<< Back to Home

The ship is an important part of a game of Wildsea. Weather owned by the players, or one they are simply the crew on, the ship is their main way of traversing the Wildsea. To build a ship, you need a resource called Stakes. At the start of the game, you get six Stakes plus 3 per PC. Since I just have the one character, I'll only have 9. Let's get at it.

Stakes are interesting. The book describes it as a way to give each player a way to get invested in the ship, since those are Their Stakes. They each have some say about what the ship looks, feels, and operates like, as well as making communal decisions.

So, 9 Stakes. Most options cost 1, but some cost more. I need to handle the following categories.

Design (At least 1 from each)

Fittings (Fully optional)

Undercrew (Optional)

So those are the components of our ship. We combine these Aspects with our ship's attributes to get, mechanically, our overall design. The attributes are...

The way I like to work is pick some options that speak to me, and then flesh it out more. I don't like having a super specific concept that I then find out is unsupported, so I'll start with a few basics. What sort of ship do I see Chatotze in? I think he's in a small to average size boat. I think I'm going to have to spend some Stake on crew because I don't think he can manage a whole-ass ship on his own. And I think he'd want it fast, so he could chase down the Migrating Wreckyard. Let's get to it.

Design

Five Stake spent of the nine total. I'm starting to get a really interesting feel for thsi ship. Linking things up, I think I'll the Sluicejets will be repurposed parts of the giant bug that comprises my hull. It's not the insect's native toxin or venim, but the shape of the ducts work well when supplied with a man-made component. Now we get onto some optional features with the four remaining Stakes.

Motifs

First pass though, the Motifs seem cool, and give me some gear and narrative permissions, but it's also 2 Stakes. I'll come back to these after looking ahead.

Additions

Rooms

We start with a Pilot's Cabin, a Main Deck, Crew Quarters, an Engine Room, and a Cargo Bay.

Armaments

Crew

I originally thought about going with 2 officers, but I think a gang of regular workers works better. The Officers give me more flexibility, but I feel a Gang feels more thematically appropriate.

Final stats!

Armor 1, Seals 3, Speed 4, Saws 1, Stealth 1, Tilt 1.

... I made a fuckin' drag race boat. This thing is just designed for one thing. This ship is fast and skims across the wildsea, but if it hits any patch of roughness, I am in trouble. A future upgrade might be the looking glass station, so I can more easily avoid hazardous weather and terrain. I will be running away from all sorts of situations.

I can flesh out some more detail later, but we know that we have a ship where the hull is made of of a dead giant insect, whose own defense mechanism has been repurposed to help me clear the sea in front of me. I think it's this pearlescent dark brown, kind of like a reflective beetle shell, with a hole cut in the back for the engine.

I like this little skiff. Just zippin' along the wildsea with a handful of people as we look for whispers about the Migrating Wreckyard, trading the salvage we fish up.

Comment Form is loading comments...