[FOCI]

Sails the Howling Sea

Tidal Blades

You know the life of the sea isn't for everyone, but you don't really understand those who like to keep their feet on the earth. Your favorite place is in or on the water, particularly water that's deep and wide, with the wind in your face and the horizon stretching out before you.

Whether you're sailing around the Cay of the Bullubura, visiting the Floating Gardens, or heading out into the wild blue yonder, you know the sea is your friend, your family, and your home.

You probably wear clothes that decrease drag when swimming, dry quickly, and lend protection from the elements.

Explorers and Adepts most often Sail the Howling Sea, but all types take to it easily enough.

Minor Effect Suggestions

Your ability to understand and predict the sea's movements allows you to move into an advantageous position after your action.

Major Effect Suggestions

Your ability to understand and predict the sea's movements allows you to take a second action right after the first.

Tier 1

Sailor Skill

You are trained in tasks related to being on the water and trained in the geography of islands and coastlines.

Trained Swimmer Enabler

While underwater, you are trained in escaping, perception, sneaking, and swimming tasks, as well as in tasks to identify aquatic creatures and geography.

Tier 2

Gifts From the Sea (2 Intellect points) Action

You're familiar with the open sea. If you spend an hour using your watercraft's sensors or your own senses and make a difficulty 3 Intellect roll, you can find salvage in the form of abandoned watercrafts, drifting

habit that annoys you, but you're otherwise quite impressed with their abilities. debris, or hidden treasure. Salvage you turn up includes enough food and water for you and several others, as well as the possibility of weapons, clothing, technological artifacts, survivors, or other usable items. In other contexts, this ability counts as training in tasks related to perception. Action to initiate; one hour to complete.

Sea Lore Enabler

After each ten-hour recovery roll when you have access to a large comprehensive library or set of books, choose one field of knowledge related to a specific seaward location. The field might be habitations, customs, characteristics of local wildlife, and so on. You're trained in that field until you use this ability again. You could use this ability with an area of knowledge you're already trained in to become specialized.

Tier 3

Ability Choice. Choose either Expert Seafarer or Ship Footing as your tier 3 ability.

Expert Seafarer Action

You are specialized in all tasks related to being on the water and specialized in the geography of islands and coastlines.

Ship Footing (3 Speed points) Enabler

For ten minutes, all tasks you attempt while on a watercraft or in the water are eased. Action to initiate.

Tier 4

Sea Legs Enabler

You have gotten used to rough seas and unexpected surges. You are trained in balance. Any movement taskthat would be hindered by a pitching deck, moving through rigging, and so on is a routine task for you.

Resist Hazards at Sea Enabler

Whether you're avoiding an unexpected water hazard, resisting the attack of a sea monster, or fighting off a rival seafarer, all defense tasks while aboard a watercraft are eased.

Tier 5

Using the Environment (4 Intellect points) Action

You find some way to use the environment to your advantage in a fight. For the next ten minutes, attack rolls and Speed defense rolls are eased. Action to initiate.

Tier 6

Ability Choice. Choose either The Sea Is on Your Side or Protective Wall as your tier 6 ability.

The Sea Is on Your Side (5 Intellect points) Action

While you're on or in the water, foes within short range are tripped up by rolling decks, caught within roiling waters, distracted by small sea creatures or birds, and so on,

which hinders all their tasks for ten minutes. Action to initiate.

Protective Wall (6+ Might points) Enabler

When engaging in combat that directly relates to defending your watercraft, you can attackup to five different foes as a single action as long as they are all within immediate range. If you hit an attacker, they are pushed back an immediate distance. All of the attacks have to be the same sort of attack (melee or ranged). Make a separate attack roll for each foe. You remain limited by the amount of Effort you can apply on one action. Anything that modifies your attack or damage applies to all of these attacks. In addition to the normal options for using Effort, you can choose to use Effort to increase the number of foes you can attack with this ability, one additional foe per level of Effort.

GM Intrusions: The dangers of the seas are many, including severe storms, creatures, and disease. Even the most skilled can lose their way. Watercrafts need upkeep and repairs.