A quick preview of some of my "At Sea" rules for #Torchbearer Sagas: Outcasts. Very useful for sailors and for characters like the half-orc pirate and sea elf mariner.
New Town: At Sea
Avast, me hearties. You've set sail for fame, fortune and glory but now you're looking at a week under the blazing sun, the salt sea and the cries of gulls. Pull your weight, boyo, or you'll be stripped to the waist, tied to a yardarm and lashed with a cat o' nine tails!
Available Locations At Sea
• Tavern (anywhere there’s a cask of rum and a sea shanty)
• Street (on the deck, napping under the stars—do not roll on the Streets Events Table)
• Stables (belowdecks in the cargo hold, with the rats)
• Flophouse (bunking with the crew)
• Hotel (ah, the Captain's Quarters!)
Alignment: Unaffiliated (Merchant ship), Law (Naval ship), Chaos (Pirate ship)
New Home: At Sea
You were raised aboard a ship and know life at sea better than the back of yer own hand.
Skills: Pathfinder, Carpenter, Sailor
Traits: Sea Legs, Scarred
Sea Camp Events
Use these events when At Sea.
Disaster At Sea
1 - Typhoon winds and hail the size of sling shot. Take cover!
2 - You run aground on an uncharted sand bar. Spend all night getting free.
3 - Pitching waves present problems. Sail on and hope for the best; else all characters make a Health test (ob3) or become Sick before camp
4 - Smell of rotting fish and seaweed is everywhere. Disgusting.
5 - Leviathan prowls these waters, thrice the length of your ship. You must leave here.
6 - Sea monsters, winged creatures or raiders attack!
Minor Inconvenience At Sea
1 - Water barrels fouled. You may not refill your skins.
2 - Lost at sea (Sailor or Cartographer roll required to get back on track).
3-4 - Mice or other vermin crawl all over your ship and spoil food for one character.
5 - All of this open space gets to you, there’s nowhere to hide (increase recovery obstacles for angry and afraid by one for one character).
6 - Someone breaks a piece of gear (roll randomly for character and equipment).
Minor Break At Sea
1 - Clear skies and useful landmarks (+1D to next Sailor or Cartographer test).
2 - Good fishing spot! (+1D to Hunter, Scavenger and Fisher tests).
3-4 - You find shelter in a peaceful cove (+1D to recover from exhausted).
5-6 - Gentle rain refills the water barrels. Drink up, me hearties, drink up!
Lucky Break At Sea
1-2 -Find an oyster bed (counts as one portion of forage for all characters).
3-4 - Clear skies and good tailwind (+2D to next Sailor or Scout test).
5 - Ship ahoy! A ship flying friendly colors comes into view.
6- Dolphins frolic in the waves (automatically recover from angry and afraid).