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Wildsea

Bloodlines

Bloodlines

Wildsea Free Edition, page 9, Wildsea Root and Storm, page 74, Wildsea, page 13

Edges

Edges

Edges

Using Edges

Edge Reference

Edge Description
Grace Agile and precise physical actions: free movement, dodging, balancing, acrobatics, lighter weapons
Iron Grit, determination, and willpower: weathering damage, keeping cool, imposing your will, heavier weapons
Instinct Raw senses and gut reactions: going with the flow, unexpected hazards, the weird and weirder
Sharps Logic, wit, and preparation: problem-solving, designing, verbal conflicts, outmanoeuvring others
Teeth Savage and passionate force: inflicting fear, destroying objects or relationships, brutal attacks
Tides Exploration and wildsea lore: unearthing secrets, spinning tales, charting courses, steering ships
Veils Secrecy and shadow: going undetected, covering tracks, backstabbing, manipulating from the shadows

Wildsea, page 80-81

Health and Dying

Health and Dying

Health

Weakness, Resistance, and Immunity

Dying

Wildsea Free Edition, page 31, Wildsea Free Edition, page 32, Wildsea, page 54, Wildsea, page 55, Wildsea, page 57

Journeys

Journeys

Departure

Progress

At the helm
On watch
Encounters
Tending the engine
Cartographizing
Watching the Weather

Arrival

Wildsea Free Edition, page 40-47, Wildsea, page 67, Wildsea, page 70-77

Languages

Languages

Languages

Like skills, languages have ranks from 1-3. Unlike skills, ranks are named:

Rank Name Ability
1 Smattering Simple words and sentences; common topics, names
2 Knowledge Normal conversation; wide range of topics, opinions, directions
3 Fluency Complete mastery; read, write, listen, and speak without misunderstanding

Language Reference

Language Description Lore
Low Sour Common tongue of the waves
Chthonic Language of the ardent Cultural knowledge of the ardent, spirits, ancient humans
Saprekk Language of the ektus Cultural knowledge of the ektus, deserts, heat, winds
Gaudimm Language of the gau - complex concepts require pheromones Cultural knowledge of the gau, caves, rot, tunnels
Knock Language of the tzelicrae - outsiders use a simplified gestural form Cultural knowledge of the tzelicrae, insects, arachnid habits
Brasstongue Language of traders Cargo routes, negotiation tactics
Raka Spit Language of hunting-families and leviathaneers Beasts & birds of the waves, great hunts
Lyre-Bite Language of poets and songwriters Pre-verdant songs, whispers
Old Hand Sign language Descriptions of long-lost relics
Signalling Flag, flare, and signal-lamp code Ships, weather, seagoing hazards
Highvin Pre-verdant language, primarily written Pre-verdant history (fragmentary)

Wildsea, page 86-87

Montages

Montages

Montages

A montage compresses downtime into a brief scene where each crew member gets one task — a moment of focus to pursue their own goals before the next scene begins. Time passes. For example, stopping for the night on a journey, or exploring a new port.

Tasks

Projects

Multi-stage tasks spanning several montages. Agree scope with the Firefly — they set a project track, noted on your character sheet. Spend a task slot to work on a project instead of a normal task.

Mark the track via:

Longer Montages

Usually one task per montage. Take 2–3 tasks when:

Wildsea, page 58-65

Rolling Dice

Rolling Dice

Dice Pools

Edge (1d6) + Skill / Language (0-3d6) + Advantage (0-2d6)

Outcome

Pick the highest dice in the pool, that's the result.

Result Outcome
6 Triumph - Complete success with no drawbacks
4, 5 Conflict - Success, but at a cost
1, 2, 3 Disaster - Failure, introduces a narrative drawback

Twists

Cut

Impact

Impact Effect
Low Fewer boxes or downgraded power
Normal Baseline — no special rules
High +1 box marked or cleared
Massive Mark every box

Wildsea, page 40-42

Skills

Skills

Skills

Skill Reference

Skill Description
Brace Endure and resist: weathering damage, blocking attacks, holding firm
Break Smash and demolish: Smashing stone, metal, machinery; and bludgeoning in a skirmish
Concoct Chemicals and crezzerin: potions, poisons, and alchemical reactions
Cook Food and heat: meals, brews, and rendering specimens into useful parts
Delve Ruins and remnants: bypassing barriers, cracking locks, unearthing old secrets
Flourish Performance and charm: songs, stories, art, and impressive deeds
Hack Blades through wilderness: cutting paths and combat with axes and saws
Harvest Gather and cull: fruits, specimens, plants, and natural phenomena
Hunt Track and take down: pursuing prey, lining up shots, rendering kills
Outwit Shadows and deception: moving quietly, infiltrating, disguising, lying
Rattle Repair and tinker: salvage repair, schematics, and improvised gear
Scavenge Search and salvage: finding value in wreckage and assessing trades
Sense Perceive and intuit: environmental awareness, detecting threats, social insight
Study Record and investigate: charting areas, finding evidence, tracking patterns
Sway Convince and influence: changing minds, working crowds, threatening
Tend Heal and nurture: treating injuries, growing plants, soothing minds
Vault Climb and leap: scaling heights, safe falls, dodging, acrobatics
Wavewalk Navigate on foot: leaping through the canopy and surviving the waves alone

Wildsea, page 82-85

Stations

Stations

Different roles on the ship. This doesn't cover everything - you can assume people are still busy even if they're not on-station.

Wildsea Free Edition, page 41, Wildsea, page 71

Types of Track

Types of Track

Wildsea, page 38, Wildsea, page 39

Unsetting Questions

Unsetting Questions

Wildsea Free Edition, page 117, Wildsea, page 189