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Endless Seas

Quickstart

Swashbuckling with the 2d20 Game System™


Version 0.1, 20. Feb. 2023
Background....................................................28
Table of Contents Commander Alex Norran................................29
Talents.............................................................29
Credits..........................................................................1 Equipment......................................................29
Feedback......................................................................1 Attacks............................................................29
Introduction................................................................5 Background....................................................29
What you Need to Play......................................5 Jaquinn de la Fleur............................................30
Basic Rules..................................................................5 Talents.............................................................30
Characters.............................................................5 Equipment......................................................30
Attributes.........................................................5 Attacks............................................................30
Skills..................................................................6 Background....................................................30
Focuses..............................................................6 Morgan deVray...................................................31
Notoriety..........................................................6 Talents.............................................................31
Tests........................................................................6 Equipment......................................................31
Tests...................................................................7 Attacks............................................................31
Opposed Tests.................................................7 Background....................................................31
Extended Tests................................................8
Traits.................................................................8 Credits
Advantages......................................................8
Complications.................................................8 Based on 2d20 by Modiphius, system designer Nathan
Success at a Cost............................................8 Dowdell. With thanks to Chris Birch and Modiphius
Test Difficulty..................................................9 Entertainment.
Improving the Odds.......................................9
The 2d20 Game System is a Trademark of Modiphius
Narrative Currency.............................................9
Momentum....................................................10 Entertainment and is used with their permission via
Menace............................................................10 the 2d20 World Builders Community Content
Determination...............................................11 program. For more information please visit
Conflict.................................................................11
www.2d20worldbuilders.com. The Modiphius
Encounters.....................................................12
Conflict Actions............................................12 Entertainment 2d20 World Builders logo is used
Attacks and Damage...................................14 under license.
Resistance and Cover..................................15
Endless Seas v0.1 ©2023 S.G.
Types of Attack.............................................15
Combat Momentum Spends......................17
Mystic Powers....................................................17 Feedback
Adventure: Escape the Gallows!.........................18
I’m eager on feedback! All your comments, criticism,
Introduction........................................................18
Synopsis...............................................................18 or improvements are welcome!
Scene 1: Out of the Cell!..................................18 Reach me via email: endless [ät] dthv.uber.space
Scene 2: Break into the Armoury..................20
Scene 3: Reach the “Fortune”.........................21
Scene 4: Defeat the Traitor.............................23
Conclusion..........................................................24
Non-Player-Characters....................................25
Soldier of Port Steadfast’s Garrison
[Minor NPC].................................................25
Pirate Henchman [Minor NPC]...............25
William “Bill” Harwick [Major NPC].....26
Pregenerated Characters.......................................27
Captain Vae.........................................................28
Talents.............................................................28
Equipment......................................................28
Attacks............................................................28
Introduction
„Pen&Paper“ for a reason.
Introduction
The d6 you will use, are also called “Challenge Dice”.
Endless Seas is set in a world that resembles the You can use any six-sided dice, yet need to consult the
historical “golden age of piracy”, infused with mystical following table to discern the result of your roll, if you
powers and phenomena. Experience adventures as in don’t have Challenge Dice of the other 2d20 system
Robert Louis Stevenson’s Treasure Island, myths like in games at hand.
the famous Pirates of the Caribbean franchise and
Challenge Dice Result
uncover insidious intrigues like in Alexandre Dumas’
Three Musketeers. Think of Endless Seas as a classic, but d6 result Challenge Dice result
cinematic “cloak-and-sword” or “swashbuckling” 1 1
game. 2 2
3 0
What you Need to Play
4 0
In order to play Endless Seas, you will probably need:
5 1, plus Effect
• Twenty-sided dice – also known as d20s. These are
6 1, plus Effect
used for resolving tests. Often, a Player will roll two
twenty-sided dice, or 2d20, but as many as 5d20 can
be rolled at once. Basic Rules
• Six-sided dice – also known as d6s. These are used
The following section coveres the basic rules in
mainly in combat. If multiple dice are required, this
Endless Seas. All other rules of the game are based on
will be noted as Xd6, where X does not mark a spot
these, so every player should have a basic
on a treausre map, but the number of dice required.
understanding of these concepts during play.
Thus, 3d6 shows that three six-sided dice are to be
rolled. Characters
• Tokens – You’ll need a way to track the narrative Any character, whether controlled by a Player or the
Currency of Endless Seas: Momentum, Menace, Gamemaster (GM), consists of several elements that
and Heroism (all covered later in detail). You need a represent defining aspects of their personality and
total of 6 tokens (or chips, beads, cards…) for how they interact with their environment (and how
Momentum, a dozen or so for Menace and up to able they are to do so, respectively).
five per Player for Heroism. If you have spare dice Attributes
with a sufficient number of sides, you can also use
Any character has six attributes: Coordination,
dice to keep track of these resources.
Daring, Endurance, Insight, Presence, and Reason.
• Pregenerated Characters – printed or sliced from
Coordination is the character’s fine motor skills,
this document prior to the game, so every Player
hand-eye-coordination, accuracy, and sense of time
can choose one before you begin.
and rhythm. Coordinated characters tend to be good
• Something to take notes – so you can note down shots, and excel at sleight of hand and other, delicate,
Traits, or draw maps. After all, it’s called precise tasks.

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Daring is the character’s bravery and quick Know represents the character’s knowledge of
thinking, or acting without hesitation. It also covers a facts, learning, and education.
mixture of speed, balance and muscle memory. Dash 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.
Reasoning characters tend to be lucid, rational or Notoriety
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: Banter, Fight, Know, Dash, Sail, attempt an action, you can roll 2d20 to see if you
and Survive. succeed. Each die that rolls equal to or less than the
Banter represents the character’s ability to socially target number is considered a success.
interact with and direct or lead others, e.g. a ship’s If you roll 1 , that die counts as critical success (the
crew or a violent crowd. It can also be used to deceive, die giving you two successes). If you roll a 20, that die
encourage, or to 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

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Basic Rules
normally ranging from 0–5, but usually at least 1) number scores a single success.
which is how many successes you need to get to a) If there is an applicable Focus, then each die
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.

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Endless Seas
4. Both characters succeed: Compare the total remains in play so long as it is true about the scene,
Momentum generated on each character’s Tests. character or place to which it is attached.
The character with the higher Momentum wins, Traits, Advantages and Complications will do one
and achieves their goal, but loses one Momentum of the following things:
for each Momentum their opponent scored. The
• The Trait would not impact the Task and does not
loser then loses all the Momentum they generated
have any effect.
and they cannot spend any. In the case of a tie, the
• The Trait is beneficial, and allows the Task to be
active character wins, but loses all the Momentum
attempted when it might normally be impossible.
they generated.
• The Trait is beneficial, and reduces the Difficulty of
Extended Tests
the Task by 1.
Sometimes, a problem is too complex to be overcome
• The Trait is detrimental, and increases the
by a single Test. This is where Extended Tests come in.
Difficulty of the Task by 1.
Effectively, they use combat mechanics to overcome
• The Trait is detrimental, it either prevents the Task
problems and represent every problem as a “fight”-
from being attempted when it might normally be
able statistics: “Stress” is called Work Track, and the
possible, or means the situation now requires a Test
“Injuries” the problem needs to suffer to solve it are
when one would not normally be required.
called Breakthroughs. These problems are “attacked”
with an appropriate Attribute + Skill combination Advantages
(comparable to Daring + Fight is an appropriate An Advantage is a Trait which is inherently positive or
combination for a “problem” in the forms of an beneficial, and which will never have a detrimental
opponent in a meelee skirmish) and might even pose effect to its owners.
Resistance. Combined, Work Track, number of
Complications
Breakthroughs needed, and Resistance make up the
A Complication is inherently negative or problematic,
essence of any extended task.
and which will never have a beneficial effect upon its
The Quickstart Adventure, “Escape the Gallows!”,
owners.
presented later, provides an opportunity to include an
Complications can arise by:
Extended Task. It is recommended, though, to only
• Rolling a 20: When attempting a skill test, each d20
use this with a group already familiar with the 2d20
that rolls 20 causes a complication, which comes
ruleset, as no further explanation on Extended Tests is
into effect once the Test has been resolved.
provided in this Quickstart.
• Gamemaster Introduction: The GM can introduce
Traits
complications by spending Menace.
Locations, characters, and situations all come in a
Success at a Cost
variety of shapes and sizes, and these differences are
handled in-game as Traits. Each Trait is a single word Some Tests can’t really be failed outright; rather, it’s
or short phrase, which describes a single significant uncertain whether the Test can be completed without
fact about whatever it is the Trait belongs to and problems. In this situation, the gamemaster may allow
the Players to succeed at a cost. With this option, a

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Basic Rules
failed roll still means the Test is passed, but the Player Improving the Odds
also suffers one automatic Complication in addition Endless Seas provides several ways for Players to
to any that occur because of the dice rolled. improve their chances of success by buying additional
Although the failed test has produced a successful d20s to roll on a test:
outcome, you cannot spend Momentum to improve • Assistance: One or more characters can assist with
the outcome of a skill test. Momentum can only be the Test. Each character attempting to assist rolls
spent on the test if it was successful due to the dice 1d20, using a target number of their own Attribute
roll. + Skill combination. Any success they score are
Test Difficulty added to the test’s successes, providing the main
character attempting the test scores 1 success.
Unless otherwise noted, most Tests have a basic
Assisting characters never roll more than 2d20.
Difficulty of 1, though more routine or
straightforward Tests may have a Difficulty of 0, and • Momentum: Momentum can be spent to buy up to
more complex or problematic Tests will have higher 3 additional dice.
Difficulties. • Threat: Players may add to Threat to buy up to 3
After this, the Gamemaster considers whether additional dice.
there are any other factors in the current scene or • Determination: Spending a single point of
environment, or affecting the characters involved, Determination allows a Player to take one of their
that would alter the base Difficulty. d20s, and change it so that it shows a 1 instead of
Difficulty 0 Tests rolling it, giving them two successes automatically
before rolling.
Some tests may be reduced to difficulty 0. Difficulty 0
tests do not require a dice roll: they are automatically • Talents: Some Talents can grant bonus d20s in
successful with no risk of complications. However, specific circumstances but this will depend on
because no roll is made, they cannot generate context and they still count towards the number of
Momentum – even bonus Momentum from talents, bonus d20s that can be purchased.
even for particularly advantageous situations – and For the Gamemaster buying bonus d20s for Non-
the character cannot spend any Momentum on the Player-Characters there are fewer options. The
test’s outcome, either. Gamemaster may spend points of Threat to add dice
At the gamemaster’s discretion, a character can roll to a Non-Player-Character’s Test roll. The GM may not
the dice on a test with a difficulty of 0 and can add to Momentum to make up for missing Threat, and
generate Momentum as normal (because zero typically, Non-Player-Characters do not have
successes are required, every success generates Determination.
Momentum), but this comes with the normal risk of Narrative Currency
complications as well. This sort of difficulty 0 test can
Endless Seas uses “narrative currency” to let players
be useful if it’s important how successful a character
and gamemasters alike alter established scenes. In
is, but there’s no real chance of failure.
essence, you “buy” certain effects with the respective
currency at your disposal. This helps to drive the story

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Endless Seas
forward while the Gamemaster’s ability to challenge d20 costs 1 Momentum in total, buying two bonus
the players beyond the adventure planned beforhand d20s costs 3 Momentum in total, and buying three
scales with success or defeat of the players. bonus d20s costs 6 Momentums in total.
The three units of narrative currency in Endless • Create Advantage: Spending two Momentum
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

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Basic Rules
bonus d20s, they can do this by adding to the additional Non-Player Characters during a scene.
Gamemaster’s Menace pool, point for point. Minor NPCs cost one Threat apiece, while Notable
• Complications: When a character suffers one or NPCs cost two.
more Complications on a Test they or the Determination
Gamemaster may choose not to have the
Determination can be used by any Player citing one of
Complication take effect, but this is in exchange for
their Values. The Player must justify how the Value
adding two points to the Menace pool.
applies to the current situation. A point of
• Menacing Circumstances: The environment or Determination spent provides one of the following
circumstances of a new scene may be threatening benefits:
enough to warrant adding one or two points of
• Perfect Opportunity: Spend a point of
Threat to the pool.
Determination to provide the character with a
• Non-Player-Character Momentum: Non-Player single bonus d20. This bonus d20 is considered to
Characters with unspent Momentum cannot save it have automatically rolled a 1, thus granting two
like Player Characters because they do not have a automatic successes. The normal limit for
group Momentum pool. Instead, a Non-Player- additional 2d20 bought for a Test still applies and
Character adds unspent Momentum to the Threat the die bought with determination is considered to
pool. be the first additional die bought, rendering the
Spending Menace cost for a second die to 2 Momentum and the cost
In return, the Gamemaster can spend Menace in a few for a third die to 3 Momentum (for a total of
ways. Examples of these can be found in the mission 1 Determination and 5 Momentum for these three
that accompanies these rules: dice).

• Non-Player-Character Momentum: Non-Player • Heroic Moment: Spend a point of Determination to


Characters may use Menace in all the ways that re-roll the characters dice pool. The Player may
Player Characters use group Momentum. decide which dice to re-roll and which to keep.

• Non-Player-Character Threat Spends: For any • Wild Flurry of Action: Spend a point of
action that would add one or more points to Determination to immediately perform another
Menace, a Non-Player Character performing the Test as soon as the current one has been resolved.
same action or choice must spend an equivalent • Luck over Logic: Spend a point of Determination to
number of points of Menace. immediately create a trait for the character that
• Non-Player Character Complications: If a Non- applies to the current scene. This may be used
Player Character suffers a Complication, the before rolling the dice on a Test, and it can affect
Gamemaster may prevent the Complication by the Test it has been created for.
spending two Threat. Every character starts an adventure with 1 point of
• Complication: The Gamemaster may create a Determination and may not have their Determination
Complication by spending two Menace. exceed 3 points. Rules for re-gaining Determination
are not covered in this Quickstart.
• Reinforcements: The Gamemaster may bring in

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Endless Seas
Zones and Distances
Conflict
In action, it’s important to know where you are. Thus,
Endless Seas is a game of swashbuckling heroes and
keep track of which zones characters are in.
cinematic action.
Zones are defined by the terrain around them and
In this quickstart, only basic action/combat rules
tracking a character can simple be a matter of
are presented. The Core Rule of, Endless Seas cover
description: an enemy might be “standing by the
the following types of conflict:
rudder” or “down the companion”. This has the
• Duel: A classy “cloak and dagger” conflict between
advantage of relying on natural language and intuitive
two individuals.
concepts.
• Skirmish: A fight between three or more
The gamemaster may also use a map or sketch to
combatants, otherwise similar to Duels. Skirmishes
mark ouit the zones of a location, using tokens or
might lead to Duels.
markers to show positions in the scene.
• Ship Combat: Naval warfare involving
In combat, movement and ranges are measured in
manoeuvering ships and firing cannons. Ship
one state and four categories.
combat can, of course, lead to Skirmishes or Duels.
• Thte state of Reach is when an object or character is
• Intrigue: A type of social conflict involving secrets,
within arm’s length or melee weapon range of the
blackmailing or covertly use of influence.
character. It’s necessary to be in Reach of a
Encounters character to make a melee attack or begin a Duel.
Encounters are a parts of a scene that are played out Being within Reach of an enemy is quite disruptive
more formally than normal: in rounds and turns. an distracting, adding +1 to the Difficulty of any
While not necessarily involving open conflict (but also Task other than a melee attack or the attempt to
other, often time- or otherwise critical action), they begin a Duel.
often do. • Close range is defined as the zone the character is
Rounds and Turns within at the time. Moving within Close range is a

Especially combat is played out in Runds and Turns. trivial affair. Close range is, in essence, a distance
of 0 zones.
Within each Round, each character in a conflict
encounter takes one Turn. At the start of a conflict, the • Medium range is defined as any zone adjacent to

Gamemaster determines a single character to take the the character’s current zone. Medium range is a

first Turn. This is normally a Player Character unless distance of 1 zone.

there is a story reason for a Non-Player Character to • Longe range is defined as objects and creatures two
go first. zones away from a character’s current zone. Long

Order of play goes back and forth from Player range is a distance of 2 zones.

Characters to Non-Player Characters until everyone • Extreme range is any creatures and objects beyond
has had a Turn. The next Round begins with the first Long range. Extreme range is a distance of 3 or
Turn going to the side that did not act last. more zones.

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Basic Rules
Conflict Actions Assisting characters never roll more than 1d20.
During a Turn in an encounter, a Character can • Attack: You character attack an enemy or another
usually attempt a single Major Action and a single viable target.
Minor Action. • Create Advantage: The character creates some
Minor Actions beneficial circumstance or removes a Complication.
You can take one Minor Action on your turn. You can This costs to Momentum or adds 2 to Menace.
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 + Dash 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

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Endless Seas
character within Reach. opponent instead of inflicting damage.
• Reload Muzzle Loader: You attempt to reload a b) For a Ranged Attack, the attacker attempts a
muzzle loading ranged weapon, e.g. a flintstone Coordination + Fight Test with a Difficulty of 2.
pistol or a musket. This is an Extended This is not an Opposed Task. The Difficulty of
Coordination + Fight Test needing a number of this Task increases by 1 if ther eis an enemy
successes equal to the Damage Rating of the within Reach of the attacker. The Complication
weapon. Range of the attack increases by 1 if there are
• Other Test: A range of other actions can be creatures within Reach of the target. A
performed during combat, at the Gamemaster’s Complication may include that one of the other,
discretion. nearby creatures is struck by the attack.
4. Inflict Damage: If either of the Attack Tests
Attacks and Damage
succeeded then the Attack inflicts Damage, as
An Attack is any action made with the intention of
described below:
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
Attacks are made as follows:
Damage Rating and total the number of Stress
1. Declare the Attack: Choose a target that you can
inflicted and any Effects.
engage, and a weapon to use. If you want to make a
b) Roll Resistance: If the target has any Resistance
ranged attack, you need to be able to see the target.
Dice (from Cover and the like), roll those dice,
If you want to make a meelee attack (including an
and add the total rolled to the character’s static
Unarmed Strike), you must be within Reach of the
Resistance, if any. The total is the character’s
target.
Resistance for this Attack.
2. Declare whether the Attack is intended to be Non-
c) Substract the Resistance for this Attack from
Lethal or Lethal. If you intend to make a Lethal
the total Number of Stress as calculated under
attack, add a single point to the Menace pool.
a). Add any remaining Stress to the target’s
3. Attack Test, determined by the type of attack:
stress track and check to see, whether they have
a) For a Meelee Attack, the attacker attempts a sustained any injuries.
Daring + Fight Test with a Difficulty of 1,
Injuries
opposed by the targets Daring + Fight (also
The character suffers an injury for every of the
Difficulty 1). If the target wins the Opposed
following circumstances:
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
The winner of a meelee attack (whether they
resistance.
were the attacker or defender) may
2. The character’s stress track is filled.
immediately leave their enemy’s Reach instead
of inflicting damage, and move anywhere 3. The character already had a full stress track and
within close range. The character fends off their takes further stress.

12
Basic Rules
If two of the condictions occur the character suffers and any Qualities it possesses that influence how it is
two injuries, resolved one at a time. used.
When a character suffers an injury they are 1. The weapon’s Type is either Meelee or Ranged,
incapacitated. They cannot carry out any Minor determining how the weapon is used. A meelee
Actions or attempt any Tests for the remainder of the weapon might be thrown (making it an improvised
scene. A character that suffers a second Injury when ranged weapon), but this increases the
already suffering from a Non-lethal Injury now suffers complication range of this attack by 1.
from a Lethal Injury instead. A character that suffers 2. The weapon’s Damage Rating is a number of
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
Resistance comes in two forms: persistent and weapon’s use.
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
Types of Attack automatically affects any character or damageable
object within Reach of the initial target. It also
Weapons and other forms of attack, as well as the
affects one additiona target within Close range of
damage caused by hazards, have a few common traits
the initial target for each Effect result on the
and values that determine the specifics of how they
Challenge Dice, starting with the closest as
function. The key element of a weapon are what type
determined by the Gamemaster. If one or more
of weapon it is, its Damage Rating, the weapon’s size,

13
Endless Seas
Complications are rolled when using an Area Weapon Qualities

attack, the Gamemaster may choose to use The following additional Qualities alter the way a
Complications to have the attack apply to an ally in weapon functions in a variety of ways:
the area of the attack. A target cannot be hit if it • Accurate: The weapon is especially precise, often
would have been more difficult to hit than the forged in excellence qualtity by expertly skilled
intitial target. smiths. If the character performs the Aim Minor
• Intense: The attack is designed to inflict massive Action before making an attack with this weapon
harm on a target, incapacitating them far more then any number of d20s may be re-rolled, instead
effectively. The cost to Avoid an Injury caused by an of the normal benefits of aiming.
intense weapon increases by one for each Effect • Cumbersome: The weapon takes patience and
rolled. precision to use effectively. The weapon cannot be
• Knockdown: If one ore more Effects are rolled on used to attack unleass a Prepare Minor Action is
this attack, then the target is knocked prone. The performed during the same Turn.
target may resist this effect by adding a number of • Deadly: The weapon is designed to kill; if the
points to Menace equal to the number of Effects character attempts to make a Non-Lethal attack
rolled. For Non-Player Characters, the Gamemaster with this eapon, the Difficulty of the attack
spends Menace instead of adding to Menace. increases by 1.
• Perilous: The attack escalates problems. It adds 1 to • Debilitating: Survival Tests to perform Stabilise
Menace for each Effect rolled. If used by an Non- Major Actions on characters injured by this
Player Character adversary, this instead removes 1 weapon, or to heal injuries from this weapon,
from Menace per Effect rolled, to a minimum of increase in Difficulty by 1.
0 Menace remaining.
• Hidden X: The weapon is easy to conceal, or
• Piercing X: The Attack ignores X points of the disguised as something else. When the weapon is
target’s total Resistance for each Effect rolled. hidden, any search of the owning character
• Snare: The attack can entangle and bind the target. requires an Insight + Fight or Reason + Fight Test
The target cannot take any actions other than to try with a Difficulty of X to find the weapon. A
and break free. It requires a Test with a difficulty character may use a Minor Action to conceal a
equal to the number of Effects rolled to break free. Hidden weapon.
• Stun: The attack or hazard leaves the target • Inaccurate: The weapon is imprecise and clumsy,
momentarilty unable to act. If a number of Effects and very little can be done to change that. The Aim
are rolled that equal or exceeds the target’s Survive Minor Action gives no benefit when making an
Skill, the target may not take any actions in their attack with this weapon.
next turn. • Non-Lethal: The weapon is debilitating rather than
• Vicious X: The atack inflicts X additional damage deadly; if the character attempts to make a Lethal
for each Effect rolled. attack with this weapon, the Difficulty of the attack
increases by 1.

14
Basic Rules
• Parrying: When this weapon’s wielder makes an Re-Roll Damage

opposed test to defend against a melee attack, they Spend 1 Momentum to re-roll any number of
may re-roll a single d20 on their test. This does not Challenge Dice form the current attack.
stack if the character has multiple Parrying Avoid an Injury
weapons.
Immediately spend 2 Momentum to avoid suffering a
• Subtle: Attacks with this weapon are difficult to single injury. The cost may be paid by suffering a
detect. An attack using a subtle weapon against an Complication instead. Other factors may increas the
unaware opponent gain +2 CD damage and the cost further. May only be used once per scene, though
Intense damage effect. The attack cannot be one additional use per scene can be obtained (see the
detected unless a complication is rolled on the skill Catch Breath Major Action, p. 11).
test, though enemies damaged will know they have
Secondary Target
been attacked if they are not defeated by it (and
Spend 2 Momentum to affect a second target within
may be able to trace the attack back to you if you
reach of the attack’s target with your attack. The
aren’t hidden).
secondary target suffers half the attack’s damage,
Combat Momentum Spends 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
Mystic Powers
the type of attack. Each Momentum spent adds +1
damage. There are rumours throughout the seas and ports of
extraordinary people wielding mystical powers. Called
Disarm
magic by some, command of nature’s spirits by others,
Spend 2 Momentum to knock away one weapon held
these mystic powers are as rare as they are
by the target. The weapon falls to the ground within
unpredictable.
Reach and picking it up is a Minor Action for any
Endless Seas includes some rare supernatural
character within Reach.
abilities that are not included in this quickstart.
Extra Minor Actions

Immediately spend 1 Momentum (repeatable) to take


additional Minor Actions.
Keep the Initiative

Immediately spend 2 Momentum to pass the action


order to another ally instead of the enemy. This may
only be done once before the enemy has taken at least
one Turn.

15
Endless Seas
call. In order to reach the ship, the characters will need
Adventure: Escape the
to acquire (so, most likely: steal) a small boat, escape
Gallows! the port and head to the hidden cove and the Fortune.
Charaktere müssen aus einem Kerker fliehen, um Yet, on reaching the Fortune, Vae finds out why the
nicht als Piraten gehängt zu werden. Govenor and her forces were able to catch them in the
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
meant to be played by a Gamemaster and 3–4 Players their new acquaintance.
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
rules of the game. Scene 1: Out of the Cell!
While everyone is encouraged to have read the When everyone is ready to begin, set the scene reading
rules beforehand, the contents of this adventure is for the following passage out aloud, paraphrasing when
the Gamemaster’s eyes only. needed:
The synopsis below summaries the adventure and Despite the tropical climate outside, your dungeon cell is
the events leading up to it. Rules will be introduced cold and musty. The interior is comfortless: rotten plank
throughout the adventure. beds with heaps of days-old straw, cobblestone flooring
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…

16
Adventure: Escape the Gallows!
At this point, Players are encouraged to plan their door, yet have to be picked off the guard’s belt, first.
escape. This could involve the following strategies: • Intimidate the Guard. This is impossible, as the
• Picking the door’s lock. This is a Coordination + guards know this “tactic”. The guard will respond
Sail Test with a Difficulty of 3. Spending two that he has seen too many “scumbags spitting out
Momentum to create the advantage of “Lockpicking vial threats and still ended up dangling from the
Tool” (which could e.g. be a hairpin or improvised gallows to give anything about this talks”. If the
by pulling nails out of the cells “furniture”) will Players retry, he will simply walk away (but might
reduce the Difficulty to 2. Yet, since this is probably return in response to the Players’ actions or on his
the first roll of the game, the Players’ Momentum own).
pool will still be empty and the would have add to • Lure the guard in. The classy “Sick Captive Scam” is
Menace, instead. of course a funny option, and Lady Barrenham
If the players sneaked out of their cell, this way, the indeed has enough of a grudge against at least
GM can spend 2 Menace at any time while they’re Captain Vae or Commander Norran to want to see
still within the Fort to have them stumble into the them hang instead of hearing of their demise
guard, leading to hand-to-hand combat. The GM within this cell. Of course many other strategies to
may also spend 4 Menace at any time to have the convince the guard that he has to come inside the
guard finding the empty cell and sounding an cell for some reason, are valid, too. For example,
alarm – raising the Complication Range of any task Commander Norran could convince the guard to let
by two (from 20 to 18–20) inside and by one (from them escape and to fake that he was overwhelmed,
20 to 19–20) outside the Fort. since they could have been old comrades in service
• Get the keys. Provocing the guard in either way to of the garrison.
step one step too close to the barred door is easy – a Luring the guard inside the cell is a Presence +
Presence + Banter Test with a Difficulty of 0. Yet, Banter Test with a Difficulty of 2 (that can be
reaching through the door’s bars and retrieving any assisted by two other players), but the moment the
item off the guard’s belt is an opposed Daring + guard is inside the cell, he will realise his mistake.
Fight Test with a Difficulty of 4 for the Players and a Combat ensues, with the prison cell being the zone
Difficulty of 2 for the guard, since the guard everyone will start in, and maybe the corridor being
obviously is in an advantageous position. Only one another.
other Player can assist the leading Player in this Note, that to this point, the players will have none
Test. of their items at hands, as they’re still locked away
Clever Players might want to grab the guard’s safely somewhere in the armoury. Thus, they will
sword first, to coerce him to hand in the keys or need to fight the guard with their bare hands.
open the door. This is a good idea, yet will not • Brute Force Their Way Out. There are serveral
change anything about the tests’ Difficulty. While wooden planks within the cell, that can be used as
it’s easier to draw the guards sword, its harder to fulcrum and leavers, breaking the door out of its
get it through the bars while still holding a grasp on support. This will require a Reason + Sail Test with
the guard. The keys are easier to pull through the a Difficulty of 2 to set up the lever and an

17
Endless Seas
Endurance + Sail Test with a Difficulty of 5 to break Night falls and the Fort gets quiet. Only a skeleton crew
the door. of guards mans the lookouts and patrols the corridors.
If they succeed without the guard noticing their Whereever you head – do it silent, do it swift! If you are
escape (e.g. by picking the lock or breaking the door), discovered, you risk that the guards will sound an alarm
read the following to the Players, paraphrasing when and the Fort to be flooded with reinforcements.
needed: Moving silently through the Fort without being
You made it out of the cell and your guard does not seem noticed by the guards is a Coordination + Dash Test
to have noticed your escape. There’s one fewer door with a Difficulty of 2. If the characters succeed they
between you and your freedom, but you’re not even out of can head to the armoury (or out of the Fort, if they
the Fort, let alone the city. You do not know when your want to skip the armoury) unnoticed.
guard will come back or what he might have heard, so If the characters fail, they are noticed by a patrol of
it’s time to hurry. a single guard, the guard having initiative. If the
Your possessions you had on you when you were taken characters broke out of their cell without the guard
under arrest should be safely stored within the armoury noticing them, the Gamemaster can spend 2 Menace
of the Fort, a few corridors from here. to have them encounter the guard now, yet the players
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
freedom, but you’re not even out of the Fort, let alone the You reach the Fort’s armoury. It is guarded by two
city. You do not know how many other guards are on guards. They look bored, murmuring a conversation
patrol, so it’s time to hurry. about something you cannot understand. Only two
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,
In any event, when the scene ends, substract
now).
1 Momentum from the players’ Momentum pool.
If the players want to distract the guards or maybe
Scene 2: Break into the Armoury divide them up so they can face them individually,
At the start of the scene, read the following to the pick an appropriate Attribute + Skill combination for
players, paraphrasing when needed: the respective test(s). Any test should be Difficulty 2,
unless otherwise presented below (or prescribed by

18
Adventure: Escape the Gallows!
Complications resulting of prior action). Some with a Difficulty of 4, as the armoury’s lock is of
examples include: outstanding quality.
• Luring one guard away. This would be a Presence + If you and your players are already familiar with
Banter Test when involving speech (e.g. by sticking the 2d20 ruleset, you can also set out picking the lock
one’s head around a corner, acting surprised, or by as an Extended Test (Worktrack of 8, Magnitude of 3
feigning the voice of another guard calling for and Resistance of 1) though this is only recommended
assistance). Or a Coordination + Fight Test when for experienced players. After four intervals of time,
using another distraction (e.g. making other noises, the guards will return – if the players havn’t succeeded
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
Dash 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

19
Endless Seas
port that should bring you outside of the Fort and into harbour read the following, paraphrasing when
the vicinity of the harbour. needed:
If the Players did not acquire keys from any of the The harbour still lies relatively silent. The Fort uphill is
guards, they need to open this door, too. See scenes 1 now fully awake and lit, the garrison troops probably
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 + Dash 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 + Banter Test with

20
Adventure: Escape the Gallows!
a Difficulty of 1, resisted by the couple’s Cunning + yelling for a ship for a hot pursuit.
Survive (with a target number 7), also at a Difficulty of After the characters are out of reach of the guards
1. If the players offer to help them with their work one way or the other, and head out of the harbour, the
preparing the ships, the Complication Range of this scene ends. Substract 1 Momentum from the pool
test is reduced by 1, though a rolled 20 will always be a before proceeding to the next scene.
Complication.
Scene 4: Defeat the Traitor
Intimidating the couple will be an opposed
Presence + Fight Test, resisted by the couple’s At the start of the scene, read the following to the

Reason + Survive (target number 7), both with a players, paraphrasing when needed:

Difficulty of 1. You made your escape out of Port Steadfast’s harbour

In all Tests, the couple will assist each others, just in time. Just out of sight of the cities fortifications,

effectively rolling 3d20 against the same target you disembark and proceed overland.

number. The new morning already dawns, when you reach the

Any Complication rolled will have one of the search cove hiding the Fortune, Captain Vae’s ship. It was a

teams discover the fleeing characters, immediately long march through difficult terrain that followed your

shouting at them and calling reinforcements. Even if escape out of Port Steadfast’s bay. Only when you finally

all goes well, you as the Gamemaster can introduce approach the Fortune, you can see the dim lights of

this Complication via a Menace spend. covered lanterns that enlighten the deck just enough not
to stumble.
If the characters are detected by the searching
patrols, they have the possibility to fight them. There is no pier, and the gangway – rather, the Jacob’s
Ladder, a net of knotted rope to climb up – is rolled up.
A patrol consists of four soldiers of the garrison,
Approaching the ship will be easy, even if it involves
equipped with muskets if you have the Menace to
swimming, as the cove lies still and there are neither
escalate.
waves, nor currents. Yet you will need to find a way to get
If they choose to fight, push hard at them,
aboard.
introducing them with muskets. Remember, though,
At this moment, allow the players to make a Cunning
that you need to be able to spend Menace for lethal
+ Survive Test with a difficulty of 2. Allow the players
attacks, and that the muskets are effectively one-shot
to Succeed at a Cost, saving the Complication for later
weapons, as they take long to reload.
use. The player notice a body dangling from the rig,
If the players decide to run, have them make a
swinging over the water just at the level of the
Daring + Sail Test with a Difficulty of 3 to quickly
Fortune’s top deck. Captain Vae can identify Keanu
embark and cast off. Failure means that the guards
“Blackboot”, their (now: former) quartermaster. Vae
reach the boat for a fight, Complications can mean
seeing their second-in-command hanged should
that single guards make it onto the boat (to be
instantly notice that something is terribly wrong.
eventually pushed into the waters by the characters).
If the characters needed to Succeed at a Cost, Bill
In any event: Narrate this as a daring escape, the
Harwick, Vae’s former Master at Arms, will have
guards on the pier probably firing their muskets or
spotted them as they came to close to the ship before

21
Endless Seas
discovering Blackboot’s corpse. He will then, silently, arms against the group. If the characters had to
alert his complices in advance. succeed at a cost to spot the corpse of “Blackboot”,
Swimming to the ship is a Endurance + Dash Test Harwick had the opportunity to convince two more
with a Difficulty of 0, allowing the players to build up pirates, having now six henchmen.
some Momentum before the climatic fight with the Captain Vae could try to discourage some
traitor Harwick. If Complicatios are rolled, it could henchmen from fighting, making an (unassisted)
mean that the gunpowder in the weapons of Captain Presence + Banter Test with a Difficulty of 2. If they
Vae and Commander Norran was soaked in water, succeed, for every point of Momentum spent, one of
rendering their weapons useless. As always, the henchmen will decide not to participate in the
Complications can be used by the Gamemaster to fight.
build up Menace points. In the ensuing fight, you can assume that the top
Climbing aboard, using e.g. the anchor’s chain, is a deck of the Fortune consists of one zone. If your group
Daring + Dash Test with a Difficulty of 2. is already familiar with the 2d20 system, it is also
Once the characters are on board the Fortune, read possible to break up the top deck into two or three
the following, paraphrasing when needed: zones, the combatant groups starting alone in their
respective zones.
You’ve reached the top deck of the Fortune, Captain
Vae’s ship. Or is it Captain Vae’s former ship, now? Note that muzzle-loaded weapons (like flint-lock
The sign of her quartermaster’s murdered body promises pistols or muskets) take a long time to reload,
nothing good. And indeed, something’s afoul aboard the effectively making them one-time-useable weapons.
Fortune. The moment all characters are aboard, the
Conclusion
door to the quarterdeck springs open and William “Bill”
If the players are defeated, this adventure ends with a
Harwick, the Fortune’s former Master-at-Arms and, as it
cliffhanger: Harwick decides to not execute the
seems, now her Captain, comes out, carrying a flintlock-
characters on the spot, but to turn them (back) in to
pistol in his hand and a rapier at his belt.
the local authorities – i.e. Lady Felicity Barrenham,
“Vae!”, he shouts in overtly fake relief, “How
Governor of Port Steadfast. The characters are
extraordinary good to see you! I have been assured that
brought to the Fortune’s bilge and locked in, until their
you’d hang over Port Steadfast’s market, feeding the
extradition can be arranged. There might be some
crows and teaching little children the lesson to not be
crew left that is loyal to Captain Vae, but in any event,
such an excuse for a sorry pirate like you! But I see that
they will have to escape – again.
one cannot rely on the fancy Lady of Port Steadfast and
If the players defeat Harwick and his henchmen, at
so I have to kill you myself. Not that it would bother me
the last possible moment Harwick will jump off board,
to use your rotting corpse as my figurehead!”, he
making a daring escape to the shore and vanishes
threatens.
between the brushwood. He could make a re-curring
“Any last words –‘Captain’?”
villain during a campaign.
William Harwick is accompanied by four pirate
You can start a swashbuckling campaign of
crewmen, former members of Vae, who now take up
Endless Seas from here, considering the following

22
Adventure: Escape the Gallows!
points: within close range, a Soldier of Port Steadfast’s
• Both Lady Barrenham and William Harwick make Garrison may re-roll one die.
up formidable villains for the first story arc. Attacks
Captain Vae could want to have their revenge for • Unarmed Strike: Meelee, 4 CD, Knockdown, Non-
Harwick’s betrayal, and Alex Norran might want to Lethal
sneak back into Port Steadfast to see (and maybe
• Rapier: Meelee, 5 CD, Piercing 1, Parrying
escape with?) their love-interest, the Governors son.
Escalation
• Who betrayed Jaquinn and their lot? Maybe
When introducing this NPC, you can spend 1 Menace
Harwick is not the only dubious company, Lady
to outfit them with a Flintlock-Musket (Ranged,
Barrenham works with.
Medium, 7 CD, Deadly). This is best employed only be
• Who could be a possible ally for the characters? Can
done outside the Fort.
Gordon Barrenham, the Governor’s son, be trusted
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 Banter 1
some kind of “colateral damage”? Daring 10 Fight 3

Non-Player-Characters Endurance 8 Know 0


Cunning 9 Dash 2
Soldier of Port Steadfast’s Garrison [Minor NPC]
Presence 7 Sail 2
Traits: Garrison Soldier
Reason 8 Survive 1
Attributes Skills Focusses
Coordination 9 Banter 1
Sailing Manoevres, Shipboard Meelee
Daring 9 Fight 3
Stress: 6
Endurance 10 Know 0
Resistance: 0
Cunning 8 Dash 2
Presence 7 Sail 1
Talents
Reason 8 Survive 2
Ambush Tactics: When a Pirate Henchman succeeds
Focusses
at an attack against an enemy who is unaware of your
Group Tactics, Fencing presence, or who is suffering from a trait or
Stress: 6 complication which represents a weaknesse or
Resistance: 0 vulnerability, add 2 CD to the amount of Stress the
attack inflicts.
Talents Attacks

Line Infantry Tactics: When fighting alongside an ally • Unarmed Strike: Meelee, 4 CD, Knockdown, Non-

23
Endless Seas
Lethal heralding a greater problem for those who confront
• Cutlass: Meelee, 6 CD, Piercing 1, Unreliable him. When Harwick enters a scene, immediately add 1
to Menace. This functions this way, even if Harwick ist
Escalation
an Ally; regardless of what side he’s on, his arrival is a
When introducing this NPC, you can spend 1 Menace
sign of something getting worse.
to outfit them with a Flintlock-Pistol (Ranged,
Attacks
Medium, 7 CD, Deadly).
• Unarmed Strike: Meelee, 6 CD, Knockdown, Non-
William “Bill” Harwick [Major NPC]
Lethal
Traits: Fortune’s Treacherous former Master-At-Armes
• Rapier: Meelee, 7 CD, Knockdown, Piercing 1,
Attributes Skills Parrying
Coordination 9 Banter 3 • Flintlock-Pistol: Ranged (close), 8 CD, Deadly
Daring 12 Fight 4
Endurance 8 Know 2
Cunning 11 Dash 3
Presence 10 Sail 2
Reason 9 Survive 2
Focusses
Fencing, Flint-lock Pistols, Intimidation, Lying
Stress: 14
Resistance: 0

Talents

Brutal: William “Bill” Harwick relies on overwhelming


brute force in meelee.
He adds 1 CD and the Knockdown effect to the
damage of his meelee attack, and he may use his
Endurance attribute when making or defending
against a meelee attack, instead of Daring. In
addition, the Difficulty of enemy Reactions to defend
against Harwick’s meelee attacks increase by 1.
Threatening Fencer: When performing a Test
involving his Fight skill and buying additional d20s
with Menace, William “Bill” Harwick may re-roll a
single d20.
Menacing 2: William “Bill” Harwick is dangerous,

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
intent.
Captain Vae
No Pain, No Gain
Traits: Pirate Captain, Revolutionary
You prefer to achieve your goal first, and then deal
Notoriety: 3
with the consequences felt along the way. When you
Values fail at a Test (but not an opposed Test) which involved
A Pirate truly is free your Daring, you may always choose to Succeed at a
A Captain is both parents of their Crew Cost.
Do not hesitate Quick to Action
Fool me once, shame on you. Fool me twice, shame on During the first Round of combat, you and your allies
me!
may ignore the normal Momentum cost to Keep the
Attributes Skills Initiative.
Coordination 9 Banter 5
Equipment
Daring 11 Fight 3
Magnetic Compass, Rapier, Flintlock-Pistol
Endurance 8 Know 1
Cunning 10 Dash 3 Attacks

Presence 12 Sail 3 • Unarmed Strike: Meelee, 3 CD, Knockdown, Non-

Reason 9 Survive 2 Lethal

Focusses • Rapier: Meelee, 5 CD, Piercing 1, Parrying

Dancing, Gambling, Inspire, Intimidate, Pistols, • Flintlock-Pistol: Ranged (Close), 6 CD, Deadly
Sailing-Ships
Background
Determination: 1
Captain Vae has often been told they would see their
Stress: 10 end at the gallows, some day. They would have smiled
Resistance: 0 and said that this day might come, but has not, yet –
before taking the wealth and ships of their cursing
Talents counterparts. Despite having only a small ship and
crew, Vae has earned a little reputation as an upstart
Bold (Banter)
pirate captain in the Endless Seas.
When you attempt a Test involving your Banter skill,
This led to their situation in the Dungeons of Port
and you buy one or more bonus d20s by adding to
Steadfast, as someone seems to have collected the
Menace, you may re-roll a single die in your pool.
small bounty on their head. While meeting a contact
Killer’s Instinct
with information on their next raiding target, Vae and
When you choose to make a lethal attack, you do not their informant, Morgan deVray were arrested and
add to Menace for doing so. In addition, whenever an subsequently brought before Govenor Barrenham.
enemy you can see attempts to make a lethal attack on Without delay, the Govenor sentenced both to be
you, you may add 1 to Menace to increase the hanged as Pirates the next morning and had them
Difficulty of their attack by 1, as you react to their brought into the Dungeons below the Fort.

26
Pregenerated Characters
Commander Alex Norran assistance from you, using your Presence + Banter.
Mean Right Hook
Traits: Disgraced Captain of the City Watch, Lover of
the Govenor’s son Your Unarmed Strike Attack has the Vicious 1 Damage
Notoriety: 2 Effect.

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.

Laws are there to protect people Equipment


I’ll help nobody if I’m dead Rapier, Flintlock-Musket
Attributes Skills Attacks
Coordination 10 Banter 3
• Unarmed Strike: Meelee, 5 CD, Knockdown,
Daring 11 Fight 4 Vicious 1, Non-Lethal
Endurance 10 Know 2
• Rapier: Meelee, 6 CD, Piercing 1, Parrying
Cunning 8 Dash 3
• Flintlock-Musket: Ranged (Medium), 8 CD, Deadly
Presence 10 Sail 2
Background
Reason 10 Survive 3
Alex Norran has never broken the law in their live,
Focusses
as it befits a loyal soldier and later Captain of the
Carriages, Fencing, Flirting, Group Tactics, Laws,
Poetry Garrison of Port Steadfast. They insist that this holds
true until today, despite awaiting to be hanged the
Determination: 1
next morning.
Stress: 12
The reason Govenor Felicity Barrenham wants
Resistance: 0
them dead is that Alex seduced the Govenor’s son,
Gordon. Lady Barrenham, disfavouring the affair,
Talents made short work of Alex, stripping them of their ranks
Close Protection and throwing them into the dungeon cells below
When you make a successful attack, you may spend Fort Steadfast. She ordered Alex to be hanged for
one Momentum to protect a single ally within Close mutiny – a far-fetched claim even be the most lowest
range. The next attack against that ally, before the standards – and promised that their beloved Gordon
start of your next turn, increases in Difficulty by 1. will be forced to watch the execution “to be taught a
lesson”.
Follow my Lead
Now, Alex has been there for a few days, waiting
Once per scene, when you succeed at a Test during
for an opportunity to escape and leave the city.
combat or another perilous situation, you may also
spend two Momentum. If you do, choose a single ally.
The next Task that ally attempts counts as having

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 Banter 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 Dash 4
Presence 9 Sail 4 • Parrying Dagger: Meelee, 5 CD, Piercing 1, Parrying

Reason 9 Survive 3 Background


Focusses Jaquinn de la Fleur lived their life in the streets of
Brawl, Lock-Picking, Negotiate, Pickpocketing, Port Steadfast, among the poor and, especially later,
Singing, Stealth more shadier company. Starting as a nimble pocket
Determination: 1 thief near the harbour, Jaquinn soon learned how to
Stress: 12 climb the walls and roofs of warehouses or the estates

Resistance: 0 of the noble (or, at least: finer) society of


Port Steadfast.
They have never been caught by the city’s watch –
Talents
until yesterday, when a heist went terribly wrong,
Constantly Watching
guards awaited Jaquinn and their group in an
When you attempt a Test to detect danger or hidden ambush. Jaquinn barely survived, while the other
enemies, reduce the Difficulty by 1. members of the burglaring group died by the blades
Dauntless and muskets of the guards chasing them through the
Whenever you attempt a Task to resist being streets.
intimidated or threatened, you may add a bonus d20 Recently, Lady Felicity Barrenham, Govenor of
to your dice pool. Port Steadfast, has urged the garrison to be tougher
Find Trouble on crime (and criminals) and the blood toll Jaquinn’s
friends paid last night were a tribute to this new, grim
Once per adventure, wherever you are, you can always
policy. In the Govenor’s eyes, Jaquinn shall make no
contact the criminal underworld or black market (as
difference, so she ordered them to be hanged in the
long as there is one in that area). This doesn’t mean

28
Pregenerated Characters
morning, with others, as a Pirate. Momentum spent (Repeatable) before they fall again.
Jury-rigged repairs can only be applied once.
Morgan deVray
Sharpshooter
Traits: Metalsmith, Curious Mind
When you take the Aim minor action before making a
Notoriety: 1
ranged attack, the first bonus d20 you buy costs 0
Values Momentum. The attack gains the Piercing effect or
A person’s words and works should be equally sound improves the weapon’s Piercing effect by 1.
Brains over Brawn Studious
Anything can be a Tool, if used accordingly Whenever you spend one or more Momentum to
There’s always something new to learn Obtain Information, you may ask one additonal
Attributes Skills question (in total, not per Momentum spent).

Coordination 11 Banter 2 Equipment


Daring 8 Fight 2 Brass Knuckles
Endurance 10 Know 3
Attacks
Cunning 10 Dash 2
• Unarmed Strike: Meelee, 3 CD, Knockdown, Non-
Presence 9 Sail 5
Lethal
Reason 11 Survive 3
• Brass Knuckles: Meelee, 4 CD, Stun, Hidden 2
Focusses
Background
Cannons, Chess, Detail Drawings, Fortifications,
Geography, Metalcrafting Morgan deVray has been in the dungeons under the
Determination: 1 Fort of Port Steadfast before – for repairs. The

Stress: 12 metalsmith only recently finished their apprenticeship


and worked hard to afford their own workshop. The
Resistance: 0
“simple favour” a rather mysterious figure asked of
them for a bag of gold came just right: together with
Talents Morgan’s savings, it would have been enough to open
Cautious (Sail) a workshop near the harbour. Since it only involved
Whenever you attempt a Test involving your Sail skill, preparing a dinner comprising a scarce, but not illegal
and you buy one or more bonus d20s by spending meal, Morgan did not ask too much questions.
Momentum, you may re-roll a single die in your dice Yet, it appears that this is what Morgan should
pool. have done. Unexpectedly, a guest showed up for the
Jury-Rig meal, demanding a letter Morgan never had. Even

Whenever you attempt a Sail Test to perform repairs, more unexpectedly, only Moments after, their little

you may reduce the Difficulty by 2. If you do this, apartment were stormed by the Garrison of

however, then the repairs are only temporary, and will Port Steadfast and both Morgan and their guest were

last a single scene, plus one additional scene per arrested.

29
Endless Seas
The guest turned out to be the pirate Captain Vae,
wanted by several authorities in the Endless Sea, and
when both were brought before the Govenor of
Port Steadfast, Lady Felicity Barrenham, both were
sentenced to die – Captain Vae for Piracy, and Morgan
as their complice.
Morgan knows that they need to leave the city
immediately, provided they make it out of the
dungeons in the first place.

30

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