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Boat

Environments Designed by LedoMovuct • Art by Gabrielle Cooper-Weisz

At a glance

Tier
2
Type
Exploration
Difficulty
14
Impulses
Sail Get stuck Leak

Environment overview

A sturdy boat to explore the seas

Potential adversaries

Storms Rocks Sea monsters Ships

Features

Passives

passive
  • Sailing

    Characters can sail the seas! When characters start an uncertain journey, start 2 Countdowns (8). One for them reaching their destination (or part thereof), and one for the threat to reach them.

    The Spotter can make an Instinct Roll to spot the best route to take.

    The Helmsman can make a Strength Roll to keep the route.

    The Topman can make an Agility Roll to optimise the sails.

    The Captain can make a Presence Roll to boss the crew around.

    • On a Critical Success, tick down 3 to reach the destination

    • On a Success with Hope, tick down 2 to reach the destination

    • On a Success with Fear, tick down 1 in each countdown

    • On a Failure with Hope, tick down 2 for the threat

    • On a Failure with Fear, tick down 3 for the threat

    A position that is not helmed by a character is an automatic Failure with Hope.

    Questions
    • What does your boat look like?
    • What is its weakness?
    • Why do you trust it with your lives?
    • What is the worst memory you have on this boat?
    • What roles do you have on the boat?
  • Sturdy as she goes

    The Boat starts with 6 HP (Hull Points), Damage Threshold 15/30. She can be targeted by attacks, and can take damage from the Fiction (ramming a boat, getting stuck on rocks, etc.)

    Repairs to the boat can be done with a Knowledge Roll as a Downtime Activity during Short Rests (restoring 1 HP) or Long Rests (restoring 1d4+1 HP).

  • Is that all she can do?

    The Boat can receive a number of improvements as Long Term Projects to be worked on during Long Rests or downtime. For example:

    • Reinforced Hull: Countdown (12) and 4 Bags of Gold to permanently add 3HP to the Boat. Tick 1 down for Threats when sailing.

    • Bigger sails: Countdown (8) and 4 Bags of Gold to have the Boat go faster. Tick 1 down for reaching destination when sailing.

    • Mounted ballista: Countdown (4) and 4 Bags of Gold to have a Ballista on the deck.

    Characters should come up with their own projects to make the Boat their own.

Actions

action
  • Shoot!

    A character can Spend a Hope to shoot a Ballista, if the Boat has one, within Very Far range. They make a Finesse Roll. On a success, the Ballista deals d12+2 physical damage using proficiency. They can mark a Stress to have the bolt be a Harpoon instead: no damage but the target is locked to the Boat.

  • It's a bit too calm...

    Spend a Fear to have a Threat to escape appear on the horizon : another ship, a storm, a sea monster,...

  • Whoops, I broke it!

    Spend a Fear to have a piece of the Boat break under wear and tear. Describe what happened and mark an HP of the Boat.

Reactions

reaction

About this environment

A sturdy boat to explore the seas.

Boat

Tier 2 Exploration

A sturdy boat to explore the seas

Impulses: Sail, Get stuck, Leak

Difficulty: 14

Potential Adversaries: Storms, Rocks, Sea monsters, Ships

Features

Sailing - Passive: Characters can sail the seas! When characters start an uncertain journey, start 2 Countdowns (8). One for them reaching their destination (or part thereof), and one for the threat to reach them.

The Spotter can make an Instinct Roll to spot the best route to take.

The Helmsman can make a Strength Roll to keep the route.

The Topman can make an Agility Roll to optimise the sails.

The Captain can make a Presence Roll to boss the crew around.

  • On a Critical Success, tick down 3 to reach the destination

  • On a Success with Hope, tick down 2 to reach the destination

  • On a Success with Fear, tick down 1 in each countdown

  • On a Failure with Hope, tick down 2 for the threat

  • On a Failure with Fear, tick down 3 for the threat

A position that is not helmed by a character is an automatic Failure with Hope.

  1. What does your boat look like?
  2. What is its weakness?
  3. Why do you trust it with your lives?
  4. What is the worst memory you have on this boat?
  5. What roles do you have on the boat?
Sturdy as she goes - Passive: The Boat starts with 6 HP (Hull Points), Damage Threshold 15/30. She can be targeted by attacks, and can take damage from the Fiction (ramming a boat, getting stuck on rocks, etc.)

Repairs to the boat can be done with a Knowledge Roll as a Downtime Activity during Short Rests (restoring 1 HP) or Long Rests (restoring 1d4+1 HP).

Is that all she can do? - Passive: The Boat can receive a number of improvements as Long Term Projects to be worked on during Long Rests or downtime. For example:
  • Reinforced Hull: Countdown (12) and 4 Bags of Gold to permanently add 3HP to the Boat. Tick 1 down for Threats when sailing.

  • Bigger sails: Countdown (8) and 4 Bags of Gold to have the Boat go faster. Tick 1 down for reaching destination when sailing.

  • Mounted ballista: Countdown (4) and 4 Bags of Gold to have a Ballista on the deck.

Characters should come up with their own projects to make the Boat their own.

Shoot! - Action: A character can Spend a Hope to shoot a Ballista, if the Boat has one, within Very Far range. They make a Finesse Roll. On a success, the Ballista deals d12+2 physical damage using proficiency. They can mark a Stress to have the bolt be a Harpoon instead: no damage but the target is locked to the Boat.
It's a bit too calm... - Action: Spend a Fear to have a Threat to escape appear on the horizon : another ship, a storm, a sea monster,...
Whoops, I broke it! - Action: Spend a Fear to have a piece of the Boat break under wear and tear. Describe what happened and mark an HP of the Boat.

Discussion

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