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.

If two men grapple in the water (two combatants, or a drowning victim clutching in panic at his rescuer), all of their DEX are used in combat and cannot be used for buoyancy. (The same is true of a man who is entangled.) Men in this condition rise or sink according to their combined buoyancy, with -2 buoyancy added to their total to account for the effects of mutual awkwardness in water.

Normal exertion
Time spent active in water is always costly in stamina for a landsman. Whenever a character spends a significant portion of any given hour in water treat as though he had been carrying 28kgs of weight for a full hour, and work out his fatigue according to his CON. The exercise rate should be read as one level higher than the same exercise on land. This does not include fatigue from anything being carried, pushed, or towed in water for a significant amount of time. Determine this separately, again at a rate one level higher than on land.

Drowning
Drowning is the greatest danger a character faces in the water. Aquatic enemies may or may not be present in any given situation, but wherever there is water, there is the danger of drowning. For game purposes, drowning is a process of fatigue and CON loss. In the round a character is declared to be drowning, he loses 1 HP, and then continues to lose 1 HP every round thereafter. When he has lost all HPs, he is stunned. In the following round, CON loss begins at the rate of 1 point per round. When all CON points are gone, the character is dead. Once drowning has begun, the process continues until it is corrected by direct action, or until the character dies. Drowning may result from several things. Whenever a character underwater uses up all his breath time, he is declared to be drowning. Swim rate is reduced to 1/3 MR (plus buoyancy ascent rate), and the character immediately makes a WIS test to see if he panics. If he succeeds he retains his self-control and can continue to help himself (by releasing his weight belt if he hasn't already done so, for example). If he fails, he panics and can no longer help himself. A character who is stunned in or under the water is also declared to be drowning. He cannot recover from being stunned or panicked until after the drowning process is stopped (presuming he's rescued). Panic may result from anything that would cause panic on land. All panicked victims begin to drown.

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.

If the victim is wearing a flotation device (or buoyed by magic), his breath time is increased by 50%, and his chance of resisting panic is increased by +5. All rescue and lifesaving attempts (both by himself and others) also benefit (attempts by a panicked victim to grapple rescuers are reduced -- the device or spell helps its target in spite of himself). In the round that a resuscitation attempt succeeds, all HP and CON losses end. Panicked victims will not resist resuscitation, though they may have resisted rescue. Beginning with this round, stunned victims may attempt to recover from stun. Once the drowning victim has been saved, recovery of HP and CON points lost due to near-drowning depends on the victim's fitness. First, lost CON points are recovered at a rate of 2 per level for every six hours the victim sleeps. Once that process is completed, all HPs lost are recovered at a rate of 2 per level every hour the victim rests. If no CON points were lost, HP recovery may begin at once.

 

5. Ocean Cities
Click on the above link for information on the following underwater and floating cities;

Aman Sinaya
Aotus
Aquatica
Atlantis
Haidi
Kaitei No
Kitezh
Lemuria
Lyonese
Mare Insula
Pacificus
Pani Ke Nice
Peisinoe
Poseidonis
Star City 12
Submergia
Tritonis
Ys

 

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.

The ocean floor is not as flat and sandy as their more-familiar beaches, nor quite so predictable. In addition to the aquatic mountains, valleys, deserts, and plains, there are features that are foreign to those that live solely on land.
As the land descends beneath the sea, there are drastic changes in the planet's geology. This transitional area, known as the continental margin, includes both the continental shelf and the continental slope. As dry-land fades from sight, the heavy and thick continental granite gives way to a thinner layer of basalt. The continental shelf normally contains water that is only a couple of hundred metres deep. The neritic zone is located here. The width of the continental shelf varies greatly depending on location. At the edge of the continental shelf, the ocean floor begins a steep descent known as the continental slope. This area is often pervaded by fathomless submarine canyons. The slope levels out at the ocean basin, which also has some interesting features. Perhaps the most unusual are the abyssal plains which are large, flat areas on the ocean floor covered with a thick layer of sediment and decomposing organic ooze. Large, undersea volcanoes called seamounts occasionally rise from these depths. Sometimes the peaks of these giant underwater volcanoes reach to the surface to form volcanic islands. Ocean trenches are found along the edge of ocean basins. These trenches contain the deepest parts of the ocean, and therefore, the deepest parts of the world. They can go down several kilometres, and are known to harbor the most terrible abominations that one could imagine.

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:
Temperature – is affected by geographical latitude, ocean currents, weather, the discharge of rivers, and by the presence of hydrothermal vents or cold seeps.
Sunlight – photosynthetic processes depend on how deep and turbid the water is.
Nutrients – are transported by ocean currents to different marine habitats from land runoff, or by upwellings from the deep sea, or they sink though the sea as marine snow.
Salinity – varies, particularly in estuaries or near river deltas, or by hydrothermal vents.
Dissolved Gases – oxygen levels in particular, can be increased by wave actions and decreased during algal blooms.
Acidity – this is partly to do with dissolved gases above, since the acidity of the ocean is largely controlled by how much carbon dioxide is in the water.
Turbulence – ocean waves, fast currents and the agitation of water affect the nature of habitats.
Cover – the availability of cover such as the adjacency of the sea bottom, or the presence of floating objects
the occupying organisms themselves since organisms modify their habitats by the act of occupying them, and some, like corals, kelp, mangroves and seagrasses, create further habitats for other organisms.

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 pelagic zone can be further subdivided into two subregions: the neritic zone and the oceanic zone. The neritic zone encompasses the water mass directly above the continental shelves whereas the oceanic zone includes all the completely open water.
In contrast, the littoral zone covers the region between low and high tide and represents the transitional area between marine and terrestrial conditions. It is also known as the intertidal zone because it is the area where tide level affects the conditions of the region.

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.
Mangroves are species of shrubs and medium size trees that grow in saline coastal sediment habitats in the tropics and subtropics – mainly between latitudes 25° N and 25° S. The saline conditions tolerated by various species range from brackish water, through pure seawater (30 to 40 ppt), to water concentrated by evaporation to over twice the salinity of ocean seawater (up to 90 ppt). There are many mangrove species, not all closely related. The term "mangrove" is used generally to cover all of these species, and it can be used narrowly to cover just mangrove trees of the genus Rhizophora. Mangroves form a distinct characteristic saline woodland or shrubland habitat, called a mangrove swamp or mangrove forest'. Mangrove swamps are found in depositional coastal environments, where fine sediments (often with high organic content) collect in areas protected from high-energy wave action. Mangroves dominate three quarters of tropical coastlines.

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.
Estuaries provide habitats for a large number of organisms and support very high productivity. Estuaries provide habitats for salmon and sea trout nurseries, as well as migratory bird populations. Two of the main characteristics of estuarine life are the variability in salinity and sedimentation. Many species of fish and invertebrates have various methods to control or conform to the shifts in salt concentrations and are termed osmoconformers and osmoregulators. Many animals also burrow to avoid predation and to live in the more stable sedimental environment. However, large numbers of bacteria are found within the sediment which have a very high oxygen demand. This reduces the levels of oxygen within the sediment often resulting in partially anoxic conditions, which can be further exacerbated by limited water flux. Phytoplankton are key primary producers in estuaries. They move with the water bodies and can be flushed in and out with the tides. Their productivity is largely dependent on the turbidity of the water. The main phytoplankton present are diatoms and dinoflagellates which are abundant in the sediment.

 

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 holdfast is a root-like mass that anchors the thallus to the sea floor, though unlike true roots it is not responsible for absorbing and delivering nutrients to the rest of the thallus;
The stipe is analogous to a plant stalk, extending vertically from the holdfast and providing a support framework for other morphological features;
The fronds are leaf- or blade-like attachments extending from the stipe, sometimes along its full length, and are the sites of nutrient uptake and photosynthetic activity.
In addition, many kelp species have pneumatocysts, or gas-filled bladders, usually located at the base of fronds near the stipe. These structures provide the necessary buoyancy for kelp to maintain an upright position in the water column.

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]
Much of the aphotic zone's energy is supplied by the open ocean in the form of detritus. In deep water, marine snow is a continuous shower of mostly organic detritus falling from the upper layers of the water column. Its origin lies in activities within the productive photic zone. Marine snow includes dead or dying plankton, protists (diatoms), fecal matter, sand, soot and other inorganic dust. The "snowflakes" grow over time and may reach several centimetres in diametre, travelling for weeks before reaching the ocean floor. However, most organic components of marine snow are consumed by microbes, zooplankton and other filter-feeding animals within the first 1,000 metres of their journey, that is, within the epipelagic zone. In this way marine snow may be considered the foundation of deep-sea mesopelagic and benthic ecosystems: As sunlight cannot reach them, deep-sea organisms rely heavily on marine snow as an energy source. Some deep-sea pelagic groups, such as the lanternfish, ridgehead, marine hatchetfish, and lightfish families are sometimes termed pseudoceanic because, rather than having an even distribution in open water, they occur in significantly higher abundances around structural oases, notably seamounts and over continental slopes. The phenomenon is explained by the likewise abundance of prey species which are also attracted to the structures.

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 umbrella mouth gulper is a deep sea eel with an enormous loosely hinged mouth. It can open its mouth wide enough to swallow a fish much larger than itself, and then expand its stomach to accommodate its catch.

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.
The littoral zone is the part of a sea, lake or river that is close to the shore. In coastal environments the littoral zone extends from the high water mark, which is rarely inundated, to shoreline areas that are permanently submerged. It always includes this intertidal zone and is often used to mean the same as the intertidal zone. However, the meaning of "littoral zone" can extend well beyond the intertidal zone.

 

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.

Boulder - Boulders come in many shapes and sizes, but are generally D6 metres tall and are quite slippery, especially if they rest below the high-tide line. A climb skill roll is required to navigate such a rock successfully while walking upon them. If the boulder is underwater, the character can swim over it without penalty.

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, living - Entering the area of a living coral reef can be extremely dangerous for any creature of Small size or greater. It is inhabited by all manner of living spines, branches, stingers, and tentacles. A creature entering a square containing living coral much make an Acrobatics skill roll, or get scratched, stung, or stabbed by the coral. Treat this effect as a slashing melee attack with a +4 attack bonus that deals 1 point of damage.

Coral, surfacing - Surfacing coral is mostly dead coral that reaches up beyond two metres below the water’s surface. It is periodically exposed to the air from the action of waves and tide. Due to its irregular formation and shallow depth, it is impossible to swim through an area of surfacing coral.

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.

Dune - Dunes are steep piles of loose sand that are often formed by water currents or wind. Dunes are usually around 4D6 metres long, and D4 metres tall. Creatures that run or charge down a dune must first succeed on an Acrobatics skill roll or slide downwards. If the check fails by more than 4, the character also falls prone at the end of the slide. Underwater sand dunes are called sand bars, and work the same way if the character is moving along the sea floor. However, a character can also swim over these features without movement penalty.

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.

Hydrothermal Vent - Also called “hot springs” if they occur in shallow water, a hydrothermal vent is a fissure in the planet's surface from which geothermal-heated water issues. Hydrothermal vents are often found near volcanic activity. The temperature of these areas can range from pleasantly warm to scalding hot.

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
community. Many creatures use the thick blades of kelp as a safe shelter from predators for their young or from stormy weather. Any creature in a square of kelp forest has concealment. A creature more than 1 metre away in kelp forest has total concealment. The top of a kelp forest is generally 3D10 metres from the surface of the water and can grow to a height of D6 metres from the sea floor. Some varieties of kelp can grow hundreds of metres long. Kelp forests can be anywhere from a few hundred metres to several kilometres in size.

Muck - Abyssal floors, estuaries, and tidewaters are commonly covered in muck up to three metres deep. Running and charging are impossible.

Nonflowing Water - Lakes and oceans simply require a swim check to move through. Characters need a way to breathe if they’re underwater; failing that, they risk drowning. When underwater, characters can move in any direction as if they were flying with perfect manoeuvrability.

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.

Pit - Much like a pass, a pit is a gap in the coral the leads to a sandy bottom. It is usually one metre in diametre, and can go down D10 metres. This can be an unforeseen obstacle while walking along the top of the coral. A perception roll is required to notice a pit. Failure to notice a pit means a walking character is now swimming, and subject to the rules of buoyancy. If the pit occurs in an area of living coral, the unwary character will also be subject to being scraped by the coral as if entering the square for the first time.

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,
although swimmers can simply go over or around them.
Whenever a ship travels through shallow water, either reefs or near islands, the ship runs the risk of damaging its hull on the sea bottom. The draft of the ship, the distance the hull extends below the surface, is equal to the interior width of the ships hull. Damage from running aground can never exceed 10% of the ship's HPs. Ships that run aground do not sink, they become obstacles that must be manoeuvred around. Reefs have a specific area they cover and a specific depth. The depth may vary along the length of the reef. The damage is taken when the bow of the vessel crosses the edge of the reef and is not taken again unless the ship leaves and then reenters the reef. Reefs do 2 damage to a hull along its entire length. 

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.

Sand - This is either soft, dry sand or wet sand that has been recently churned up and not allowed to settle. If underwater, characters can swim over them without penalty.

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.

Standing water - Standing water exists on beaches most often from seawater becoming trapped during low tide. This results in shallow pools, usually no more than a 30cms deep and D10 ×10cms in diametre. Standing pools are typically too shallow to effectively swim in.

Surf - Heavy surf describes fiercely surging water about 2 metres in depth. Acrobatics rolls automatically fail in areas of heavy surf. It is also very likely to contain a riptide (20%) or undertow (35%). Heavy surf occurs in a long line parallel to the shore, with light surf resting between the heavy surf and the shore. Light surf on the other hand is rapidly surging water less than a metre in depth. Areas of light surf are also 20% likely to have an undertow.

 

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:
Sea level rises over several hours, covering the intertidal zone; flood tide.
The water rises to its highest level, reaching high tide.
Sea level falls over several hours, revealing the intertidal zone; ebb tide.
The water stops falling, reaching low tide.
Tides produce oscillating currents known as tidal streams. The moment that the tidal current ceases is called slack water or slack tide. The tide then reverses direction and is said to be turning. Slack water usually occurs near high water and low water. But there are locations where the moments of slack tide differ significantly from those of high and low water.

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.
Tidal changes are the net result of multiple influences that act over varying periods. These influences are called tidal constituents. The primary constituents are the Earth's rotation, the positions of the Moon and the Sun relative to Earth, the Moon's altitude (elevation) above the Earth's equator, and bathymetry. Variations with periods of less than half a day are called harmonic constituents. Conversely, cycles of days, months, or years are referred to as long period constituents. The tidal forces affect the entire earth, but the movement of the solid Earth is only centimetres. The atmosphere is much more fluid and compressible so its surface moves kilometres, in the sense of the contour level of a particular low pressure in the outer atmosphere.

 

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
additional 30 metres travelled in that minute.

 

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

The oceanic trenches are hemispheric-scale long but narrow topographic depressions of the sea floor. They are also the deepest parts of the ocean floor. Oceanic trenches are a distinctive morphological feature of convergent plate boundaries. Along convergent plate boundaries, plates move together at rates that vary from a few mm to over ten cm per year. Trenches are generally parallel to a volcanic island arc, and about 200 kms from a volcanic arc. Oceanic trenches typically extend 3 to 4 kms below the level of the surrounding oceanic floor. The greatest ocean depth to be sounded is in the Challenger Deep of the Mariana Trench, at a depth of 11,034 metres below sea level.

Deepest Oceanic Trenches
Mariana Trench - Pacific Ocean 11,034 metres
Tonga Trench - Pacific Ocean 10,882 metres
Philippine Trench - Pacific Ocean 10,545 metres
Kuril–Kamchatka Trench - Pacific Ocean 10,542 metres
Kermadec Trench - Pacific Ocean 10,047 metres
Izu-Bonin Trench (Izu-Ogasawara Trench) - Pacific Ocean 9,810 metres
Japan Trench - Pacific Ocean 9,504 metres
Puerto Rico Trench - Atlantic Ocean 8,800 metres
South Sandwich Trench - Atlantic Ocean 8,428 metres
Peru–Chile Trench or Atacama Trench - Pacific Ocean 8,065 metres
Other Trenches
Aleutian Trench - South of the Aleutian Islands, west of Alaska
Bougainville Trench - South of New Guinea
Cayman Trench - Western Caribbean Sea
Cedros Trench - Pacific coast of Baja California
Hikurangi Trench - East of New Zealand
Izu-Ogasawara Trench - Near Izu and Bonin islands
Japan Trench - Northeast Japan
Kermadec Trench - Northeast of New Zealand
Kuril-Kamchatka Trench - Near Kuril islands
Manila Trench - West of Luzon, Philippines
Mariana Trench - Western Pacific ocean; east of Mariana Islands
Middle America Trench - Eastern Pacific Ocean; off coast of Guatemala, El Salvador, Nicaragua, Costa Rica
New Hebrides Trench - West of Vanuatu (New Hebrides Islands).
Peru–Chile Trench - Eastern Pacific ocean; off coast of Peru & Chile
Philippine Trench - East of the Philippines
Puerto Rico Trench - Boundary of Caribbean Sea and Atlantic ocean
Puysegur trench - Southwest of New Zealand
Ryukyu Trench Eastern - edge of Japan's Ryukyu Islands
South Sandwich Trench -  is a deep arcuate trench in the South Atlantic Ocean lying 100 km to the east of the South Sandwich Islands.
Sunda Trench - Curves from south of Java to west of Sumatra and the Andaman and Nicobar Islands
Tonga Trench - Near Tonga
Yap Trench - Western Pacific ocean; between Palau Islands and Mariana Trench

 

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;

MetaTech

The Ocean Belles

The Prometheus Institute

The Throne of Streams

T.S.U.N.A.M.I.

 

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

Emission Hydrokinetic

Emission Hydrokinetic Sphere

Emission Ice Cage

Field Hydrokinetic

Flight Hydrokinetic

Flight Hydrokinetic II

Hydrokinesis

Hydroportation

Infuse Weapon Hydrokinetic

Metamorph Ice

Metamorph Liquid

Water Freedom

 

 

 

Beyond Heroes Index