Professional Documents
Culture Documents
Quickstart
• Tokens – You’ll need a way to track the narrative Gamemaster (GM), consists of several elements that
Currency of Endless Seas: Momentum, Menace, represent defining aspects of their personality and
and Heroism (all covered later in detail). You need a how they interact with their environment (and how
total of 6 tokens (or chips, beads, cards…) for able they are to do so, respectively).
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Endless Seas
mixture of speed, balance and muscle memory. Move represents any movement of the character
Daring characters are quick fighters and good itself, regardless of type – be it crawling, climbing,
dancers, acting fast and moving with precision. running, or dancing.
Endurance is the character’s fortitude and ability Sail represents more than only the operation of a
to endure physical hardship. It also encompasses the sailing vessel, but includes any operation or
character’s endurance, and their general health and manipulation of vehicles, vessels or machines. Thus, a
physical conditioning. Enduring characters are strong character can “sail” a rowed boat, as well as “sail”
and hardy. through a door by picking its lock.
Cunning is the character’s perceptiveness, Survive represents a characters ability to handle
instincts, and their ability to comprehend the world and navigate dangerous environments or situations.
aorund them. It also covers a character’s ability to spot
Focuses
weaknesses and exploit flaws in opponents and
Focuses represent specialised training or knowledge
situations. Cunning characters are observant and
of a character. They can be used everytime a focus is
shrewd, and may often be said to have “street smarts”
relevant to a situation, for any combination of
or be wise.
Attribute + Skill.
Presence is the character’s personality, and ability
A character can, in principle, have as many
to command attention or respect. Present characters
focusses as they like. A character will start with six
are diplomatic, persuasive, or intimidating.
skills, though, and will have to acquire any further
Reason is the character’s ability to apply logic,
during gameplay.
intellect, and the known facts to a situation.
Notoriety
Reasoning characters tend to be lucid, rational or
contemplative, and are often driven by a need to learn Every Player Character has a socre of Notoriety,
and understand. reflecting the fame and reputation of a character.
Skills Tests
In addition to the six Attributes, each character is As one might expect in the 2d20 system, when you
trained in six Skills: Command, Fight, Know, Move, attempt an action, you can roll 2d20 to see if you
Sail, and Survive. succeed. Each die that rolls equal to or less than the
Command represents the character’s ability to target number is considered a success.
direct or lead others, e.g. a ship’s crew or a violent If you roll 1 , that die counts as critical success (the
crowd. It can both be used to encourage, or to die giving you two successes). If you roll a 20, that die
intimidate. gives you a complication.
Fight represents the character’s ability to employ The target number is the sum of the Atribute + Skill
and to respond to force, covering all sorts of weapon combination that most suits the task.
proficiency, combat styles, and strategy. The GM decides the Difficulty of the task (a value
Know represents the character’s knowledge of normally ranging from 0–5, but usually at least 1)
facts, learning, and education. which is how many successes you need to get to
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Basic Rules
perform the action. If you get more successes than you that rolls equal to or less than the skill rating
need, you gain Momentum points. being used scores two successes.
If you need to improve the odds, you can spend b) Each die that rolls a 1 scores two successes.
these Momentum points to gain more dice. You can c) Each die that rolls a 20 causes a complication
also use Determination. The GM, on the other hand, (see Complications, p. 6).
can use their Menace points to make actions more
5. If the number of successes scored equals or
difficult or aid non-player characters.
exceeds the difficulty of the Test, then it is overall
Tests successful. Any successes in excess of the Difficulty
A basic involves a combination of a single Attribute of the test generate Momentum (see Momentum,
and a single Skill, a focus (if applicable) and rolling p. 8).
two or more d20. Even if the Test is successful, any Complication
1. The gamemaster chooses which Attribute and still applies.
which Skill are appropriate for the attempted Test, 6. The Gamemaster describes the outcome of the
as well as if any of the character’s Focusses apply. Test. If the Test is passed, the player may spend
This might be stated by the rules text, or the Player Momentum to further improve the result. In any
may suggest a combination, but the Gamemaster event, the effects of any complications are applied.
has the final say.
Opposed Tests
Add together the Attribute and the Skill chosen:
When a character attempts an action and meets active
this is the Target Number for the Test.
resistance, the situation calls for an Opposed Test.
2. The Gamemaster sets the Difficulty for the Test, Both characters usaually attempt a Test with a
which is usually a number ranging from 0–5. Some Difficulty of 1, though circumstances might increase
Tests may have a default Difficulty listed in the Difficulty for one or both sides. The outcome of the
rules, but circumstances (such as those Opposed Test depends on each character’s results.
represented by Traits) can affect those basic
1. Active character succeeds, reactive character fails:
Diffickulties.
The active character achieves their goal, and their
The Difficulty is the number of successes the Player Test is successful.
must generate to successfully pass the Test.
2. Active character fails, reactive character succeeds:
3. Once a base Difficulty has been declared, the GM The active character fails to achieve their goal, and
can spend Menace to further increase Difficulty. the reactive character’s test is resolved. Some
The Player can spend Momentum to purchase opposed tests have a specific additional outcome
additional dice (see Improving the Odds, p. 7). for the reactive character’s test.
Once Narrative Currency has been spent, the 3. Both characters fail: The active character fails to
Player rolls their dice pool. achieve their goal, but the reactive character gains
4. Each die that rolls equal to or less than the target no additional benefit.
number scores a single success. 4. Both characters succeed: Compare the total
a) If there is an applicable Focus, then each die Momentum generated on each character’s Tests.
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Endless Seas
The character with the higher Momentum wins, of the following things:
and achieves their goal, but loses one Momentum • The Trait would not impact the Task and does not
for each Momentum their opponent scored. The have any effect.
loser then loses all the Momentum they generated
• The Trait is beneficial, and allows the Task to be
and they cannot spend any. In the case of a tie, the
attempted when it might normally be impossible.
active character wins, but loses all the Momentum
• The Trait is beneficial, and reduces the Difficulty of
they generated.
the Task by 1.
Extended Tests
• The Trait is detrimental, and increases the
Sometimes, a problem is too complex to be overcome Difficulty of the Task by 1.
by a single Test. This is where Extended Tests come in.
• The Trait is detrimental, it either prevents the Task
Effectively, they use combat mechanics to overcome
from being attempted when it might normally be
problems and represent every problem as a “fight”-
possible, or means the situation now requires a Test
able statistics: “Stress” is called Work Track, and the
when one would not normally be required.
“Injuries” the problem needs to suffer to solve it are
Advantages
called Breakthroughs. These problems are “attacked”
with an appropriate Attribute + Skill combination An Advantage is a Trait which is inherently positive or
(comparable to Daring + Fight is an appropriate beneficial, and which will never have a detrimental
combination for a “problem” in the forms of an effect to its owners.
opponent in a meelee skirmish) and might even pose Complications
Resistance. Combined, Work Track, number of
A Complication is inherently negative or problematic,
Breakthroughs needed, and Resistance make up the
and which will never have a beneficial effect upon its
essence of any extended task.
owners.
The Quickstart Adventure, “Escape the Gallows!”,
Complications can arise by:
presented later, provides an opportunity to include an
• Rolling a 20: When attempting a skill test, each d20
Extended Task. It is recommended, though, to only
that rolls 20 causes a complication, which comes
use this with a group already familiar with the 2d20
into effect once the Test has been resolved.
ruleset, as no further explanation on Extended Tests is
• Gamemaster Introduction: The GM can introduce
provided in this Quickstart.
complications by spending Menace.
Traits
Success at a Cost
Locations, characters, and situations all come in a
Some Tests can’t really be failed outright; rather, it’s
variety of shapes and sizes, and these differences are
uncertain whether the Test can be completed without
handled in-game as Traits. Each Trait is a single word
problems. In this situation, the gamemaster may allow
or short phrase, which describes a single significant
the Players to succeed at a cost. With this option, a
fact about whatever it is the Trait belongs to and
failed roll still means the Test is passed, but the Player
remains in play so long as it is true about the scene,
also suffers one automatic Complication in addition
character or place to which it is attached.
to any that occur because of the dice rolled.
Traits, Advantages and Complications will do one
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Basic Rules
Although the failed test has produced a successful • Assistance: One or more characters can assist with
outcome, you cannot spend Momentum to improve the Test. Each character attempting to assist rolls
the outcome of a skill test. Momentum can only be 1d20, using a target number of their own Attribute
spent on the test if it was successful due to the dice + Skill combination. Any success they score are
roll. added to the test’s successes, providing the main
character attempting the test scores 1 success.
Test Difficulty
Assisting characters never roll more than 2d20.
Unless otherwise noted, most Tests have a basic
• Momentum: Momentum can be spent to buy up to
Difficulty of 1, though more routine or
3 additional dice.
straightforward Tests may have a Difficulty of 0, and
more complex or problematic Tests will have higher • Threat: Players may add to Threat to buy up to 3
Difficulties. additional dice.
After this, the Gamemaster considers whether • Determination: Spending a single point of
there are any other factors in the current scene or Determination allows a Player to take one of their
environment, or affecting the characters involved, d20s, and change it so that it shows a 1 instead of
that would alter the base Difficulty. rolling it, giving them two successes automatically
before rolling.
Difficulty 0 Tests
• Talents: Some Talents can grant bonus d20s in
Some tests may be reduced to difficulty 0. Difficulty 0
specific circumstances but this will depend on
tests do not require a dice roll: they are automatically
context and they still count towards the number of
successful with no risk of complications. However,
bonus d20s that can be purchased.
because no roll is made, they cannot generate
Momentum – even bonus Momentum from talents, For the Gamemaster buying bonus d20s for Non-
even for particularly advantageous situations – and Player-Characters there are fewer options. The
the character cannot spend any Momentum on the Gamemaster may spend points of Threat to add dice
test’s outcome, either. to a Non-Player-Character’s Test roll. The GM may not
add to Momentum to make up for missing Threat, and
At the gamemaster’s discretion, a character can roll
typically, Non-Player-Characters do not have
the dice on a test with a difficulty of 0 and can
Determination.
generate Momentum as normal (because zero
successes are required, every success generates Narrative Currency
Momentum), but this comes with the normal risk of
Endless Seas uses “narrative currency” to let players
complications as well. This sort of difficulty 0 test can
and gamemasters alike alter established scenes. In
be useful if it’s important how successful a character
essence, you “buy” certain effects with the respective
is, but there’s no real chance of failure.
currency at your disposal. This helps to drive the story
Improving the Odds forward while the Gamemaster’s ability to challenge
Endless Seas provides several ways for Players to the players beyond the adventure planned beforhand
improve their chances of success by buying additional scales with success or defeat of the players.
d20s to roll on a test: The three units of narrative currency in Endless
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Endless Seas
Seas are: Momentum, Determination, and Menace. establishes some new Advantage in addition to
Only Players have access to Momentum and whatever effect this successful Task had, or
Determination while only the Gamemaster has access removes a Complication from the scene.
to Menace. • Create Problem (Immediate, Repeatable): A
Momentum character can choose to make things more diffcult
for an opponent, increasing the Difficulty of a
Each success above and beyond the Difficulty of a Test
single Test by 1 for every two Momentum spent.
becomes one point of Momentum, which the
Create Problem must be done before any dice are
character may use immediately, or save for later.
rolled for a Task.
Momentum is a valuable pooled resource that allows
characters to improve upon their successes or gain • Obtain Information (Repeatable): For each
additional benefits. Momentum spent the character’s player asks the
Gamemaster a single question about the situation,
The Momentum pool cannot contain more than
environment or the characters present, which is not
six Momentum at any time.
immediately obvious depending on the Test
Bonus Momentum
attempted. The GM must answer truthfully, but can
Some situations, items, and talents grant a character be as detailed or vague as they wish.
bonus Momentum. This is added to the amount of
Menace
Momentum you generate from a successful Test.
Sometimes it is specified that bonus Momentum can As player characters generate and spend Momentum,
only be used in a specific way, such as buying dice, or the Gamemaster generates their own currency, called
obtaining information. Menace. The GM spends Menace to alter scenes,
empower non-player characters, and generally make
Bonus Momentum cannot be saved to a
things more challenging, perilous, or unpredictable
Momentum pool: if it is not used when it is generated,
for the player characters. Players can also add to the
it is lost forever.
Menace pool instead of spending Momentum.
Example Uses for Momentum
The GM typically begins each adventure with one
The most common ways to use Momentum are listed
Menace for each player present at the start of the
below. Immediate Momentum spends can happen at
session, plus halve of the sum (rounded down) of the
any time. Repeatable Momentum spends can be done
Notoriety score of all characters present.
more than once in succession.
Gaining Menace
• Create Opportunity (Immediate, Repeatable): The
The GM gains Menace in the following circumstances:
character gains bonus d20s on their next skill test.
The first die purchased costs 1 Momentum, the • Immediate Momentum: Whenever a character uses
second 2, and the third 3. Thus, buying one bonus an immediate Momentum Spend, such as buying
d20 costs 1 Momentum in total, buying two bonus bonus d20s, they can do this by adding to the
d20s costs 3 Momentum in total, and buying three Gamemaster’s Menace pool, point for point.
bonus d20s costs 6 Momentums in total. • Complications: When a character suffers one or
• Create Advantage: Spending two Momentum more Complications on a Test they or the
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Basic Rules
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Endless Seas
In this quickstart, only basic action/combat rules description: an enemy might be “standing by the
are presented. The Core Rule of, Endless Seas cover rudder” or “down the companion”. This has the
the following types of conflict: advantage of relying on natural language and intuitive
• Duel: A classy “cloak and dagger” conflict between concepts.
two individuals. The gamemaster may also use a map or sketch to
• Skirmish: A fight between three or more mark ouit the zones of a location, using tokens or
combatants, otherwise similar to Duels. Skirmishes markers to show positions in the scene.
might lead to Duels. In combat, movement and ranges are measured in
• Ship Combat: Naval warfare involving one state and four categories.
manoeuvering ships and firing cannons. Ship • Thte state of Reach is when an object or character is
combat can, of course, lead to Skirmishes or Duels. within arm’s length or melee weapon range of the
• Intrigue: A type of social conflict involving secrets, character. It’s necessary to be in Reach of a
blackmailing or covertly use of influence. character to make a melee attack or begin a Duel.
Being within Reach of an enemy is quite disruptive
Encounters
an distracting, adding +1 to the Difficulty of any
Encounters are a parts of a scene that are played out
Task other than a melee attack or the attempt to
more formally than normal: in rounds and turns.
begin a Duel.
While not necessarily involving open conflict (but also
• Close range is defined as the zone the character is
other, often time- or otherwise critical action), they
within at the time. Moving within Close range is a
often do.
trivial affair. Close range is, in essence, a distance
Rounds and Turns
of 0 zones.
Especially combat is played out in Runds and Turns. • Medium range is defined as any zone adjacent to
Within each Round, each character in a conflict the character’s current zone. Medium range is a
encounter takes one Turn. At the start of a conflict, the distance of 1 zone.
Gamemaster determines a single character to take the • Longe range is defined as objects and creatures two
first Turn. This is normally a Player Character unless zones away from a character’s current zone. Long
there is a story reason for a Non-Player Character to range is a distance of 2 zones.
go first.
• Extreme range is any creatures and objects beyond
Order of play goes back and forth from Player Long range. Extreme range is a distance of 3 or
Characters to Non-Player Characters until everyone more zones.
has had a Turn. The next Round begins with the first
Conflict Actions
Turn going to the side that did not act last.
During a Turn in an encounter, a Character can
Zones and Distances
usually attempt a single Major Action and a single
In action, it’s important to know where you are. Thus,
Minor Action.
keep track of which zones characters are in.
Minor Actions
Zones are defined by the terrain around them and
You can take one Minor Action on your turn. You can
tracking a character can simple be a matter of
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Basic Rules
spend 1 Momentum to take one additional minor • Command: You issue a command to another
action. Only one additional Minor Action can be taken character under your control. That character
per turn and every Minor Action can only taken once performs a Major Action to resolve your command,
per turn. taking any Minor Actions required to complete the
• Aim: You can reroll 1d20 when you make an attack order.
this turn. • Guard: You find some defensible position, focus on
• Draw Item: You pick up an item within reach, or your surroundings, or otherwise gain additional
draw an item you are carrying. If the item doesn’t readiness for an attack.
require a Test to use, you can use it immediately for • Pass: You choose not to take a Major Action.
free. • Ready: You declare that you are waiting for a
• Movement: You move to any point within medium specific situation or event to occur before
range, and can stand, or drop prone, as part of this attempting a Test.
movement. You can’t take this minor action if you When the trigger event occurs, you temporarily
have taken the Sprint action (see Major Actions) or if interrupt the current character’s turn to resolve
you are within reach of an enemy. your readied Major Action, and then play proceeds
• Prepare: You take a second to set up a major action. as normal. If the triggering event does not occur
Some major actions require this minor action before your next turn, the action is lost. You can still
before they can be taken. perform Minor Actions during your turn as normal.
Major Actions • Catch Breath: You get behind cover, and attempt an
You can take one Major Action each turn. Once per Endurance + Survive Test with a Difficulty of 2.
encounter, you can spend one Determination point to While behind cover, you can one additional
take a second Major Action. Resistance for each Effect rolled on Cover Dice and
regain the Ability to Avoid an Injury. You may also
• Assist: You character assist another character you
regain 2 Stress per Momentum spent.
can communicate with with a Test during their
turn. It may be that you assist them before your • Sprint: You attempt to move further and more
turn, in which case your Major Action is taken up by quickly. This is a Daring + Move Test with a
doing so when it comes to your turn. Roll 1d20 Difficulty of 0. Success means you move one zone,
using your own Attribute + Skill combination. one additional zone per Momentum spent
Successes you score are added to the assisted (Repeatable).
character’s providing they score at least 1 scuccess. • Stabilise: You attempt to treat the injury of a
Assisting characters never roll more than 1d20. character within Reach.
• Attack: You character attack an enemy or another • Reload Muzzle Loader: You attempt to reload a
viable target. muzzle loading ranged weapon, e.g. a flintstone
• Create Advantage: The character creates some pistol or a musket. This is an Extended
beneficial circumstance or removes a Complication. Coordination + Fight Test needing a number of
This costs to Momentum or adds 2 to Menace. successes equal to the Damage Rating of the
weapon.
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Endless Seas
• Other Test: A range of other actions can be Complication may include that one of the other,
performed during combat, at the Gamemaster’s nearby creatures is struck by the attack.
discretion. 4. Inflict Damage: If either of the Attack Tests
Attacks and Damage succeeded then the Attack inflicts Damage, as
described below:
An Attack is any action made with the intention of
harming another character, NPC or creature, or a) Roll Challenge Dice: Roll the Number of
inflicting stress upon an object. Challenge Dice indicated by the weapon’s
Damage Rating and total the number of Stress
Attacks are made as follows:
inflicted and any Effects.
1. Declare the Attack: Choose a target that you can
b) Roll Resistance: If the target has any Resistance
engage, and a weapon to use. If you want to make a
Dice (from Cover and the like), roll those dice,
ranged attack, you need to be able to see the target.
and add the total rolled to the character’s static
If you want to make a meelee attack (including an
Resistance, if any. The total is the character’s
Unarmed Strike), you must be within Reach of the
Resistance for this Attack.
target.
c) Substract the Resistance for this Attack from
2. Declare whether the Attack is intended to be Non-
the total Number of Stress as calculated under
Lethal or Lethal. If you intend to make a Lethal
a). Add any remaining Stress to the target’s
attack, add a single point to the Menace pool.
stress track and check to see, whether they have
3. Attack Test, determined by the type of attack:
sustained any injuries.
a) For a Meelee Attack, the attacker attempts a
Injuries
Daring + Fight Test with a Difficulty of 1,
The character suffers an injury for every of the
opposed by the targets Daring + Fight (also
following circumstances:
Difficulty 1). If the target wins the Opposed
Task, then they are considered to have made a 1. If the character suffers 5 or more stress from a
successful attack instead. single attack or hazard after reduction for
resistance.
The winner of a meelee attack (whether they
were the attacker or defender) may 2. The character’s stress track is filled.
immediately leave their enemy’s Reach instead 3. The character already had a full stress track and
of inflicting damage, and move anywhere takes further stress.
within close range. The character fends off their If two of the condictions occur the character suffers
opponent instead of inflicting damage. two injuries, resolved one at a time.
b) For a Ranged Attack, the attacker attempts a When a character suffers an injury they are
Coordination + Fight Test with a Difficulty of 2. incapacitated. They cannot carry out any Minor
This is not an Opposed Task. The Difficulty of Actions or attempt any Tests for the remainder of the
this Task increases by 1 if ther eis an enemy scene. A character that suffers a second Injury when
within Reach of the attacker. The Complication already suffering from a Non-lethal Injury now suffers
Range of the attack increases by 1 if there are from a Lethal Injury instead. A character that suffers
creatures within Reach of the target. A
12
Basic Rules
an Injuiry while already suffering from a Lethal Injury, Challenge Dice, and possibly one or more Damage
is dead. Effect(s) that trigger when Effects are rolled. All
When a character suffers an Injury, they have the weapon gain additional Challenge Dice to their
option to avoid it as they can dive aside at the last Damage Rating equal to the Fight skill of the
moment, duck into cover, or otherwise dodge out of character.
the way. Avoiding an Injury in this way has a price: it 3. The weapon’s Size is either one-handed (1H) or
costs 2 Momentum (Immeadiate), or requires that the two-handed (2H). A 2H weapon can be used in one
character suffers a Complication (minor injury, hand to make an attack, but the Difficulty
damage to equipment etc.). A character may only increases by 1. If a two-handed meelee weapon is
Avoid an Injury once per scene, though they may regain thrown (see above), size increases Difficulty by 1,
the ability for a second use by taking the Catch Breath again.
Major Action. 4. The weapon’s Qualities are any additional rules,
Resistance and Cover setting out restrictions or benefits that apply to the
weapon’s use.
Resistance comes in two forms: persistent and
conditional. Persistant resistance comes in the form of Damage Effects
a simple number, while conditional resistance comes The following abilities provide additional benefits
in the form of Challenge Dice. whenever an Effect is rolled on the Challenge Dice (see
A character gains persistant resistance from armour, Challenge Dice, p. 3). When one or more Effects are
and conditional restistance from cover. Cover typically rolled, all Damage Effects that apply to that attack are
comes from circumstances as terrain or obstacles. used:
Thus, it is not a static value of any character, but • Area: The attack covers a wide area and can affect
depends on the scene and/or location. several targets at the same time. The attack
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Endless Seas
intense weapon increases by one for each Effect precision to use effectively. The weapon cannot be
rolled. used to attack unleass a Prepare Minor Action is
• Knockdown: If one ore more Effects are rolled on performed during the same Turn.
this attack, then the target is knocked prone. The • Deadly: The weapon is designed to kill; if the
target may resist this effect by adding a number of character attempts to make a Non-Lethal attack
points to Menace equal to the number of Effects with this eapon, the Difficulty of the attack
rolled. For Non-Player Characters, the Gamemaster increases by 1.
spends Menace instead of adding to Menace. • Debilitating: Survival Tests to perform Stabilise
• Perilous: The attack escalates problems. It adds 1 to Major Actions on characters injured by this
Menace for each Effect rolled. If used by an Non- weapon, or to heal injuries from this weapon,
Player Character adversary, this instead removes 1 increase in Difficulty by 1.
from Menace per Effect rolled, to a minimum of • Hidden X: The weapon is easy to conceal, or
0 Menace remaining. disguised as something else. When the weapon is
• Piercing X: The Attack ignores X points of the hidden, any search of the owning character
target’s total Resistance for each Effect rolled. requires an Insight + Fight or Reason + Fight Test
• Snare: The attack can entangle and bind the target. with a Difficulty of X to find the weapon. A
The target cannot take any actions other than to try character may use a Minor Action to conceal a
and break free. It requires a Test with a difficulty Hidden weapon.
equal to the number of Effects rolled to break free. • Inaccurate: The weapon is imprecise and clumsy,
• Stun: The attack or hazard leaves the target and very little can be done to change that. The Aim
momentarilty unable to act. If a number of Effects Minor Action gives no benefit when making an
are rolled that equal or exceeds the target’s Survive attack with this weapon.
Skill, the target may not take any actions in their • Non-Lethal: The weapon is debilitating rather than
next turn. deadly; if the character attempts to make a Lethal
• Vicious X: The atack inflicts X additional damage attack with this weapon, the Difficulty of the attack
for each Effect rolled. increases by 1.
14
Basic Rules
may be able to trace the attack back to you if you Spend 2 Momentum to affect a second target within
aren’t hidden). reach of the attack’s target with your attack. The
Combat Momentum Spends secondary target suffers half the attack’s damage,
rounded down.
The following Momentum spends in combat can
Swift Action
improve the character’s situation in many ways:
Spend 2 Momentum to attempt one additional Test,
Bonus Damage
increasing its Difficulty by 1 over what the Test would
Spend 1 Momentum (repeatable) to increase the
normally require.
damage inflicted by a successful attack, regardless of
the type of attack. Each Momentum spent adds +1 Mystic Powers
damage. There are rumours throughout the seas and ports of
Disarm extraordinary people wielding mystical powers. Called
Spend 2 Momentum to knock away one weapon held magic by some, command of nature’s spirits by others,
by the target. The weapon falls to the ground within these mystic powers are as rare as they are
Reach and picking it up is a Minor Action for any unpredictable.
character within Reach. Endless Seas includes some rare supernatural
Extra Minor Actions abilities that are not included in this quickstart.
15
Endless Seas
the port and head to the hidden cove and the Fortune.
Adventure: Escape the Gallows!
Yet, on reaching the Fortune, Vae finds out why the
Charaktere müssen aus einem Kerker fliehen, um
Govenor and her forces were able to catch them in the
nicht als Piraten gehängt zu werden.
first place: Vae has been betrayed by their First Mate, a
Introduction man called William “Bill” Harwick. The moment, their
This Quickstart adventures serves as an introduction former First Mate discovers Vae escaped the
to both the world and rules set of Endless Seas. It is dungeons, he will immediately turn against them and
and has been designed to demonstrate the core You begin this adventure with 2 points of Menace for each
mechanics of the game. Plot and action are pretty Player.
straight-forward and intended to focus on the basic
Scene 1: Out of the Cell!
rules of the game.
When everyone is ready to begin, set the scene reading
While everyone is encouraged to have read the
the following passage out aloud, paraphrasing when
rules beforehand, the contents of this adventure is for
needed:
the Gamemaster’s eyes only.
Despite the tropical climate outside, your dungeon cell is
The synopsis below summaries the adventure and
cold and musty. The interior is comfortless: rotten plank
the events leading up to it. Rules will be introduced
beds with heaps of days-old straw, cobblestone flooring
throughout the adventure.
and a single, barred window, to small to even stick a
Synopsis head out to feel the last lights of the setting sun.
Four individuals of different origin meet in – a According to the local authority’s, Lady Felicity
dungeon cell below the Fort of Port Steadfast, a Barrenham’ decree, you all are going to die in the first
trading port in the Endless Sea. Port Steadfast’s lights of the next morning, hanged at the gallow at the
Govenor, Lady Felicity Barrenham, has sentenced the central marketplace of Port Steadfast. Needless to say,
characters to die for various reasons. Their hanging is nobody is very fond of the idea that this will be your last
scheduled for the next morning, leaving them only night, in this strange company of the respective other
this night to escape the dungeons, city, and their fate. three convicts in your cell.
After teaming up to escape their cell, they will need The window is too small to escape through and there’s no
to sneak through the Fort to break into the armoury. time to dig a tunnel through a wall or a floor. So the only
Supplied with their belongings (or, at least, some way out seems to be your way in: a sturdy iron-barred
weapons), the characters will then leave the fort and door with a big lock. If you want to try to pick it, you will
try to dodge the city watch on their way out of town. have to make sure the watch on patrol, unregularly
Captain Vae promises their ship, the Fortune, lies in showing up every other minute, won’t notice you. On the
a hidden cove near Port Steadfast and agrees to take other hand, the guardsman does have a bunch of keys
their companions with them and to the next port of dangling at his belt…
call. In order to reach the ship, the characters will need At this point, Players are encouraged to plan their
to acquire (so, most likely: steal) a small boat, escape escape. This could involve the following strategies:
16
Adventure: Escape the Gallows!
• Picking the door’s lock. This is a Coordination + that he has seen too many “scumbags spitting out
Sail Test with a Difficulty of 3. Spending two vial threats and still ended up dangling from the
Momentum to create the advantage of “Lockpicking gallows to give anything about this talks”. If the
Tool” (which could e.g. be a hairpin or improvised Players retry, he will simply walk away (but might
by pulling nails out of the cells “furniture”) will return in response to the Players’ actions or on his
reduce the Difficulty to 2. Yet, since this is probably own).
the first roll of the game, the Players’ Momentum • Lure the guard in. The classy “Sick Captive Scam” is
pool will still be empty and the would have add to of course a funny option, and Lady Barrenham
Menace, instead. indeed has enough of a grudge against at least
If the players sneaked out of their cell, this way, the Captain Vae or Commander Norran to want to see
GM can spend 2 Menace at any time while they’re them hang instead of hearing of their demise
still within the Fort to have them stumble into the within this cell. Of course many other strategies to
guard, leading to hand-to-hand combat. The GM convince the guard that he has to come inside the
may also spend 4 Menace at any time to have the cell for some reason, are valid, too. For example,
guard finding the empty cell and sounding an Commander Norran could convince the guard to let
alarm – raising the Complication Range of any task them escape and to fake that he was overwhelmed,
by two (from 20 to 18–20) inside and by one (from since they could have been old comrades in service
20 to 19–20) outside the Fort. of the garrison.
• Get the keys. Provocing the guard in either way to Luring the guard inside the cell is a Presence +
step one step too close to the barred door is easy – a Command Test with a Difficulty of 2 (that can be
Presence + Command Test with a Difficulty of 0. assisted by two other players), but the moment the
Yet, reaching through the door’s bars and retrieving guard is inside the cell, he will realise his mistake.
any item off the guard’s belt is an opposed Daring + Combat ensues, with the prison cell being the zone
Fight Test with a Difficulty of 4 for the Players and a everyone will start in, and maybe the corridor being
Difficulty of 2 for the guard, since the guard another.
obviously is in an advantageous position. Only one Note, that to this point, the players will have none
other Player can assist the leading Player in this of their items at hands, as they’re still locked away
Test. safely somewhere in the armoury. Thus, they will
Clever Players might want to grab the guard’s need to fight the guard with their bare hands.
sword first, to coerce him to hand in the keys or • Brute Force Their Way Out. There are serveral
open the door. This is a good idea, yet will not wooden planks within the cell, that can be used as
change anything about the tests’ Difficulty. While fulcrum and leavers, breaking the door out of its
it’s easier to draw the guards sword, its harder to support. This will require a Reason + Sail Test with
get it through the bars while still holding a grasp on a Difficulty of 2 to set up the lever and an
the guard. The keys are easier to pull through the Endurance + Sail Test with a Difficulty of 5 to break
door, yet have to be picked off the guard’s belt, first. the door.
• Intimidate the Guard. This is impossible, as the If they succeed without the guard noticing their
guards know this “tactic”. The guard will respond
17
Endless Seas
escape (e.g. by picking the lock or breaking the door), and the Fort to be flooded with reinforcements.
read the following to the Players, paraphrasing when Moving silently through the Fort without being
needed: noticed by the guards is a Coordination + Move Test
You made it out of the cell and your guard does not seem with a Difficulty of 2. If the characters succeed they
to have noticed your escape. There’s one fewer door can head to the armoury (or out of the Fort, if they
between you and your freedom, but you’re not even out of want to skip the armoury) unnoticed.
the Fort, let alone the city. You do not know when your If the characters fail, they are noticed by a patrol of
guard will come back or what he might have heard, so a single guard, the guard having initiative. If the
it’s time to hurry. characters broke out of their cell without the guard
Your possessions you had on you when you were taken noticing them, the Gamemaster can spend 2 Menace
under arrest should be safely stored within the armoury to have them encounter the guard now, yet the players
of the Fort, a few corridors from here. will start combat, as normal if they succeeded the test
If they defeated the guard, read the following to the above.
Players, paraphrasing when needed: After the above has been resolved, read the
You have defeated the guard and left him in the cell. following to the players, paraphrasing when needed:
Now, there’s one fewer door between you and your You reach the Fort’s armoury. It is guarded by two
freedom, but you’re not even out of the Fort, let alone the guards. They look bored, murmuring a conversation
city. You do not know how many other guards are on about something you cannot understand. Only two
patrol, so it’s time to hurry. guards and one door are between you and your
Your possessions you had on you when you were taken equipment. You could of course charge the guards now,
under arrest should be safely stored within the armoury trying to catch them by surprise. Or you can try to
of the Fort, only a few corridors from here. employ a more delicate approach.
Before this scene ends, give the players a moment of If the players decide to rush into conflict, combat
time, if they need it. The adventure assumes that they against the two guards ensues. This is dangerous,
will now proceed to break into the armoury of the Fort since not all of the players are armed (they can, of
to regain their equipment. Adjust the following scene’s course, have taken the sword(s) of the guard(s) they
readings and actions, if they decide not to. encountered, but not all players should be armed,
now).
In any event, when the scene ends, substract
1 Momentum from the players’ Momentum pool. If the players want to distract the guards or maybe
divide them up so they can face them individually,
Scene 2: Break into the Armoury pick an appropriate Attribute + Skill combination for
At the start of the scene, read the following to the the respective test(s). Any test should be Difficulty 2,
players, paraphrasing when needed: unless otherwise presented below (or prescribed by
Night falls and the Fort gets quiet. Only a skeleton crew Complications resulting of prior action). Some
of guards mans the lookouts and patrols the corridors. examples include:
Whereever you head – do it silent, do it swift! If you are • Luring one guard away. This would be a Presence +
discovered, you risk that the guards will sound an alarm Command Test when involving speech (e.g. by
18
Adventure: Escape the Gallows!
sticking one’s head around a corner, acting as an Extended Test (Worktrack of 8, Magnitude of 3
surprised, or by feigning the voice of another guard and Resistance of 1) though this is only recommended
calling for assistance). Or a Coordination + Fight for experienced players. After four intervals of time,
Test when using another distraction (e.g. making the guards will return – if the players havn’t succeeded
other noises, throwing something etc.). in breaking in into the armoury they will have to
• Surprise the Guards: Might be combinated with a decide whether to fight the guards now or try another
distraction. First, ask the players to roll for the distraction (though with an increase in both Difficulty
distraction; see above for appropriate Attribute + and Complication Range by one, respectively).
Skill combinations. Any means of surprising the Once the player made it into the armoury, read the
guards may also be rolled on the Cunning Attribute, following, paraphrasing when needed:
if the players can explain how to use something in You close the armory’s door behind you and glance
the scene to their advantage. around in the dimly lit room, packed full with weapons
On success, ask the players to roll a Coordination + of any kind. After a quick search, you discover your
Move Test with Difficulty 2 to sneak up to the possessions in an open chest in one of the corners of the
guards. Every succeeding character will be in Reach room, rolled into simple (and dirty) cotton cloths. Yet, it’s
of one of the guards when combat begins, and if at all there, even your money and the small items valuable
least one player succeeds, the players will have the to you, you had with you when you were arrested.
initiative for the following combat. Now, rearmed and ready, you can make for your escape
If the players did not distract the guards, failed to out of the Fort.
sneak up to them or never tried either, the guards will The characters are now in possession of anything
begin combat, drawing their sword and prepare to written down on their character-sheet. If they want to
strike the first character that is within reach. If the take additional weapons with them, allow them to do
characters succeeded in any distraction, they will have so. Yet, they need to pay both Momentum and, if
initiative in the ensuing fight. And every character applicable, Menace to acquire any item not on their
that succeeded in sneaking up to the guards will be in character sheet.
Reach of the nearest guard. All characters begin within
After the characters have re-supplied, the scene
Close reange of one another, thus, there is only one
ends. Substract 1 Momentum from the pool before
zone of combat (the corridor adjacent to the armoury).
proceeding to the next scene.
If the characters defeated the guards, they can
easily open the armoury – one of the guards has a key.
Scene 3: Reach the “Fortune”
If they lured away the guards completely, without At the start of the scene, read the following to the
fighting them, they need to open the door without a players, paraphrasing when needed:
key. Picking the lock will be a Coordination + Sail Test You leave the armoury and head towards a small sally
with a Difficulty of 4, as the armoury’s lock is of port that should bring you outside of the Fort and into
outstanding quality. the vicinity of the harbour.
If you and your players are already familiar with If the Players did not acquire keys from any of the
the 2d20 ruleset, you can also set out picking the lock guards, they need to open this door, too. See scenes 1
19
Endless Seas
or 2 for an appropriate Test. The sally port’s lock is of searching any inch inside and most likely preparing
similar quality as the dungeon cell’s lock. When searches around the whole city. Still, this burst of activity
they’ve overcome this obstacle or defeated some of the has not reached the harbour, yet.
guards and took their keys, proceed, paraphrasing Four hands are to few to man one of the bigger ships, so
when needed: taking a rowed ship’s boat, a pinnace or a yawl, seems
The moment you set foot outside of the Fort is a moment the better choice. Your plan is to row out of the harbour,
of instant and great relief. Seeing another day is no circumventing the city’s walls and fortifications and then
longer a desperate hope but a real possibility. But you do go back ashore. In the dense jungle around Port
not have time for more than one or two deep breaths of Steadfast, you will be harder to detect than at the water,
the cold, but revivingly fresh night’s air. In the Fort and the risk that the Fortune is discovered, before you
behind you, you hear the sounding of an alarm, can go aboard is way smaller this way.
accompanied by more and more shouts. Your escape has Have one of the characters lead a Cunning + Survive
been noticed! Test with a Difficulty of 2 that can be assisted by one
As you glimpse back you see parts of the Fort light up as other character to find an appropriate vessel that is
it awakes under the pale moonlight. You must make your not among the small number still in use at this late
way to the harbour to acquire a boat to make it to hour, and not too heaviyl guarded. Allow them to
Captain Vae’s ship as fast as possible while not being Succeed at a Cost. Then proceed, paraphrasing when
detected. needed:
The characters should now make it to the harbour. You find a vessel that should suit your needs, yet the one
Since the alarm sounded at the Fort is heard in question is indeed manned. Two persons, a woman
throughout the city, the guards patrolling the harbour and a man, are stowing supplies and equipment aboard,
are now warned. Thus, the Complication Range for paying virtually no attention to their surroundings. It
the scene is 2 (every rolled 19 or 20 is considered a will be easy to get aboard, but you will need to either get
Complication). rid of these two, or convince them to bring you out of
If the group is low on Momentum, allow one of town.
them to make a Cunning + Move Test with a Difficulty The couple are fishers, preparing their boat so they
of 0, the rest of the group assisting, to evade the can leave in the first lights. They are tired and won’t
guards. A Complication might mean that they run into display much Resistance, unless met with force. In
a patrol of two garrison troops, or that the this instance they will immediately run and scream for
Complication Range for the rest of the scene rises by help (spend 2 Menace to create the “Detected by the
an additional 1. Of course, you can always simply gain Guards” Complication).
Menace points for later use instead of immediately If the characters try to convince (including bribing)
imposing a Complication. Once they reach the them, this is an opposed Presence + Command Test
harbour read the following, paraphrasing when with a Difficulty of 1, resisted by the couple’s Cunning
needed: + Survive (with a target number 7), also at a Difficulty
The harbour still lies relatively silent. The Fort uphill is of 1. If the players offer to help them with their work
now fully awake and lit, the garrison troops probably preparing the ships, the Complication Range of this
20
Adventure: Escape the Gallows!
test is reduced by 1, though a rolled 20 will always be a Scene 4: Defeat the Traitor
Complication.
At the start of the scene, read the following to the
Intimidating the couple will be an opposed players, paraphrasing when needed:
Presence + Fight Test, resisted by the couple’s
You made your escape out of Port Steadfast’s harbour
Reason + Survive (target number 7), both with a
just in time. Just out of sight of the cities fortifications,
Difficulty of 1.
you disembark and proceed overland.
In all Tests, the couple will assist each others,
The new morning already dawns, when you reach the
effectively rolling 3d20 against the same target
cove hiding the Fortune, Captain Vae’s ship. It was a
number.
long march through difficult terrain that followed your
Any Complication rolled will have one of the search escape out of Port Steadfast’s bay. Only when you finally
teams discover the fleeing characters, immediately approach the Fortune, you can see the dim lights of
shouting at them and calling reinforcements. Even if covered lanterns that enlighten the deck just enough not
all goes well, you as the Gamemaster can introduce to stumble.
this Complication via a Menace spend.
There is no pier, and the gangway – rather, the Jacob’s
If the characters are detected by the searching Ladder, a net of knotted rope to climb up – is rolled up.
patrols, they have the possibility to fight them. Approaching the ship will be easy, even if it involves
A patrol consists of four soldiers of the garrison, swimming, as the cove lies still and there are neither
equipped with muskets if you have the Menace to waves, nor currents. Yet you will need to find a way to get
escalate. aboard.
If they choose to fight, push hard at them, At this moment, allow the players to make a Cunning
introducing them with muskets. Remember, though, + Survive Test with a difficulty of 2. Allow the players
that you need to be able to spend Menace for lethal to Succeed at a Cost, saving the Complication for later
attacks, and that the muskets are effectively one-shot use. The player notice a body dangling from the rig,
weapons, as they take long to reload. swinging over the water just at the level of the
If the players decide to run, have them make a Fortune’s top deck. Captain Vae can identify Keanu
Daring + Sail Test with a Difficulty of 3 to quickly “Blackboot”, their (now: former) quartermaster. Vae
embark and cast off. Failure means that the guards seeing their second-in-command hanged should
reach the boat for a fight, Complications can mean instantly notice that something is terribly wrong.
that single guards make it onto the boat (to be If the characters needed to Succeed at a Cost, Bill
eventually pushed into the waters by the characters). Harwick, Vae’s former Master at Arms, will have
In any event: Narrate this as a daring escape, the spotted them as they came to close to the ship before
guards on the pier probably firing their muskets or discovering Blackboot’s corpse. He will then, silently,
yelling for a ship for a hot pursuit. alert his complices in advance.
After the characters are out of reach of the guards Swimming to the ship is a Endurance + Move Test
one way or the other, and head out of the harbour, the with a Difficulty of 0, allowing the players to build up
scene ends. Substract 1 Momentum from the pool some Momentum before the climatic fight with the
before proceeding to the next scene. traitor Harwick. If Complicatios are rolled, it could
21
Endless Seas
mean that the gunpowder in the weapons of Captain they succeed, for every point of Momentum spent, one
Vae and Commander Norran was soaked in water, of the henchmen will decide not to participate in the
rendering their weapons useless. As always, fight.
Complications can be used by the Gamemaster to In the ensuing fight, you can assume that the top
build up Menace points. deck of the Fortune consists of one zone. If your group
Climbing aboard, using e.g. the anchor’s chain, is a is already familiar with the 2d20 system, it is also
Daring + Move Test with a Difficulty of 2. possible to break up the top deck into two or three
Once the characters are on board the Fortune, read zones, the combatant groups starting alone in their
the following, paraphrasing when needed: respective zones.
You’ve reached the top deck of the Fortune, Captain Note that muzzle-loaded weapons (like flint-lock
Vae’s ship. Or is it Captain Vae’s former ship, now? pistols or muskets) take a long time to reload,
The sign of her quartermaster’s murdered body promises effectively making them one-time-useable weapons.
nothing good. And indeed, something’s afoul aboard the
Conclusion
Fortune. The moment all characters are aboard, the
If the players are defeated, this adventure ends with a
door to the quarterdeck springs open and William “Bill”
cliffhanger: Harwick decides to not execute the
Harwick, the Fortune’s former Master-at-Arms and, as it
characters on the spot, but to turn them (back) in to
seems, now her Captain, comes out, carrying a flintlock-
the local authorities – i.e. Lady Felicity Barrenham,
pistol in his hand and a rapier at his belt.
Governor of Port Steadfast. The characters are
“Vae!”, he shouts in overtly fake relief, “How
brought to the Fortune’s bilge and locked in, until their
extraordinary good to see you! I have been assured that
extradition can be arranged. There might be some
you’d hang over Port Steadfast’s market, feeding the
crew left that is loyal to Captain Vae, but in any event,
crows and teaching little children the lesson to not be
they will have to escape – again.
such an excuse for a sorry pirate like you! But I see that
If the players defeat Harwick and his henchmen, at
one cannot rely on the fancy Lady of Port Steadfast and
the last possible moment Harwick will jump off board,
so I have to kill you myself. Not that it would bother me
making a daring escape to the shore and vanishes
to use your rotting corpse as my figurehead!”, he
between the brushwood. He could make a re-curring
threatens.
villain during a campaign.
“Any last words –‘Captain’?”
You can start a swashbuckling campaign of
William Harwick is accompanied by four pirate
Endless Seas from here, considering the following
crewmen, former members of Vae, who now take up
points:
arms against the group. If the characters had to
• Both Lady Barrenham and William Harwick make
succeed at a cost to spot the corpse of “Blackboot”,
up formidable villains for the first story arc.
Harwick had the opportunity to convince two more
Captain Vae could want to have their revenge for
pirates, having now six henchmen.
Harwick’s betrayal, and Alex Norran might want to
Captain Vae could try to discourage some
sneak back into Port Steadfast to see (and maybe
henchmen from fighting, making an (unassisted)
escape with?) their love-interest, the Governors son.
Presence + Command Test with a Difficulty of 2. If
22
Adventure: Escape the Gallows!
Harwick is not the only dubious company, Lady When introducing this NPC, you can spend 1 Menace
Barrenham works with. to outfit them with a Flintlock-Musket (Ranged,
• Who could be a possible ally for the characters? Can Medium, 7 CD, Deadly). This is best employed only be
Gordon Barrenham, the Governor’s son, be trusted done outside the Fort.
to work as a double-agent, spying on his mother? Pirate Henchman [Minor NPC]
• And was Morgan Steadfast implicated in the plot
Traits: Pirate Henchman
against Captain Vae for a reason, or were their
Attributes Skills
execution accepted by the conspirers against Vae as
Coordination 9 Command 1
some kind of “colateral damage”?
Daring 10 Fight 3
Non-Player-Characters Endurance 8 Know 0
Soldier of Port Steadfast’s Garrison [Minor NPC] Cunning 9 Move 2
23
Endless Seas
Traits: Fortune’s Treacherous former Master-At-Armes • Rapier: Meelee, 7 CD, Knockdown, Piercing 1,
Parrying
Attributes Skills
Coordination 9 Command 3 • Flintlock-Pistol: Ranged (close), 8 CD, Deadly
Daring 12 Fight 4
Endurance 8 Know 2
Cunning 11 Move 3
Presence 10 Sail 2
Reason 9 Survive 2
Focusses
Fencing, Flint-lock Pistols, Intimidation, Lying
Stress: 14
Resistance: 0
Talents
24
Pregenerated Characters
Pregenerated Characters
The following characters have been pre-generated to
be used in this Quickstart adventure of Endless Seas:
Captain Vae, a minor, yet still notorious Pirate of the
Endless Sea, Commander Alex Norran, disgraced
Captain of the City Watch, Jaquinn de la Fleur, a thief-
acrobat, and Morgan deVray, a metalsmith.
Feel free to adjust their names and backgrounds to
your needs.
25
Endless Seas
No Pain, No Gain
Captain Vae
You prefer to achieve your goal first, and then deal
Traits: Pirate Captain, Revolutionary with the consequences felt along the way. When you
Notoriety: 3 fail at a Test (but not an opposed Test) which involved
Values your Daring, you may always choose to Succeed at a
A Pirate truly is free Cost.
Do not hesitate During the first Round of combat, you and your allies
Fool me once, shame on you. Fool me twice, shame on may ignore the normal Momentum cost to Keep the
me! Initiative.
Attributes Skills Equipment
Coordination 9 Command 5
Magnetic Compass, Rapier, Flintlock-Pistol
Daring 11 Fight 3
Attacks
Endurance 8 Know 1
• Unarmed Strike: Meelee, 3 CD, Knockdown, Non-
Cunning 10 Move 3
Lethal
Presence 12 Sail 3
• Rapier: Meelee, 5 CD, Piercing 1, Parrying
Reason 9 Survive 2
• Flintlock-Pistol: Ranged (Close), 6 CD, Deadly
Focusses
Dancing, Gambling, Inspire, Intimidate, Pistols, Background
Sailing-Ships Captain Vae has often been told they would see their
Determination: 1 end at the gallows, some day. They would have smiled
Stress: 10 and said that this day might come, but has not, yet –
Resistance: 0 before taking the wealth and ships of their cursing
counterparts. Despite having only a small ship and
crew, Vae has earned a little reputation as an upstart
Talents
pirate captain in the Endless Seas.
Bold (Command)
This led to their situation in the Dungeons of Port
When you attempt a Test involving your Command Steadfast, as someone seems to have collected the
skill, and you buy one or more bonus d20s by adding small bounty on their head. While meeting a contact
to Menace, you may re-roll a single die in your pool. with information on their next raiding target, Vae and
Killer’s Instinct their informant, Morgan deVray were arrested and
When you choose to make a lethal attack, you do not subsequently brought before Govenor Barrenham.
add to Menace for doing so. In addition, whenever an Without delay, the Govenor sentenced both to be
enemy you can see attempts to make a lethal attack on hanged as Pirates the next morning and had them
you, you may add 1 to Menace to increase the brought into the Dungeons below the Fort.
Difficulty of their attack by 1, as you react to their
intent.
26
Pregenerated Characters
Values Tough
Protecting my loved ones Whenever you Avoid an Injury, the cost is decreased by
Only loyal leaders deserve to be followed 1, to a minimum of 1.
27
Endless Seas
Jaquinn de la Fleur they will be well disposed toward you, just that you can
find a contact.
Traits: Thief-Artist, Street Child
Hard to Hit (Melee)
Notoriety: 2
You’re especially good at avoiding harm. Select either
Values
meelee attacks or ranged attacks when you acquire
Barriers are challenges, not obstacles
this talent. Attacks gainst you of the chosen type
Take from the Rich increase in Difficulty by 1.
Always question the man
Equipment
Watch your back
Throwing Knife, Parrying Dagger
Attributes Skills
Attacks
Coordination 12 Command 1
• Unarmed Strike: Meelee, 4 CD, Knockdown, Non-
Daring 10 Fight 3
Lethal
Endurance 9 Know 2
• Throwing Knife: Ranged, 4 CD, Hidden 2, Subtle
Cunning 10 Move 4
Presence 9 Sail 4 • Parrying Dagger: Meelee, 5 CD, Piercing 1, Parrying
28
Pregenerated Characters
Cannons, Chess, Detail Drawings, Fortifications, Morgan deVray has been in the dungeons under the
Geography, Metalcrafting Fort of Port Steadfast before – for repairs. The
Determination: 1 metalsmith only recently finished their apprenticeship
Whenever you attempt a Sail Test to perform repairs, apartment were stormed by the Garrison of
you may reduce the Difficulty by 2. If you do this, Port Steadfast and both Morgan and their guest were
however, then the repairs are only temporary, and will arrested.
last a single scene, plus one additional scene per The guest turned out to be the pirate Captain Vae,
Momentum spent (Repeatable) before they fall again. wanted by several authorities in the Endless Sea, and
Jury-rigged repairs can only be applied once. when both were brought before the Govenor of
29
Endless Seas
30