The Aquatic Sourcebook
In the realm of the deep, mankind is an alien. Given the most sophisticated modern equipment or its magical equivalent, man is still only a visitor here. He does not really belong in this environment. He is, however, a persistent visitor.
Beneath the surface of the ocean lies an exotic and a alien world, complete with canyons, mountains, volcanoes, and forests. Inky depths conceal sunken cities, sleeping deities, and titanic monsters. For residents of the aquatic realm, the sunny world of the air is as mysterious and unknown as the black depths of the sea. Players wanting their characters to be ocean dwellers can use these variants. Or, their characters might encounter these races while journeying beneath the sea.
A humanoid water creature's metres and hands are webbed to facilitate swimming. Their skin ranges from pale green to dark blue. Hair usually matches their skin colour but may be one or two shades darker. Water dwellers wear very little clothing, and what they do wear tends to cling tightly to their bodies. Some favour jewellery made of coral and other undersea treasures. The civilizations of water dwellers often mirror those of their standard races, though water folk favour more loosely organized governments and more open societies. Water creatures generally have plenty of space available for building, so they rarely structure their habitats as densely populated cities. Instead, undersea races prefer to maintain loosely defined territories in which families and individuals can carve out their own niches. Water creatures usually pay homage to at least one deity related to oceans, storms, or nature. Otherwise, their worshiping habits are similar to those of their standard races. Water creatures speak any languages spoken by members of their standard race. Many also learn Aquan to facilitate communication with other underwater creatures.
1. Aquatic Races
2. Aquatic Classes
3. The Effects of water on combat
4. Swimming
5. Ocean Cities
6. Sea Encounters
7. Light Zones
8. Coastlines
9. Ocean Currents
10. Kelp Forests
11. Seagrass Meadows
12. The Open Ocean
13. Aquatic Terrain
14. Tides
15. Tsunami
16. Water Pressure
17. Undersea Trenches
18. Aquatic Bestiary
19. Aquatic Vehicles
20. Organizations
20. The Hydroscape
21. Water Elemental Magic
22. Aquatic Based Powers
1. Aquatic Races | |
Atlantean | Humanoid survivours of sunken Atlantis. Mainly found in the city of Atlantis. |
Carapace | Man-sized intelligent crabs mainly found in the city of Ys. |
Dargon | The offsprings of Sea Elves and Humans. Mainly found in the cities of Aman Sinaya, Poseidonis and Tritonis. |
Delfin | Humanoid dolphins mainly found in the city of Tritonis. |
Grenouille | Man-sized intelligent frogs mainly found in rainy forests, marshes, and damp caves. |
Homard | Man-sized intelligent lobsters mainly found in the city of Lyonese. |
Kna | Aquatic humanoids mainly found in the city of Aotus. |
Kopru | Mainly found in the city of Kitezh. |
Kuo-Toa | Man-sized intelligent fish men mainly found in the city of Kitezh. |
Lemurian | Humanoid survivours of sunken Lemuria. Mainly found in the city of Lemuria. |
Locathah | Man-sized intelligent fish men mainly found in the city of Aotus. |
Mer | Half human, half fish, mainly found in the cities of Aman Sinaya, Poseidonis and Tritonis. |
Morkoth | Man-sized intelligent squid mainly found in the city of Ys. |
Nixie | Tiny humanoids mainly found in the city of Poseidonis. |
Nymph, Crinaeae | Water nymphs found mainly in fountains. |
Nymph, Eleionomae | Water nymphs found mainly in marshes. |
Nymph, Limnade | Water nymphs found mainly in lakes. |
Nymph, Naiad | Water nymphs found mainly in streams and brooks. |
Nymph, Nereid | Water nymphs found mainly in the ocean. |
Nymph, Pegaeae | Water nymphs found mainly in springs. |
Nymph, Potomeide | Water nymphs found mainly in rivers. |
Nymph, Vough | Water nymphs found mainly in swamps. |
Pahari | Shape changing humanoids mainly found in the city of Aman Sinaya. |
Sahuagin | Man-sized intelligent fish men mainly found in the city of Ys. |
Saekonungar | Also known as Sea Elves. Mainly found in the city of Lyonese. |
Sea Sprite | Humanoid Sprites mainly found in the cities of Aman Sinaya, Lyonese and Tritonis. |
Selkie | Humanoid seals mainly found in the city of Lyonese. |
Shalarin | Man-sized intelligent fish men mainly found in the city of Tritonis. |
Sharkk | Man-sized intelligent sharks mainly found in the city of Kitezh. |
Sirine | Aquatic humanoids mainly found in the city of Lyonese. |
Sphenoi | Man-sized intelligent penguins mainly found in Antarctica. |
Tako | Man-sized intelligent octopi mainly found in the city of Ys. |
Thanoi | Man-sized intelligent walruses mainly found anywhere with coastal ice. |
Turtur | Man-sized intelligent tortoise men mainly found in the city of Aman Sinaya. |
2. Aquatic Classes | |
Aquamancer | An undersea spellcaster. |
Cantor of the Current | The oceans have their music too. |
Deep Ranger | Protectors of the ecosystem. |
Elemental, Water | One with the water. |
Saint of Pearl | Paladins of the deep. |
Skulk | Oceanic rogues. |
Waverider | Warriors of the deep. |
3. The Effects of Water on Combat | |
Land-based creatures can have considerable difficulty when trying to fight in the water. Water affects a creature’s attacks rolls, damage, dodge, and movement. In some cases, a creature’s opponents may get a bonus to attack the creature. Creatures without a swim speed (or a freedom of movement spell or similar effect) suffer a -2 penalty on attacks and damage underwater. Further any melee weapon also deals half damage. Water modifiers apply when wading in water at least waist deep, swimming, or walking along the bottom. Off balance creatures lose DEX bonuses and give opponents a +2 attack bonus against them. Characters can swim at STR x3 metres per melee, and can maintain this for CON x 1 minute. | |
Adjacent Squares | Underwater combat happens in three dimensions. Therefore, there are many more places from which one can be attacked. On land, there are usually 8 adjacent squares; right, left, front, back, and the four diagonals. In the sea, there are potentially 26 adjacent squares; the normal eight plus a plane of nine squares both above and below each Medium or Small-sized individual. This also means that an individual threatens all of these squares because they are considered adjacent squares. Swimming creatures can make a 5-foot step into any adjacent square as well, including strait up. It makes perfect sense for a combatant to back itself against a rock, move to the surface, or swim to the bottom in an effort to eliminate some of these potential openings for attack. Unfortunately, if these squares aren’t completely occupied by something else, they are considered adjacent. Creatures at the surface of the water could be potentially attacked from the plane above, but only by creatures that can fly or move on the surface of the water. |
Attacks from Land | Characters swimming, floating or treading water on the surface, or wading in water at least chest deep, have one quarter cover against melee or ranged attacks form land bound opponents. A completely submerged creature has one half cover against land bound opponents. |
Fire | Non magical fire (including alchemist’s fire) does not burn underwater. Fire spells or with spell like effects are ineffective underwater unless the caster makes a successful Spell Strength check. If successful, the spell creates a bubble of steam instead of its usual fiery effect. Supernatural fire effects are ineffective underwater unless their descriptions state otherwise. The surface of a body of water blocks line of effect for any spell. |
Footing | Creatures have firm footing when walking along the bottom, braced against a wall, or the like. You can walk along the bottom only if you carry enough to weigh you down. The amount of weight required depends on your size. The items you carry to weigh yourself down must be non-bulky and non-buoyant. |
Holding Your Breath | Any character can hold his breath for a number of rounds equal to twice his CON. After this period of time, the character must make a CON check every round in order to continue holding his breath. Each round, the penalty to his roll increases by -1. When the character finally fails his CON check he begins to drown. In the first round he falls unconscious (0 HPs). In the following round he drops to negative hit points and is dying. In the third round he drowns. Vigorous activity such as fighting (but not swimming) strains the character, reducing the time a character can hold his breath. |
Ranged Attacks Underwater | Thrown weapons are ineffective underwater even when launched from land. Other ranged weapons apart from crossbows, suffer a –2 to strike penalty for each 1.5 metres of water they pass through (in addition to the normal penalties for range). |
Underwater Visibility | Submerged or swimming
creatures may also again concealment from the water, depending on how
clear it is. Even perfectly clear water obscures vision (all Vision types
except Penetra) beyond 60 metres.
All creatures have one quarter concealment at 15 metres (-1 to hit), one half concealment at 30 metres (-2 to hit), three quarters concealment at 45 metres (-3 to hit), and nine-tenths concealment at 60 metres (-4 to hit). Beyond 60 metres creatures have total concealment (-6 to hit), and opponents cannot use sight to locate the creature. Murkier water allows less sighting distance, and creatures become completely concealed more quickly. The maximum sighting distance in murky water is 30 metres. At half the listed distance creatures have one half concealment, at the listed distance creatures have nine tenths concealment, and they have total concealment beyond the listed distance. For example, if murky water allows vision to 12 metres, creatures have one half concealment at 6 metres, nine tenths concealment at 12 metres, and total concealment beyond 12 metres. Water can be so murky that it allows vision to 1.5mtrs or none at all. Aquatic creatures can see twice as far through the water as other creatures (but twice nothing is still nothing). Invisible creatures displace water and leave a visible bubble though such creatures still have half concealment (-2 to hit). |
Weapons | While land races have a lot of issues using weapons underwater, aquatic races do not suffer the same penalties. Aquatic races not only design their weapons with the ocean in mind, but they train to use them under the water as well; learning how to overcome the forces of buoyancy and drag to get the greatest striking and damage potential. As long as the character is using weapons tailored for undersea combat (detailed in Chapter 5), using natural weapons or striking unarmed, the character suffers no penalties to hit or damage for being under water, regardless of the type of weapon. |
4. Swimming |
Buoyancy With positive buoyancy, an object rises in water; with negative buoyancy, it sinks. At 0 buoyancy, an object floats where it has been placed until it is moved. The following assumptions are made for game purposes only: when used to balance weight, 1 buoyancy point equals 2.5 kilograms. How fast an object rises or sinks depends on how much buoyancy it has in excess of 0 buoyancy, with 1 buoyancy point equal to 1 MR. Maximum rates are MR 4 in ascent and MR 7 in descent. Human males have +1 natural buoyancy and require a 2.5kg weight belt to achieve 0 buoyancy, human females have a +2 natural buoyancy and require a 5kg weight belt. Or, natural buoyancy can be overcome by rolling under the character's DEX. While STR states how much one can carry and indicates how much energy is needed to overcome the inertia of objects in water (to lift, pull, or push), DEX dictates whether one can or cannot move that weight. All of this points to the trouble a clothed and
armoured man has in water. Clothes become waterlogged rapidly, and their
weight affects both buoyancy and DEX, with a minimum DEX loss of 2 points.
Shoes absorb an additional 1 DEX point; boots, 2 DEX points. All types of
armour except chain mail have 30% added to their weight; all types of armour
except plate mail add 1 to the wearer's DEX loss, and plate mail doubles its
DEX loss. Normal exertion To rescue a drowning victim, the rescuer must come into close contact and
execute a successful restrain action on the victim. A victim who is
either stunned or not panicking presents no problems, and the victim can be pulled to safety at ½
MR. A panicked victim, however, will attempt to grapple any rescuer
who comes within range and sight. If the grapple action succeeds, the rescuer
must attempt to break the victim's hold, or both may sink.
To lessen this risk, two rescuers may make a combined restrain attempt on a
panicked victim. An unstunned victim may also attempt a self-rescue by using a
grapple action to seize a rope, branch, floating log, bush, or some other object
that is within reach and sight, and pull himself to safety. Only when the
drowning victim reaches or is brought to a place of safety -- essentially,
out of the water, though the GM may rule a character halfway up on a log or
rock to be considered safe -- can an attempt be made to end the drowning
process. |
5. Ocean Cities |
Click on the above link for
information on the following underwater and floating cities;
Aman Sinaya |
6. Sea Encounters | |||
An encounter check is made once each day in coastal water, once each week in major sea lanes, and once per month in uncharted or unexplored waters. For a more fantasy style encounter see here. | |||
Day | Night | ||
01-08 | 4D10 Sea Birds | 01-10 | D10 Seals |
07-16 | D10 Seals | 11-20 | D10 Dolphins |
17-24 | D10 Dolphins | 21-30 | D10 Medium Whales |
25-32 | D10 Medium Whales | 31-40 | D10 Large Whales |
33-40 | D10 Large Whales | 41-50 | Raft with castaways |
41-48 | Merchant Ship | 51-60 | D10 Sharks |
49-56 | D4 Fishing Boats | 61-70 | Merchant Ship |
57-64 | Raft with castaways | 71-80 | Military Ship |
65-70 | Military Ship | 81-90 | Pirate Ship |
71-80 | Convoy of D6 +1 ships | 91-00 | Convoy of D6 +1 ships |
81-90 | Pirate Ship | ||
91-00 | D10 Sharks | ||
Convoy | |||
Convoys are composed of merchant or colony vessels protected by military ships headed for the same destination. There will be one warship for every 2 normal ships. Conversely a convoy can consist of pirate vessels escorting a prize with captives to the closest safe harbour. Unless the player's ship is in the pirate's eyes an easy mark, they ignore it. If they are attacked, they run or fight depending on how badly they think they are outmanned. | |||
Fishing Boats | |||
Fishing fleets operate with all vessels in sight of each other and a great deal of spacing between vessels. | |||
Merchant | |||
A single vessel carrying a cargo to some distant port. | |||
Military | |||
Roll D4 for the military
vessel's mission;
1) Moving from one base to another, 2) Conducting an anti-piracy patrol and there is a 60% chance of stopping the player's vessel to check the cargo and passengers, 3) Seeking to engage an enemy fleet or 4) A messenger travelling swiftly and avoiding contact with other vessels. |
|||
Pirate | |||
The vessel encountered is a pirate. If it is not outnumbered or outmanned, it tries to run down the player's ship. Should the pirates win those who are not killed in the battle are taken captive (held for ransom or sold as slaves), offered a position in the crew (impressive fighters, slaves or criminals only), killed (people the pirates deem useless) or set adrift (potential enemies who are hated, are too dangerous to keep alive, etc). |
7. Light Zones |
Oceanographers divide the ocean into
different zones by physical and biological conditions. The pelagic zone
includes all open ocean regions, and can be divided into further regions
categorized by depth and light abundance. The photic zone includes the
oceans from the surface to a depth of 200 m; it is the region where
photosynthesis can occur and is, therefore, the most biodiverse. Because
plants require photosynthesis, life found deeper than the photic zone must
either rely on material sinking from above (see marine snow) or find another
energy source. Hydrothermal vents are the primary source of energy in what
is known as the aphotic zone (depths exceeding 200 m). The pelagic part of
the photic zone is known as the epipelagic.
The epipelagic (euphotic) zone - also called the sunlit zone, receives enough sunlight to support photosynthesis. The temperatures in this zone range anywhere from 40 to −3 °C. The epipelagic zone is the one closest to the surface and is the best lit. It extends to 200 metres and contains both phytoplankton and zooplankton that can support larger organisms like marine mammals and some types of fish. This is the top layer, nearest the surface. Here there is enough light penetrating the water to support photosynthesis. More than ninety percent of all marine life lives in the sunlit zone. The sunlit zone goes down about 600 metres. Most fish and other sentient races live in this zone. The mesopelagic (disphotic) zone - where only small amounts of light penetrate, lies below the epipelagic zone. This zone is often referred to at the Twilight Zone due to its scarce amount of light. Temperatures in the mesopelagic zone range from 5 to 4 °C. The pressure is higher here, it can be up to 1,470 pounds per square inch (10,100,000 Pa) and increases with depth. Only a small amount of light can penetrate the water at this depth. As the water becomes deeper, the pressure also increases. Plants do not grow here. Only animals that have adapted to low light survive. The nommo and the Cerulean nixie call this zone home. This gloomy part of the ocean begins at about 600 metres under the water and extends to the darkest part, which begins about 3000 metres down. Bioluminescent creatures abound in this zone. The bathypelagic (aphotic) zone - 90% of the ocean lies here in which no light penetrates. This is also called the midnight zone. Water pressure is very intense and the temperatures are near freezing range 0 to 6 °C. It is oppressively dark, the water pressure is extreme, and the temperature is near freezing. Living creatures found here live close to cracks in the planet's crust. These cracks give off mineral-rich materials that nourish bacteria, which form the bottom of the food chain here, much like plankton does in the waters above. Deep drow, the aquatic equivalent of the surface dark elves, claim this realm as their own. Past 200 metres, not enough light penetrates the
water to support life, and no plant life exists.
There are creatures however, which thrive around hydrothermal vents, or geysers
located on the ocean floor that expel super heated water that is rich in
minerals. These organisms feed off of chemosynthetic bacteria, which use the
super heated water and chemicals from the hydrothermal vents to create energy in
place of photosynthesis. The existence of these bacteria allow creatures like
squids, hatchet fish, octopuses, tube worms, giant clams, spider crabs and other
organisms to survive.
Due to the total darkness in the zones past the epipelagic zone, many organisms
that survive in the deep oceans do not have eyes, and other organisms make their
own light with bioluminescence. Often the light is blue green in colour, because
many marine organisms are sensitive to blue light. Two chemicals, luciferin and
luciferase that react with one another to create a soft glow. The process by
which bioluminescence is created is very similar to what happens when a glow
stick is broken. Deep-sea organisms use bioluminescence for everything from
luring prey to navigation.
Animals such as fishes, whales, and sharks are found in the oceanic zone. In contrast to terrestrial habitats, marine habitats are shifting and ephemeral.
Swimming organisms find areas by the edge of a continental shelf a good habitat,
but only while upwellings bring nutrient rich water to the surface. Shellfish
find habitat on sandy beaches, but storms, tides and currents mean their habitat
continually reinvents itself.
The presence of seawater is common to all marine habitats. Beyond that many
other things determine whether a marine area makes a good habitat and the type
of habitat it makes. For example:
The pelagic part of the aphotic zone can be further
divided into vertical regions according to temperature. The mesopelagic is
the uppermost region. Its lowermost boundary is at a thermocline of 12 °C,
which, in the tropics generally lies at 700–1000 metres. Next is the
bathypelagic lying between 10 and 4 °C, typically between 700–1000 metres
and 2,000–4,000 metres. Lying along the top of the abyssal plain is the
abyssopelagic, whose lower boundary lies at about 6,000 metres. The last
zone includes the deep oceanic trench, and is known as the hadalpelagic.
This lies between 6,000–11,000 metres and is the deepest oceanic zone. The
benthic zones are aphotic and correspond to the three deepest zones of the
deep-sea. The bathyal zone covers the continental slope down to about 4000
metres. The abyssal zone covers the abyssal plains between 4000 and 6000 m.
Lastly, the hadal zone corresponds to the hadalpelagic zone, which is found
in oceanic trenches. The ocean can be divided into three density zones: the surface zone, the pycnocline, and the deep zone. The surface zone, also called the mixed layer, refers to the uppermost density zone of the ocean. Temperature and salinity are relatively constant with depth in this zone due to currents and wave action. The surface zone contains ocean water that is in contact with the atmosphere and within the photic zone. The surface zone has the ocean's least dense water and represents approximately 2% of the total volume of ocean water. The surface zone usually ranges between depths of 150 to 1000 metres below ocean surface, but this can vary a great deal. In some cases, the surface zone can be entirely non-existent. The surface zone is typically thicker in the tropics than in regions of higher latitude. The transition to colder, denser water is more abrupt in the tropics than in regions of higher latitudes. The pycnocline refers to a zone wherein density substantially increases with depth due primarily to decreases in temperature. The pycnocline effectively separates the lower-density surface zone above from the higher-density deep zone below. The pycnocline represents approximately 18% of the total volume of ocean water. The deep zone refers to the lowermost density zone of the ocean. The deep zone usually begins at depths below 1 kilometre in mid-latitudes. The deep zone undergoes negligible changes in water density with depth. The deep zone represents approximately 80% of the total volume of ocean water. The deep zone contains relatively colder and stable water. If a zone undergoes dramatic changes in temperature with depth, it contains a thermocline. The tropical thermocline is typically deeper than the thermocline at higher latitudes. Polar waters, which receive relatively little solar energy, are not stratified by temperature and generally lack a thermocline because surface water at polar latitudes are nearly as cold as water at greater depths. Below the thermocline, water is very cold, ranging from −1 °C to 3 °C. Because this deep and cold layer contains the bulk of ocean water, the average temperature of the world ocean is 3.9 °C. If a zone undergoes dramatic changes in salinity with depth, it contains a halocline. If a zone undergoes a strong, vertical chemistry gradient with depth, it contains a chemocline. The halocline often coincides with the thermocline, and the combination produces a pronounced pycnocline. |
8. Coastlines |
Primary coasts are shaped by
non-marine processes, by changes in the land form. If a coast is in much the
same condition as it was when sea level was stabilised after the last ice
age, it is called a primary coast. Primary coasts are created by
erosion (the wearing away of soil or rock), deposition (the buildup of
sediment or sand) or tectonic activity (changes in the structure of the rock
and soil because of earthquakes). Many of these coastlines were formed as
the sea level rose during the last 18,000 years, submerging river and
glacial valleys to form bays and fjords. An example of a primary coast is a
river delta, which forms when a river deposits soil and other material as it
enters the sea. Secondary coasts are produced by marine processes, such as
the action of the sea or by creatures that live in it. Secondary coastlines
include sea cliffs, barrier islands, mud flats, coral reefs, mangrove swamps
and salt marshes. The global continental shelf, highlighted in cyan, defines the extent of coastal habitats, and occupies 5% of the total world area. Continental coastlines usually have a continental shelf, a shelf of relatively shallow water, less than 200 metres deep, which extends 68 km on average beyond the coast. Worldwide, continental shelves occupy a total area of about 24 million km2 (9 million sq mi), nearly 5% of the world's total area. Since the continental shelf is usually less than 200 metres deep, it follows that coastal habitats are generally photic, situated in the sunlit epipelagic zone. This means the conditions for photosynthetic processes so important for primary production, are available to coastal marine habitats. Because land is nearby, there are large discharges of nutrient rich land runoff into coastal waters. Further, periodic upwellings from the deep ocean can provide cool and nutrient rich currents along the edge of the continental shelf. As a result, coastal marine life is the most abundant in the world. It is found in tidal pools, fjords and estuaries, near sandy shores and rocky coastlines, around coral reefs and on or above the continental shelf. Coastal fish include small forage fish as well as the larger predator fish that feed on them. Forage fish thrive in inshore waters where high productivity results from upwelling and shoreline run off of nutrients. Some are partial residents that spawn in streams, estuaries and bays, but most complete their life cycle in the zone. There can also be a mutualism between species that occupy adjacent marine habitats. For example, fringing reefs just below low tide level have a mutually beneficial relationship with mangrove forests at high tide level and sea grass meadows in between: the reefs protect the mangroves and seagrass from strong currents and waves that would damage them or erode the sediments in which they are rooted, while the mangroves and seagrass protect the coral from large influxes of silt, fresh water and pollutants. This additional level of variety in the environment is beneficial to many types of coral reef animals, which for example may feed in the sea grass and use the reefs for protection or breeding. Coastal habitats are the most visible marine habitats, but they are not the only important marine habitats. Coastlines run for 380,000 kilometres, and the total volume of the ocean is 1,370 million cu km. This means that for each metre of coast, there is 3.6 cu km of ocean space available somewhere for marine habitats. Waves and currents shape the intertidal shoreline, eroding the softer rocks and transporting and grading loose particles into shingles, sand or mud. Intertidal zones, those areas close to shore, are constantly being exposed and covered by the ocean's tides. A huge array of life lives within this zone. Shore habitats range from the upper intertidal zones to the area where land vegetation takes prominence. It can be underwater anywhere from daily to very infrequently. Many species here are scavengers, living off of sea life that is washed up on the shore. Many land animals also make much use of the shore and intertidal habitats. A subgroup of organisms in this habitat bores and grinds exposed rock through the process of bioerosion. Sandy shores, also called beaches, are coastal shorelines where sand accumulates. Waves and currents shift the sand, continually building and eroding the shoreline. Longshore currents flow parallel to the beaches, making waves break obliquely on the sand. These currents transport large amounts of sand along coasts, forming spits, barrier islands and tombolos. Longshore currents also commonly create offshore bars, which give beaches some stability by reducing erosion. Sandy shores are full of life, The grains of sand host diatoms, bacteria and other microscopic creatures. Some fish and turtles return to certain beaches and spawn eggs in the sand. Birds habitat beaches, like gulls, loons, sandpipers, terns and pelicans. Aquatic mammals, such sea lions, recuperate on them. Clams, periwinkles, crabs, shrimp, starfish and sea urchins are found on most beaches. Sand is a sediment made from small grains or particles with diametres between about 60 µm and 2 mm. Mud is a sediment made from particles finer than sand. This small particle size means that mud particles tend to stick together, whereas sand particles do not. Mud is not easily shifted by waves and currents, and when it dries out, cakes into a solid. By contrast, sand is easily shifted by waves and currents, and when sand dries out it can be blown in the wind, accumulating into shifting sand dunes. Beyond the high tide mark, if the beach is low-lying, the wind can form rolling hills of sand dunes. Small dunes shift and reshape under the influence of the wind while larger dunes stabilise the sand with vegetation. Ocean processes grade loose sediments to particle sizes other than sand, such as gravel or cobbles. Waves breaking on a beach can leave a berm, which is a raised ridge of coarser pebbles or sand, at the high tide mark. Shingle beaches are made of particles larger than sand, such as cobbles, or small stones. These beaches make poor habitats. Little life survives because the stones are churned and pounded together by waves and currents. Tidepools on rocky shores make turbulent habitats for many forms of marine life. The relative solidity of rocky shores seems to give them a permanence compared to the shifting nature of sandy shores. This apparent stability is not real over even quite short geological time scales, but it is real enough over the short life of an organism. In contrast to sandy shores, plants and animals can anchor themselves to the rocks. Competition can develop for the rocky spaces. For example, barnacles can compete successfully on open intertidal rock faces to the point where the rock surface is covered with them. Barnacles resist desiccation and grip well to exposed rock faces. However, in the crevices of the same rocks, the inhabitants are different. Here mussels can be the successful species, secured to the rock with their byssal threads. Rocky and sandy coasts are vulnerable because humans find them attractive and want to live near them. An increasing proportion of the humans live by the coast, putting pressure on coastal habitats. Mudflats are coastal wetlands that form when mud is deposited by tides or rivers. They are found in sheltered areas such as bays, bayous, lagoons, and estuaries. Mudflats may be viewed geologically as exposed layers of bay mud, resulting from deposition of estuarine silts, clays and marine animal detritus. Most of the sediment within a mudflat is within the intertidal zone, and thus the flat is submerged and exposed approximately twice daily. Mudflats are typically important regions for wildlife, supporting a large population, although levels of biodiversity are not particularly high. They are of particular importance to migratory birds. In the United Kingdom mudflats have been classified as a Biodiversity Action Plan priority habitat. Mangrove swamps and salt marshes form important coastal habitats in tropical and
temperate areas respectively. Estuaries occur when rivers flow into a coastal bay or inlet. They are nutrient
rich and have a transition zone which moves from freshwater to saltwater.
An estuary is a partly enclosed coastal body of water with one or more rivers or
streams flowing into it, and with a free connection to the open sea. Estuaries
form a transition zone between river environments and ocean environments and
are subject to both marine influences, such as tides, waves, and the influx
of saline water; and riverine influences, such as flows of fresh water and
sediment. The inflow of both seawater and freshwater provide high levels of
nutrients in both the water column and sediment, making estuaries among the
most productive natural habitats in the world.
Most estuaries were formed by the flooding of river-eroded or glacially scoured
valleys when sea level began to rise about 10,000-12,000 years ago. They are
amongst the most heavily populated areas throughout the world, with about 60% of
the world’s population living along estuaries and the coast. As a result,
estuaries are suffering degradation by many factors, including sedimentation
from soil erosion from deforestation; overgrazing and other poor farming
practices; overfishing; drainage and filling of wetlands; eutrophication due to
excessive nutrients from sewage and animal wastes; pollutants including heavy
metals, PCBs, radionuclides and hydrocarbons from sewage inputs; and diking or
damming for flood control or water diversion. |
9. Ocean Currents | |
Water tends to move around an awful lot and usually it's moving in a direction, whether it's straight along like in a river or back and forth like in the ocean. The GM generally decides which direction the current flow if it's present but mostly it will be towards the coast. Creatures and vehicles simply floating along and allowing the current to take them where it goes move at the current's Movement Rate. If they are propelling themselves along in the same direction as the current they can add the current's MR onto their own MR. If the subject is attempting to move against the current, the current's MR is subtracted from their MR. | |
01-20 | The water is calm and motionless causing no alterations to a character's rate of movement regardless of their direction. This condition is most often found in isolated lakes, ancient swimming pools, and other areas cut off from a source of flowing water. Many dangerous plants and animals frequent these areas, and there's a greater chance of their being poisoned. ^UP^ |
21-40 | A gentle, lazy current with an MR of 5. This type is usually found in smaller creeks and in the deltas and bayous of the great swamplands as well as on sheltered coastlines. |
41-60 | A brisker more active current found on most moderate sized rivers and streams, and on larger rivers under ideal conditions. This is also the common speed of the Tide as it moves in and out. It's MR is 10. |
61-80 | A fast current that can create a bit of whitewater on the surface. It is found in hilly terrain in rapids and in larger rivers in rainy conditions. It's MR is 20. |
81-00 | A terrible, fast current which can be deadly if it catches you, and is often found during or right after bouts of severe weather such as hurricanes or torrential rain. Its MR is 40. Air breathers caught in a flood current will be swept under and may drown. |
10. Kelp Forests |
Kelp forests are underwater areas with a high density of kelp. They form some of
the most productive and dynamic ecosystems on Earth. Smaller areas of anchored
kelp are called kelp beds. Kelp forests occur worldwide throughout temperate
and polar coastal oceans.
Kelp forests provide a unique three-dimensional habitat for marine organisms and
are a source for understanding many ecological processes. Over the last century,
they have been the focus of extensive research, particularly in trophic ecology,
and continue to provoke important ideas that are relevant beyond this unique
ecosystem. For example, kelp forests can influence coastal oceanographic
patterns and provide many ecosystem services.
However, humans have contributed to kelp forest degradation. Of particular
concern are the effects of overfishing nearshore ecosystems, which can release
herbivores from their normal population regulation and result in the
over-grazing of kelp and other algae. This can rapidly result in transitions to
barren landscapes where relatively few species persist.
Frequently considered an ecosystem engineer, kelp provides a physical substrate
and habitat for kelp forest communities. In algae (Kingdom: Protista), the body
of an individual organism is known as a thallus rather than as a plant
(Kingdom: Plantae).
The morphological structure of a kelp thallus is defined
by three basic structural units: The environmental factors necessary for kelp to survive include hard substrate (usually rock), high nutrients (e.g., nitrogen, phosphorus), and light (minimum annual irradiance dose > 50 E m−2). Especially productive kelp forests tend to be associated with areas of significant oceanographic upwelling, a process that delivers cool nutrient-rich water from depth to the ocean’s mixed surface layer. Water flow and turbulence facilitate nutrient assimilation across kelp fronds throughout the water column. Water clarity affects the depth to which sufficient light can be transmitted. In ideal conditions, giant kelp (Macrocystis spp.) can grow as much as 30-60 centimetres vertically per day. Some species such as Nereocystis are annual while others like Eisenia are perennial, living for more than 20 years. In perennial kelp forests, maximum growth rates occur during upwelling months (typically spring and summer) and die-backs correspond to reduced nutrient availability, shorter photoperiods and increased storm frequency. |
11. Seagrass Meadows |
Seagrasses are flowering plants from one of four plant families which grow in marine environments. They are called seagrasses because the leaves are long and narrow and are very often green, and because the plants often grow in large meadows which look like grassland. Since seagrasses photosynthesize and are submerged, they must grow submerged in the photic zone, where there is enough sunlight. For this reason, most occur in shallow and sheltered coastal waters anchored in sand or mud bottoms. Seagrasses form extensive beds or meadows, which can be either monospecific (made up of one species) or multispecific (where more than one species co-exist). Seagrass beds make highly diverse and productive ecosystems. They are home to phyla such as juvenile and adult fish, epiphytic and free-living macroalgae and microalgae, mollusks, bristle worms, and nematodes. Few species were originally considered to feed directly on seagrass leaves (partly because of their low nutritional content), but scientific reviews and improved working methods have shown that seagrass herbivory is a highly important link in the food chain, with hundreds of species feeding on seagrasses worldwide, including green turtles, dugongs, manatees, fish, geese, swans, sea urchins and crabs. Seagrasses are ecosystem engineers in the sense that they partly create their own habitat. The leaves slow down water-currents increasing sedimentation, and the seagrass roots and rhizomes stabilize the seabed. Their importance to associated species is mainly due to provision of shelter (through their three-dimensional structure in the water column), and due to their extraordinarily high rate of primary production. As a result, seagrasses provide coastal zones with ecosystem services, such as fishing grounds, wave protection, oxygen production and protection against coastal erosion. Seagrass meadows account for 15% of the ocean’s total carbon storage. |
12. The Open Ocean |
The open ocean is relatively
unproductive because of a lack of nutrients, yet because it is so vast, it
has more overall primary production than any other marine habitat. Only
about 10 percent of marine species live in the open ocean. But among them
are the largest and fastest of all marine animals, as well as the animals
that dive the deepest and migrate the longest. In the depths lurk animal
that, to our eyes, appear hugely alien. In the open ocean, sunlit surface epipelagic waters get enough light for photosynthesis, but there are often not enough nutrients. As a result, large areas contain little life apart from migrating animals. The surface waters are sunlit. The waters down to about 200 metres are said to be in the epipelagic zone. Enough sunlight enters the epipelagic zone to allow photosynthesis by phytoplankton. The epipelagic zone is usually low in nutrients. This partially because the organic debris produced in the zone, such as excrement and dead animals, sink to the depths and are lost to the upper zone. Photosynthesis can happen only if both sunlight and nutrients are present. In some places, like at the edge of continental shelves, nutrients can upwell from the ocean depth, or land runoff can be distributed by storms and ocean currents. In these areas, given that both sunlight and nutrients are now present, phytoplankton can rapidly establish itself, multiplying so fast that the water turns green from the chlorophyll, resulting in an algal bloom. These nutrient rich surface waters are among the most biologically productive in the world, supporting billions of tonnes of biomass. "Phytoplankton are eaten by zooplankton - small animals which, like
phytoplankton, drift in the ocean currents. The most abundant zooplankton
species are copepods and krill: tiny crustaceans that are the most numerous
animals on Earth. Other types of zooplankton include jelly fish and the larvae
of fish, marine worms, starfish, and other marine organisms". In turn, the
zooplankton are eaten by filter feeding animals, including some seabirds, small
forage fish like herrings and sardines, whale sharks, manta rays, and the
largest animal in the world, the blue whale. Yet again, moving up the foodchain,
the small forage fish are in turn eaten by larger predators, such as tuna,
marlin, sharks, large squid, seabirds, dolphins, and toothed whales.
The deep sea starts at the aphotic zone, the point where sunlight loses most of
its energy in the water. Many life forms that live at these depths have the
ability to create their own light a unique evolution known as
bio-luminescence.
In the deep ocean, the waters extend far below the epipelagic zone, and support
very different types of pelagic life forms adapted to living in these deeper
zones.[56] The fish in the different pelagic and deep water benthic zones are physically
structured, and behave in ways, that differ markedly from each other. Groups of
coexisting species within each zone all seem to operate in similar ways, such as
the small mesopelagic vertically migrating plankton-feeders, the bathypelagic
anglerfishes, and the deep water benthic rattails.
Ray finned species, with spiny fins, are rare among deep sea fishes, which
suggests that deep sea fish are ancient and so well adapted to their environment
that invasions by more modern fishes have been unsuccessful. The few ray
fins that do exist are mainly in the Beryciformes and Lampriformes, which are
also ancient forms. Most deep sea pelagic fishes belong to their own orders,
suggesting a long evolution in deep sea environments. In contrast, deep
water benthic species, are in orders that include many related shallow water
fishes. The deepest recorded oceanic trenches measure to
date is the Mariana Trench, near the Philippines, in the Pacific Ocean at
10,924 m. At such depths, water pressure is extreme and there is
no sunlight, but some life still exists. A white flatfish, a shrimp and a
jellyfish were seen by the American crew of the bathyscaphe Trieste when it
dove to the bottom in 1960.
Marine life also flourishes around seamounts that rise from the depths, where
fish and other sea life congregate to spawn and feed. |
13. Aquatic Terrain |
Most of the world’s ocean is open water. The only visible feature is light itself. From below,
sunlight shimmers through the waves at the surface.
From above, one can see the light sink into shadowy
depths. These elements provide a creature adapted
to this environment with a backdrop against which
it can attempt to hide. In order to use the gloom
below or glow above for concealment, an individual must be within 8 metres of the surface and above the
viewer, or at least 100 metres deep and below the viewer. The average
seafloor in open water is usually made up of
featureless sand, muck, or ooze. The ocean floor holds many marvels, including undersea analogues of
any of the terrain elements described earlier in this section. But if
characters find themselves in the water because they were bull rushed off
the deck of a pirate ship, the tall kelp beds hundreds of metres below them
don’t matter.
Beaches - consist of a sandy or rocky shore,
usually with very sparse vegetation, if any. The
beach is home to a variety of sea creatures who take
advantage of easy access to land and water. Coral, dead -
Coral reefs are usually encountered in warm
waters and are made up of thousands of different
varieties of living coral. They are home to countless
sea creatures and are very rich in biodiversity.
Coral reefs generally occur in water that is 4D6 metres deep, and can grow to a height of up to
6D6 metres tall, so long as this remains at least 2 metres
below the water’s surface. Although rare,
deepwater coral reefs also exist as far down as 100 metres, and are usually lit with spectacular
bioluminescence. A coral reef itself, regardless of
depth, can be anywhere from 6 metres to several kilometres
in diametre. It also occurs in narrow strips that can
be only a few metres wide, but several kilometres long. Living coral reefs
are built upon dead coral (calcium-rich skeletons of living coral). It is
usually pale and worn, often appearing as irregularly shaped stone.
Navigating areas of dense dead coral can be tricky. Coral Wall - Dead coral can be hewn into bricks and structures much like stone. When a coral wall divides two chambers, it is usually at least 3 metres thick in order to bear the weight of the coral above. It requires a climb check to climb a wall made of dead coral. Driftwood - Wood of all varieties washes up
along the beach regularly. It has a characteristically
worn appearance including smooth and twisted
shapes and sun-bleached pallor. It can form huge
piles that act as natural barriers. Moving into these
barriers both above and below the water costs one
square. It also provides low cover. Flowing Water - Large, placid rivers move at only a few kilometres per hour, so they function as still water for most purposes. But some rivers and streams are swifter; anything floating in them moves downstream at a MR of 10 to 40. The fastest rapids send swimmers bobbing downstream at 60 to 90 MR. Fast rivers are always at least rough water, and whitewater rapids are stormy water. If a character is in moving water, move him downstream the indicated distance at the end of his turn. Characters swept away by a river moving 60 or faster must make swim checks every round to avoid going under. Escaping the rapids by reaching the bank requires three swim checks in a row. Characters arrested by a rock, limb, or snag can’t escape under their own power unless they strike out into the water and attempt to swim their way clear. Other characters can rescue them as if they were trapped in quicksand. Gravel - Gravel bottoms are common in colder
ocean waters, and are often inundated with many
varieties of seaweed. While easier to manoeuvre
through than muck, gravel bottoms are slicker than
a clear sandy bottom. Running and charging are impossible in
this terrain feature, as there is no good way to get footing. Iceberg - An iceberg is a gigantic block or mass of ice that has broken off from a glacier or ice shelf. This iceberg then floats in the world's oceans and moves via wind and ocean currents. Icebergs are famous for their size and their ability to hide it under water. Typically, only one-tenth of an iceberg's volume is visible above the water's surface, while most of its mass is below. In general, the total size of the average iceberg is D6 × 25 metres above sea level, with another 3D10 × 25 metres below sea level. They are typically D6 × 30 metres across. Icebergs can be several kilometres across and several hundred metres tall, however. These super-sized icebergs often break up into smaller icebergs when they reach warm waters. Despite their size, icebergs move an average speed of 3 kilometres per day. Kelp forests - can be seen along much of the coasts
of the Cerulean Seas. Kelp is large brownish-green
seaweed that lives in cool, shallow waters close to
the shore. It grows in thick groupings much like a
forest on land. These submerged towers of kelp
provide sustenance and shelter for thousands of fish,
invertebrates, and marine mammal species. In fact,
kelp forests harbour a greater assortment of plants
and animals than nearly any other aquatic Muck - Abyssal floors, estuaries, and tidewaters
are commonly covered in muck up to three metres
deep. Running and charging are impossible. Pass - Passes are meandering cracks and
spaces between the coral, usually with a sandy bottom that is also devoid of
coral. A pass is typically 2 metres wide. They range from 3 to 30 metres long, and
often branch out to several other passes forming a
huge labyrinth. Rock Reef - A rock reef is a quantity of
underwater stone which is usually heavily overrun
with anemones, barnacles, shellfish, and other
small underwater creatures. A rock reef can
function as a wall or steep slope underwater, Rubble - This consists of all manner of stone,
wood, animal, plant and artificially-made debris that
have gathered into large tangled piles on the beach.
Rubble can exist both above and below
the water. Sargassum - is free-floating seaweed found several
kilometres offshore in gigantic brownish-green mats
throughout the Cerulean Seas. These mats of
vegetation provide crucial habitat for a wide variety
of marine animals in the open ocean. Occasionally,
they grow so dense that they can be walked upon;
though doing so is extremely treacherous and risks
entanglement. The profusion of rotten seaweed
common to sargassum mats often attracts hideous
scavenging monsters as well.
Sargassum mats are typically 3D10 metres in size (though they can also be as
narrow as one metre
wide and go on in kilometres-long streamers). Sargassum
comes in two varieties: sparse and thick. |
14. Tides |
Tides are the rise and fall of sea levels caused by the
combined effects of the gravitational forces exerted by the Moon and the Sun and
the rotation of the Earth.
Some shorelines experience two almost equal high tides and two low tides each
day, called a semi-diurnal tide. Some locations experience only one high and one
low tide each day, called a diurnal tide. Some locations experience two uneven
tides a day, or sometimes one high and one low each day; this is called a mixed
tide. The times and amplitude of the tides at a locale are influenced by the
alignment of the Sun and Moon, by the pattern of tides in the deep ocean, by the
amphidromic systems of the oceans, and by the shape of the coastline and
near-shore bathymetry.
Tides vary on timescales ranging from hours to years due to numerous influences.
To make accurate records, tide gauges at fixed stations measure the water level
over time. Gauges ignore variations caused by waves with periods shorter than
minutes. These data are compared to the reference (or datum) level usually
called mean sea level.
While tides are usually the largest source of short-term sea-level fluctuations,
sea levels are also subject to forces such as wind and barometric pressure
changes, resulting in storm surges, especially in shallow seas and near coasts.
Tidal phenomena are not limited to the oceans, but can occur in other systems
whenever a gravitational field that varies in time and space is present. For
example, the solid part of the Earth is affected by tides, though this is not as
easily seen as the water tidal movements. Tide changes proceed via the following stages: Tides are commonly semi-diurnal (two high waters and two low waters each day),
or diurnal (one tidal cycle per day). The two high waters on a given day are
typically not the same height (the daily inequality); these are the higher high
water and the lower high water in tide tables. Similarly, the two low waters
each day are the higher low water and the lower low water. The daily inequality
is not consistent and is generally small when the Moon is over the equator. |
15. Tsunami |
A tsunami also known as a seismic sea
wave or as a tidal wave, is a series of waves in a water body caused by the
displacement of a large volume of water, generally in an ocean or a large
lake. Earthquakes, volcanic eruptions and other underwater explosions
(including detonations of underwater nuclear devices), landslides, glacier
calvings, meteorite impacts and other disturbances above or below water all
have the potential to generate a tsunami. In being generated by the
displacement of water, a tsunami contrasts both with a normal ocean wave
generated by wind and with tides, which are generated by the gravitational
pull of the Moon and the Sun on bodies of water. Tsunami waves do not
resemble normal sea waves, because their wavelength is far longer. Rather
than appearing as a breaking wave, a tsunami may instead initially resemble
a rapidly rising tide, and for this reason they are often referred to as
tidal waves. Tsunamis generally consist of a series of waves with periods
ranging from minutes to hours, arriving in a so-called "wave train". Wave
heights of tens of metres can be generated by large events. Although the
impact of tsunamis is limited to coastal areas, their destructive power can
be enormous and they can affect entire ocean basins. Tsunamis have a small amplitude (wave height) offshore, and a very long wavelength (often hundreds of kilometres long, whereas normal ocean waves have a wavelength of only 30 or 40 metres), which is why they generally pass unnoticed at sea, forming only a slight swell usually about 300 millimetres above the normal sea surface. They grow in height when they reach shallower water, in a wave shoaling process described below. A tsunami can occur in any tidal state and even at low tide can still inundate coastal areas. While everyday wind waves have a wavelength (from crest to crest) of about 100 metres and a height of roughly 2 metres, a tsunami in the deep ocean has a much larger wavelength of up to 200 kilometres. Such a wave travels at well over 800 kilometres per hour, but owing to the enormous wavelength the wave oscillation at any given point takes 20 or 30 minutes to complete a cycle and has an amplitude of only about 1 metre. This makes tsunamis difficult to detect over deep water, where ships are unable to feel their passage. As the tsunami approaches the coast and the waters become shallow, wave shoaling compresses the wave and its speed decreases below 80 kilometres per hour. Its wavelength diminishes to less than 20 kilometres and its amplitude grows enormously. Since the wave still has the same very long period, the tsunami may take minutes to reach full height. Except for the very largest tsunamis, the approaching wave does not break, but rather appears like a fast-moving tidal bore. Open bays and coastlines adjacent to very deep water may shape the tsunami further into a step-like wave with a steep-breaking front. When the tsunami's wave peak reaches the shore, the resulting temporary rise in sea level is termed run up. A large tsunami may feature multiple waves arriving over a period of hours, with significant time between the wave crests. The first wave to reach the shore may not have the highest run up. About 80% of tsunamis occur in the Pacific Ocean, but they are possible wherever there are large bodies of water, including lakes. Damage from being hit by a tsunami is 6D6 + (D6 per metre of height + D6 per 20kps of speed). And then theres the matter of possibly drowning. |
16. Water Pressure |
Water has weight, and weight exerts pressure. For a non-sea
dweller, water pressure has effects at 15 metres of
depth or even less. But a sea-dweller is built to
handle greater pressure. Pressure resistance varies
from race to race, although the effects of going
outside that range are the same.
The mechanic for this is called Depth Tolerance.
Every race has a Depth Tolerance rating listed in metres. For every 30 metres
beyond this number, the creature is affected.
If the character fails his CON save, he
takes D6 damage per 30 metres. If he makes his CON save, the
pressure category lowers by 30 metres for the next
round and he takes no damage. If at any time the
depth equivalent becomes lower than 30 metres, the
character has acclimated to the new pressure, and no
longer has to make saves. The character keeps this
adjusted depth tolerance until he reaches a lesser
pressure category, at which point he becomes
instantly acclimated. Rising too fast in this situation
can result in harmful effects from the bends.
The bends happens when gas bubbles appear
in the bloodstream from rapid depressurizing. While
within the range of depth tolerance, a creature does
not have to worry about this effect; their body is
well accustomed to changes in pressure in that
range. However, if a creature becomes acclimated to
a pressure that is much different than he is used to,
and quickly ascends to shallower depths, this
change in pressure can cause terrible effects. Plants,
constructs, and undead are immune to the bends.
30 metres per minute is the maximum rate of
ascension to avoid any ill effects. A character can
rise 30 metres in one round without ill effects, so long
as he doesn't raise another 30 metres for at least a
minute. A character that rises more than 30 metres in a
minute will take D4 Constitution damage per each |
17. Undersea Trenches |
Major Pacific trenches (1-10) and fracture zones
(11-20): 1. Kermadec 2. Tonga 3. Bougainville 4. Mariana 5. Izu-Ogasawara 6.
Japan 7. Kuril–Kamchatka 8. Aleutian 9. Middle America 10. Peru-Chile 11.
Mendocino 12. Murray 13. Molokai 14. Clarion 15. Clipperton 16. Challenger
17. Eltanin 18. Udintsev 19. East Pacific Rise (S-shaped) 20. Nazca Ridge
Deepest Oceanic Trenches |
18. Aquatic Bestiary | ||||
A guide to real and mythological animals which inhabit the rivers and oceans. | ||||
Type (real) | Size (metres) | HPs | AC | Speed (MR) |
Barracuda | 1/2 | 8 | 6 | 43 |
Crocodile/Alligator | 3 | 24 | 5 | 32 |
Dolphin | 2 | 18 | 5 | 40 |
Electric Eel | 1/2 | 18 | 9 | 20 |
Jellyfish | 1/2 | 1 | 9 | 7 |
Manta Ray | 1 | 20 | 6 | 14 |
Piranha | 1/2 | 1 | 8 | 10 |
Shark | 1 | 24 | 6 | 40 |
Stingray | 1 | 8 | 7 | 20 |
Whale | 10 | 96 | 4 | 20 |
Type (fantasy) | Size (metres) | HPs | AC | Speed (MR) |
Aboleth | 6 | 64 | 4 | 40 |
Dinosaur Archelon | 3.7 | 56 | 3 | 35 |
Dinosaur Dinichthys | 3.7 | 80 | 7 | 50 |
Dinosaur Ichthyosaur | 9 | 95 | 2 | 21 |
Dinosaur Mosasaurus | 15 | 96 | 7 | 90 |
Dinosaur Nothosaurus | 3 | 48 | 6 | 100 |
Dinosaur Plesiosaur | 15 | 184 | 8 | 15 |
Elemental Acid | 1-30 | 120 | 2 | 90 |
Elemental Water | 1-30 | 120 | 2 | 90 |
Eye of the Deep | 1 | 80 | 5 | 6 |
Giant Crab | 3 | 24 | 3 | 9 |
Giant Crayfish | 3 | 20 | 4 | 12 |
Giant Jellyfish | 2 | 8 | 9 | 1 |
Giant Octopus | 3 | 24 | 7 | 3 |
Giant Seahorse | 3 | 19 | 7 | 21 |
Giant Shark | 15 | 40 | 5 | 11 |
Giant Turtle | 15 | 120 | 2 | 15 |
Hippocampus | 15 | 120 | 2 | 24 |
Hydra | 9 | 96 | 5 | 18 |
Kraken | 27 | 160 | 5 | 21 |
Leviathan | 150 | 290 | 1 | 18 |
Narwhale | 6 | 48 | 6 | 21 |
Scylla | 20 | 240 | 1 | 5 |
19. Aquatic Vehicles | ||||||
An aquatic vehicle is a vessel or craft designed to move across or through water. Most would be described as either a ship or a boat. However, there are a number of craft which many people would consider neither such as: canoes, kayaks, rafts, barges, catamarans, hydrofoils, windsurfers, surfboards (when used as a paddle board), jet skis, and underwater robots. | ||||||
Boats (Ancient) | ||||||
Type | Size (metres) | HPs | AC | A/DF | MR | Speed (knots) |
Barge | 24 | 625 | 2 | 1 | 1 | 20 |
Canoe | 2 | 10 | 9 | 1 | 5 | 5 |
Caravel | 15 | 550 | 2 | 2 | 2 | 16 |
Cog | 25 | 625 | 2 | 3 | 2 | 20 |
Currach | 30 | 700 | 2 | 2 | 2 | 12 |
Dromon | 32 | 700 | 2 | 2 | 2 | 18 |
Galleon | 64 | 2500 | 2 | 2 | 2 | 16 |
Galley | 40 | 1500 | 2 | 1 | 1 | 8 |
Grain Ship | 55 | 1500 | 2 | 1 | 1 | 7 |
Hemiola | 20 | 625 | 2 | 3 | 2 | 25 |
Hexareme | 40 | 850 | 2 | 1 | 1 | 18 |
Junk | 23 | 600 | 2 | 2 | 2 | 8 |
Kayak | 2 | 10 | 9 | 1 | 5 | 5 |
Keelboat | 23 | 600 | 2 | 2 | 2 | 10 |
Knarr | 16 | 550 | 2 | 3 | 2 | 27 |
Liburna, Liberna and Bireme | 30 | 750 | 2 | 2 | 1 | 25 |
Longship | 23 | 675 | 2 | 3 | 2 | 20 |
Penteconter | 30 | 700 | 2 | 2 | 1 | 17 |
Quadrireme | 35 | 800 | 2 | 2 | 1 | 15 |
Quinquereme | 40 | 900 | 2 | 2 | 1 | 12 |
Raft | 6 | 30 | 9 | 1 | 3 | 1 |
Rowboat | 4 | 60 | 9 | 1 | 3 | 2 |
Trireme | 37 | 800 | 2 | 2 | 1 | 17 |
Boats (Civilian) | ||||||
Type | Size (metres) | HPs | AC | A/DF | MR | Speed (knots) |
Freighter | 229 | 2000 | 1 | 1 | 1 | 34 |
Hovercraft, 1 man | 3 | 350 | 6 | 2 | 2 | 56 |
Hovercraft, Large | 56 | 500 | 6 | 2 | 2 | 137 |
Hovercraft, Medium | 28 | 450 | 6 | 2 | 2 | 112 |
Hovercraft, Small | 14 | 400 | 6 | 2 | 2 | 100 |
Hydrofoil | 27 | 500 | 6 | 3 | 1 | 117 |
Jetski | 1 | 50 | 6 | 3 | 3 | 105 |
Liner | 270 | 4000 | 1 | 1 | 1 | 75 |
Liner, Super | 345 | 8000 | 0 | 1 | 1 | 45 |
Rowboat | 2 | 50 | 6 | 0 | 2 | 0 |
Speed Boat | 6 | 300 | 4 | 3 | 1 | 80 |
Sub, Civilian Explorer | 7 | 400 | 1 | 1 | 2 | 8 |
Tanker | 458 | 4000 | 1 | 1 | 1 | 40 |
Yacht, Large | 50 | 450 | 4 | 1 | 1 | 0 |
Yacht, Small | 12 | 350 | 5 | 1 | 1 | 0 |
Boats (Military) | ||||||
Type | Size (metres) | HPs | AC | A/DF | MR | Speed (knots) |
Aircraft Carrier | 300 | 10,000 | 0 | 1 | 1 | 65 |
Battleship | 270 | 9000 | 0 | 1 | 1 | 30 |
Corvette | 128 | 5000 | 1 | 2 | 3 | 111 |
Cruiser | 173 | 8000 | 0 | 2 | 1 | 60 |
Destroyer | 158 | 7000 | 0 | 2 | 1 | 83 |
Frigate | 43 | 6000 | 0 | 2 | 2 | 62 |
Sub, Diesel | 80 | 7000 | 0 | 2 | 1 | 23 |
Sub, Nuclear | 110 | 8000 | 0 | 1 | 1 | 52 |
Sub, Typhoon | 175 | 10,000 | 0 | 1 | 1 | 41 |
Boats (Fantasy Military) | ||||||
Type | Size (metres) | HPs | AC | A/DF | MR | Speed (knots) |
Firebird 4 (2300 AD+) | 45 | 1800 | 0 | 4 | 2 | 120 |
Firebird 4a (2300 AD+) | 9 | 360 | 0 | 4 | 4 | 60 |
Firebird 4b (2300 AD+) | 12 | 480 | 0 | 4 | 2 | 50 |
Sea Shadow | 520 | 56,000 | 0 | 2 | 1 | 80 |
Stingray | 24 | 11,000 | 0 | 5 | 4 | 400 |
20. Organizations |
The following organizations are present in the ocean; |
21. The Hydroscape |
Beyond the physical dimension of earth exists other surrounding dimensions which have an influence on it. One of those is the Elementalverse, an offshoot of Eighth Space. Within this dimension is the subdimension of Water or Hydroscape, an infinite universe consisting of differing combined non corrosive liquids. It cannot be visited by conventional means requiring either the use of magic or dimension shifting powers or technology. |
22. Water Elemental Magic |
Water reflects the nature of reality in its shining surface, offering a unique perspective to those who gaze upon it, revealing things that may not be apparent to one's own limited perspective. Peering deeper, however, one discovers a second aspect of Water: that of change. Water is a great agent of change, transforming all things that feel its fluid touch. Water is a subtle Element, full of uncharted currents and mysterious eddies; only those with steadfast purpose and acuity of perception can peer into its depths. |
23. Aquatic Based Powers |
Deflection Hydrokinetic |
Beyond Heroes | Index |