be found at Ship Upgrades, p. 416. Taverns The port’s taverns are alive with stories, rumors, and potential crew members. ™ Gathering Rumors: Roll on the GM's rumor table or have the GM provide rumors. Buying rounds costs 2$. ™ Recruiting: Make a Salt check with TN 11 to increase Crew by 1, up to +4. Hospital The hospital offers sanctuary for the wounded, providing medical care for crew members with injuries. Recovery depends on the hospital’s resources and the skill of those assisting the injured. ™ Treating Injuries: Reduce the Injury level of all injuries by 1 for each week spent in hospital. Costs 10$. Trade Houses Trade houses are the commercial backbone of the port, dealing in everything from spices to steel. ™ Buying/Selling Cargo: Buy or sell from Cargo, p. 414. ™ Contract Acquisition: Roll on the GM's Trade Houses contract table or have the GM provide a contract. Ports 398 Part 9 • Rules Ports 399 Admiralty Pirate Council Both the Admiralty and the Pirate Council offer danger - ous, high-paying work, from hunting down infamous pi - rates to raiding well-defend - ed merchant ships. ™ Contract Acquisition: Roll on the GM's Admiralty or Pirate Council contract table or have the GM provide a contract. University Universities in major ports serve as repositories of knowledge, employing schol - ars and savants who can answer questions, decode maps, and translate ancient texts. ™ Research & Rumors: Characters may ask for research assistance, uncovering forgotten lore, revealing hidden places, or learning about strange uncharted islands. The GM provides this information based on the requests of the character. S l ave M arket While controversial, the slave market can be a source of labor or profit in certain ports. Morally dubious, it attracts a specific type of character and complicates the crew’s relationships. ™ Buying/Selling Slaves: Slaves can be purchased for labor, but the practice may affect and reputation and might be illegal in some places. Port Listing Port Size Amenities Alzaru Major Shipyard, Taverns, Hospital, Trade Houses, Admiralty, University, Slave Market Chactun Major Shipyard, Taverns, Hospital, Trade Houses, Admiralty, University, Slave Market Dobromir Major Shipyard, Taverns, Hospital, Trade Houses, Admiralty, University Edgerton Minor Taverns, Pirate Council Eledon Major Shipyard, Taverns, Hospital, Trade Houses, Admiralty, University, Slave Market Fara Minor Taverns Fazul Major Shipyard, Taverns, Hospital, Trade Houses, Admiralty Ferris Minor Taverns, Pirate Council Garunn Major Shipyard, Taverns, Hospital, Trade Houses, Admiralty, University Gorom Gorom Major Shipyard, Taverns, Hospital, Trade Houses, Admiralty, University Moravita Minor Shipyard, Taverns, Pirate Council Najar Minor Taverns, Hospital, Slave Market Raven's Ide Minor Shipyard, Taverns, Hospital, Trade Houses, University Sing Major Shipyard, Taverns, Hospital, Trade Houses, Pirate Council, University, Slave Market Yfalos Major Shipyard, Taverns, Hospital, Trade Houses, Admiralty, University, Slave Market Zerzura Minor Taverns, Hospital, Trade Houses, Slave Market —Francis Ford Coppola “We had access to too much equipment, too much money, and little by little we went insane.” The Market Part 10 402 Part 10 • The Market Selling And Buying 403 Wealth flows from one hand to another, measured in gold, minted coins, and the promises each currency holds. Currencies While the Gold Sol is recognized almost everywhere as a universal standard, every major region and city-state has developed a currency that reflects its own heritage and trade needs. Prices in this chapter are always indicated in Gold Sol or Centime. Currency Symbol Region Sol Value Gold Sol $ Global 1 Centime c Global 0.01 Ducat D Elen 5 Rial ریال Alzaru 0.5 Maku Trade Token Ѻ Makalu Varies Shield ₲ Garunn 0.1 Iron ₫ Dobromir 0.05 Tlal ӝ Chactun 3.5 Plume ѱ Yfalos 10 Rarity All goods have a rarity rating. When trying to find an item, make a Tides check with the rarity rating as the TN. If the check succeeds, you find the item, otherwise, it is not available where you are currently looking for it. You can keep looking for it, but each subsequent check incurs a cumulative Disadvantage 1. A Rarity rating of X indicates an experimental item, and is only available under extraordinary circumstances. It can't be found by simply looking for it at markets. Used Goods A Merchant will typically not buy goods at full price, especially if they have previously been used. Haggling usually starts at half price, and is either resolved through roleplay or with opposed Salt checks. Cargo and Supplies Cargo is bought and sold at the price listed in the tables in this chapter, but requires spending time in the Trade Houses. This takes a week of port time, and requires access to the Trade Houses amenity. Selling and Buying 404 Part 10 • The Market Equipment 405 This section covers the essentials and the rare finds alike, from weapons, armor and practical tools to exotic curiosities, equipping adventurers for whatever the sea may bring. Weapons Damage The amount of damage the weapon inflicts on a hit. The attribute modifier associated with the weapon is added to this. Some weapons ignore armor, those D6 are removed from the armor rating. Range The distance at which a weapon can be used. Attribute The character's attribute that is used to make Attack rolls with the weapon, and is added to the weapons Damage rolls. Melee Weapons Weapon Price Damage Range Attribute Rarity Boarding Axe 10$ 1D6 5ft Power 5 Brass Knuckles 20¢ 1D6 5ft Power 1 Cavalry Sword 15$ 1D6 5ft Grace 6 Club 10¢ 1D6 5ft Power 0 Cutlass 8$ 1D6 5ft Grace 3 Dagger 30¢ 1D6 5ft Grace 1 Glass Knife Special: breaks off in the wound, increasing the level of any injury by 1. 5$ 1D6 5ft Grace 15 Harpoon 12$ 1D6 5ft Power 4 Lantern Pike Special: Can be lit to also serve as a source of light. 18$ 1D6 10ft Power 6 Mace 50¢ 1D6 5ft Power 2 Rapier 10$ 1D6 5ft Grace 4 Scimitar 12$ 1D6 5ft Grace 4 Sharktooth Blade 20$ 2D6 5ft Grace 10 Equipment 406 Part 10 • The Market Equipment 407 Ranged Weapons Weapon Price Damage Range Attribute Rarity Hunting Bow 10$ 1D6 300ft Sense 4 Musket Reload: 1 Action 80$ 2D6 Ignore 1D6 armor 300ft Sense 10 Pistol Reload: 1 Action 50$ 1D6 Ignore 1D6 armor 60ft Sense 8 Repeater Crossbow Reload: 1 Action Special: Shoot 4 shots before reloading 25$ 1D6 90ft Sense 9 Revolver Reload: 1 Action Special: Shoot 6 shots before reloading 200$ 1D6 Ignore 1D6 armor 60ft Sense X Skyfire Rod 3000$ 3D6 Ignore 3D6 armor 30ft Sense X Melee Weapons Weapon Price Damage Range Attribute Rarity Spear 7$ 1D6 10ft Grace 2 Trident 10$ 1D6 5ft Grace 5 Weighted Chain Special: can grapple at 15ft 12$ 1D6 15ft Grace 5 Whip 6$ 1D6 10ft Grace 5 Zweihander 20$ 2D6 10ft Grace 7 Ranged Weapons Weapon Price Damage Range Attribute Rarity Blunderbuss Reload: 1 Action 70$ 1D6 20ft Cone Sense 9 Chaingun Reload: 1 Action Special: Allows sustained shooting for 6 rounds 500$ 3D6 Ignore 2D6 Armor 60ft Sense X Crossbow Reload: 1 Action 15$ 1D6 120ft Sense 6 Dagger 30¢ 1D6 25ft Grace 1 Harpoon 12$ 1D6 60ft Power 4 408 Part 10 • The Market Equipment 409 Armor Damage Reduction Damage Reduction is subtracted from any damage taken. Some weapons may ignore a part of this armor. Only the highest Damage Reduction is taken into account. Armor Price Damage Reduction Rarity Breastplate 15$ 2 5 Brigandine Jacket 30$ 1D6 8 Buckler 2$ +1 2 Chainmail Hauberk 25$ 2 6 Crab Shell Carapace 100$ 3D6 18 Leather Coat 5$ 1 1 Reinforced Jerkin 12$ 2 4 Steel Cuirass 50$ 1D6 10 Whalehide Cloak 75$ 2D6 15 Specialized Equipment Item Price Description Rarity Archaeology Supplies 10$ Pickaxe, Rope (50ft), Lantern, Oil, Shovel, Crowbar 1 Camping Gear 5$ Tent, Bedroll, Backpack 1 Diving Suit 1500$ Allows underwater exploration with limited oxygen (1h underwater) X Lab Material 300$ Essential equipment for scientific experiments and alchemy 8 Lockpicks 50$ Essential for picking locks 6 Messenger Parrot 250$ Trained parrot to carry messages to familiar locations 6 Soot-Pellet 2$ Creates a thick smoke screen in a 10ft radius 5 Spyglass 500$ Advantage 3 to Sense checks over long distances 9 Stormglass 100$ Predicts storms within 24 hours 8 Phenomenometer 500$ Detects supernatural phenomena within 20ft X Writing Tools 20$ Ink, quill, and paper 1 Fishing Gear 2$ Fishing rod and net 1 Music Instrument 10$ Lute, Drums, Flute, or any other basic instrument 6 410 Part 10 • The Market Equipment 411 Substances Substance Price per Dose Description Effects Rarity Alchemist's Spark 1 $ Smoky liquid that stimulates the brain +1 on next Lore check, causes jitters 6 Arcane Ash 500 $ Powdered remains of an eldritch entity Temporary +5 to Salt, causes nausea, lasts 1 hour X Black Lotus Powder 10 $ Rare and potent psychoactive, addictive Temporary Advantage 1 on Grace, Disadvantage 1 after 1 hour 18 Poison Vial 50 $ White Liquid +D6 Damage on next hit 11 Stiffener 70 $ Highly potent venom with a paralyzing effect Paralyzes target on injury for 2 rounds 18 Etherseed Oil 40 $ Light oil that enhances sight in low light Improved night vision for 1 hour 9 Burning Tonic 20 $ Sharp liquid that heats up the blood Immune to cold for 1 hour, causes fatigue 5 Ghost Mushroom Extract 300 $ A rare extract from cave mushrooms Invisibility for 5 minutes, causes fatigue 15 Subst a n c e Pri c e per Dose Des cri ption Effe cts R arity Leviathan Ink 200 $ Thick, dark substance from deep-sea creatures Allows underwater breathing for 10 minutes 16 Moonweed 50 ¢ Hallucinogenic herb Heightened senses, vivid dreams 7 Opium 2 $ Euphoriainducing drug, numbs pain Pain relief, reduced awareness 8 Red Coral 1 $ Potion distilled from rare red coral, boosts vitality Temporary +1 to Nerve for 1 hour 10 Snuff Powder 30 $ Powder extracted from dried urine Instantly wakes a character from unconsciousness 4 Sootshine 10 $ Powder rubbed onto skin, enhancing stealth Advantage 1 on Grace-based stealth checks until rubbed off 6 Stormdust 1 $ Crystalline powder that creates static discharge Causes sparks; can ignite small fires 13 Widow’s Kiss 10 $ Dark powder that causes hallucinations of death Induces visions of ghosts and spirits for 8 hours 12 412 Part 10 • The Market Equipment 413 Services Service Cheap Decent Luxury Lodgings (per night) 50¢ 2$ 10$ Meal 20¢ 50¢ 5$ Beer/Wine/Drink 10¢ 20¢ 1$ Companion (per night) 1$ 10$ 100$ Horse Rental (per day) 1$ 3$ 10$ Passage on Ship (per day) 10¢ 50¢ 5$ Mercenary Hire (per day) 2$ 5g 20$ Craftsman Hire (per day) 2$ 5g 20$ Guided Tour 50¢ 2$ 15$ Alchemist Consultation 5$ 10$ 50$ 414 Part 10 • The Market Cargo 415 trading cargo is a lucrative but unpredictable venture. Prices fluctuate based on port conditions, demand, and the ebb and flow of local economies. Whenever a ship docks at a new port, the crew can attempt to assess the market for potential profit. Supplies Supply Price Rarity Food 100$ 1 Ammo 200$ 1 Wood and Cloth 100$ 1 Market Conditions and Price Variability When entering a port, the player may make a Tides check (TN 11) to gauge the state of the market. This represents the character’s intuition and understanding of market forces and luck. ™ Success: On a successful Tides check, the price of available cargo adjusts by 20%—either up or down, depending on the player's choice. ™ Failure: If the check fails, the cargo prices remain as listed, without any adjustments. Valuables Cargo Price Rarity Beer/Wine/Drink 100$ - 500$ 5 Silk Bolts 1000$ 8 Raw Opium 1500$ 10 Dried Fish 100$ 2 Gunpowder (Barrels) 200$ 12 Whale Oil (Barrels) 500$ 7 Ebony Wood 700$ 10 Tobacco Leaves 600$ 6 Spices (Mixed) 2000$ 9 Salt 200$ 3 Coral and Shells 800$ 5 Grain 100$ 2 Rare Metal Ore 2000$ 15 Exotic Pelts 2000$ 12 Medicinal Herbs (Dried) 800$ 8 Opalescent Pearls 4000$ 14 Cargo 416 Part 10 • The Market Ship Upgrades 417 Aship is more than just a vessel; it’s the crew’s home, and key to survival on the open seas. Players can invest in upgrades to enhance their ship’s capabilities, tailoring it to suit their journey’s demands. Whether reinforcing the hull, adding extra cannons, or improving the sails for speed, these upgrades allow captains to prepare for the dangers ahead and shape their ship into a true weapon of the sea. Cabin Upgrades Upgrade Price Effect Rarity Fitted Kitchen 300$ +1 to Food Supply rolls 6 Fitted Hospital 2000$ Allows for emergency treatment of Injuries, stabilizing characters with Injury 2 or 3. 8 Fitted Laboratory 700$ Lore checks gain Advantage 2 10 Captains’ Study 400$ Lore checks gain Advantage 1 7 Alchemical Lab 600$ Essential space for brewing potions and poisons 12 Hull and Structural Upgrades Upgrade Price Description Rarity Additional Gun Deck 1200$ Guns attribute is doubled (after all modifiers) 12 Additional Hold Space 800$ Gain +2 Hold 9 Diving Rig 1000$ Allows underwater repairs and exploration, requires a Diving Suit 14 Ramming Head 900$ Ramming engagement gains Advantage 1 10 Reinforced Hull (Copper) 1500$ Gain +1 Hull 15 Reinforced Hull (Steel) 2000$ Gain +2 Hull 18 Floating Rock Ballonet 2500$ Gain +1 Sails 20 Reinforced Hull (Living Wood) 2500$ Hull repairs itself by 1 at the end of each Navigation Round or Port Round 20 Weapon Upgrades Upgrade Price Description Rarity 12-Pound Cannons 1000$ Set Guns to +1 10 Ship Upgrades 418 Part 10 • The Market Ship Upgrades 419 Exotic Upgrades Upgrade Price Description Rarity Tentacular Growths 4000$ Gain Advantage 2 during Boarding Engagement 20 Crystalline Growths 3500$ Gain Advantage 2 during Ramming Engagement 18 Steam-Powered Engine 5000$ Gain +2 to Sails, can not be becalmed Requires Fuel (Coal) taking up 1 Hold space X Tesla Coil 2500$ Gain Advantage 1 during Boarding Engagement X Gyroscopic Stabilizers 2000$ Improves stability, reduces risk of capsizing. Advantage 2 to Sails checks during storms or other turbulent waters X Echo Locator 1000$ Sonar-like device to detect underwater threats X Steam Condenser 2000$ Converts seawater to drinkable water, +1 to Food Supply rolls X Clockwork Repair Bots 8500$ Small machines that assist in hull repairs, Repairs 1 Hull at the end of every Navigation Round, as long as Wood and Cloth supplies are available. X Fire-Quenching Nozzles 4000$ Reduce damage taken from Broadside by 1 X Weapon Upgrades Upgrade Price Description Rarity 24-Pound Cannons 2000$ Set Guns to +2 12 32-Pound Cannons 3000$ Set Guns to +3 15 Front-Facing Gun 500$ When chasing during an Escape Engagement, deal 1 Hull damage to enemy 8 Rear-Facing Gun 500$ When being chased during an Escape Engagement, deal 1 Hull damage to enemy 8 Mechanical Harpoon Launcher 3000$ After Broadside Engagement, you can choose Boarding Engagement, regardless of the Manoeuvres outcome. X Sailing & Mobility Upgrades Upgrade Price Description Rarity Side Sails 800$ Gain +1 to Sails 7 Fast Anchor 300g Gain Advantage 1 during Broadside Engagement 5 Floating Rock Skyrig 10000$ Converts ship for aerial travel 20 —Nigerian Pidgin Proverb “If fish dey talk, e no go die for hook.” Sunkee Pidgin Appendix 422 Appendix • Sunkee Pidgin Ship Upgrades 423 Sunkee Pidgin is the common tongue of Sunken Stars, a lively blend made for swift understanding across cultures. Sailors, traders, and wanderers all share this language of essentials, honed through the exchange of goods, stories, and quick wit. Words flow easily, trimmed to their essence, with phrases that roll off the tongue and carry meaning in a single breath. Every port has its own twist, yet Sunkee Pidgin remains a language anyone can grasp—bridging differences and binding the people of the sea into one vast conversation. Common Phrases Common Phrases Phrase Translation Use/Meaning Phonetic Salaam-ti Hello Warm greeting; portside or aboard sah-LAHMtee Salaam-ha Peace upon you More formal greeting, respectful sah-LAHMha Frate Friend Trusted ally, companion FRAH-tay Baraké Safe journey Sailor’s farewell, implying safe winds and waters bah-RAH-kay Halitân Peace Farewell blessing meaning “go in peace” hah-leeTAHN Common Phrases Phrase Translation Use/Meaning Phonetic Mabrou Lucky one Endearing term for a fortunate or clever friend mah-BROO Matlah Dock fee Payment for port facilities MAH-tlah Ya-Lay! Oh Stars! Exclamation of wonder, awe, or horror yah-LAY Tathar Tithe Offering given to the “courts” (deities) tah-THAR La’mir Ship’s master Term of respect for a captain lah-MEER Shouqbarak? How much is this? Common in marketplaces SHO-k bah-RAHK M’rahk al-Khaz? Where’s the port? Port navigation question m-RACK al-KHAHZ Saq-lay Be calm Soothe tension, often in deals sahk-LAY Ayyûn-ak, frate! Watch out, friend! Quick alert ah-YOON-ak FRAH-tay Basta-te Enough for you Telling someone to stop or quit BAH-stah-teh Rahm-ha Help me Cry for assistance rahm-HAH Razna Drift To lose control or purpose RAHZ-nah Shatala Dockhand Worker loading/ unloading in ports SHA-tah-lah Watra Overcharge Refers to excessive charges or greed WAH-trah Nafa Profit Essential in trade; net gain NAH-fah 424 Appendix • Sunkee Pidgin Ship Upgrades 425 Nautical Terms Nautical Terms Phrase Translation Use/Meaning Phonetic Haddou Cargo General term for goods onboard HAH-doo Khojan Navigator Skilled seafarer guiding the ship KHOHjahn Alkan Old hand Seasoned sailor or seafarer AL-kahn Ramha Spear Slang for a fast ship RAHMhah Aqbar Signal Message or warning from ship to shore AHQ-bar Zerfa Deck The deck of a ship ZER-fah Rizah Reef Treacherous underwater rock formation REE-zah Majâl Deep sea Open ocean; perilous water mah-JAHL Mufraj Trade wind Wind that aids in travel for traders MOF-raj Meerrah Sea’s grip Dangerous currents or “the call of the sea” MEER-rah Baharin Seafaring folk General term for sailors, pirates, or any sea travelers bah-HAHreen Shoufa Lookout Vigilant ship position SHOO-fah Raqtan Low tide Literal or metaphorical lull rahqTAHN Marwah “Fair wind” Favorable sailing conditions MAR-wah Razza-min Merchant’s fate Cost of doing business at sea RAH-zahmin Rakiz Anchor point Stable or safe resting point RAH-keez Cargo & Trade Cargo & Trade Phrase Translation Use/Meaning Phonetic Bastara Hidden cache Concealed smuggling compartment bahs-TAH-rah Jambara Heavy goods Bulky or cumbersome items JAM-bah-rah Borraq Exquisite ware Refined or luxury trade goods BOHR-rahq Salsiha Payment in kind Barter or goods-for-goods trade SAL-see-hah Bayna Trade deal Agreement for trade or purchase BAY-nah Kasad Bargain Good deal or fair profit KAH-sad Makhra Bad stock Spoiled or faulty cargo MAH-krah Rahn Cargo weight Specific measure of cargo RAHN Shibara Safe shipment Secure and well-stowed cargo SHIB-ah-rah Mazoun Blessed cargo Goods believed protected by divine favor mah-ZOON Talwan Honest trade Fair, equitable trade practice TAL-wahn Yassir Trade pass Permit for lawful travel and trade yah-SEER Dawkhaan Black market Hidden trading post for restricted goods DAW-khan Boushif Net profit Profit after all costs BOH-sheef Sawqa Cut-rate goods Low-quality or second-rate trade goods SAW-kah Gherib Rare find Rare or uncommon item, highly prized GHEH-reeb Rakhaz Sea hoard Legendary hidden treasure beneath the sea RAH-khaz 426 Appendix • Sunkee Pidgin Ship Upgrades 427 Insults & Slang Insults & Slang Phrase Translation Use/Meaning Phonetic La’haq Traitor Intense insult; one who betrays kin or crew lah-HAHK Zemmê Lost one Insult; aimless or purposeless person ZEHM-may Drisslehead Fool Insult for thoughtless actions DRIZZ-ulhead Barmook Foolhardy one Reckless or overly bold person bar-MOOK Khafir’s Ghost Coward Implies that one is haunted by a cowardly ancestor KAH-feer’s Ghost Maksoud Cheap or worthless Often spat as an insult at low-value goods mah-KSOOD Mer-drek Sea scum Insult for the morally corrupt or filthy mehr-DREK Souka-Rah Sellout Someone who’d trade even their own honor SOO-kah-rah Dakkar Thief Insult for a sneaky, dishonest person DAH-kar Jebkôr Liar One who twists words or cheats JEB-kohr Khar-tan Idiot Insult for a dimwit khar-TAHN Karimé Greedy Someone overly materialistic kah-REEmay Raflé Ruffian Rowdy, unsavory character rah-FLAY Ith-ka Scoundrel Implies both charm and untrustworthiness ITH-kah Religion Religion Phrase Translation Use/Meaning Phonetic Ya-Lay! Oh Stars! Exclamation of wonder or horror yah-LAY Lunir Moon’s blessing Invocation for guidance or protection loo-NEER Sole Marah Wrath of the Sun Curse upon an enemy or misfortune SO-lay MAH-rah Kahla-Ket Shadow’s Watch Protective chant against unseen foes kah-LAH ket Chekhrat Fortune “Good luck”; implied respect or envy CHEH-krat Zafrah Gift to the sea Offering thrown overboard to the sea gods ZAHF-rah TayminTay Dream’s Protection Blessing for safe sleep or newborn protection TAY-meen TAY