Tasks - Fishing

GM-Info!
Work in progress!
Slightly NSFW!
Fishing is the practice of obtaining aquatic life from rivers, lakes, seas, or other bodies of water through various techniques, including the use of rods and lines, spears, or nets. It has served as both a subsistence activity and a specialized skill for communities throughout history. The methods employed depend on environmental conditions, ranging from calm inland ponds to storm-prone coastlines, where practitioners face the potential of abundant catches and the hazards of unpredictable waters. The results of an expedition may vary from modest species intended for everyday consumption to larger, more prized specimens reserved for ceremonial or elite tables. Beyond its economic and nutritional roles, fishing has long been associated with risk, as practitioners must contend with natural forces, equipment failure, and dangerous aquatic life. Consequently, traditional knowledge often emphasizes respect for waterways as both a source of sustenance and a domain of inherent peril.
 

Locating a Productive Fishing Ground

 
Target Example Habitat Base Difficulty * Primary Skills Notes
Common freshwater fish (perch, carp) Slow rivers, ponds Average (+20) Outdoor Survival, Lore (Nature) -
Scarce game fish (pike, trout) Fast streams, deep pools Challenging (+0) Outdoor Survival, Trade (Fisher) -10 if out-of-season
Rare/Exotic species (eels of Morr, ghost-koi) Haunted lakes, estuaries Difficult (-10) Outdoor Survival, Lore (Magic) -20 at night / magical wards
Crabs, lobsters & shellfish Rocky shallows, tidal pools Average (+20) Outdoor Survival, Athletics +10 at low tide
  * Increase one step for foul weather, high water, or after heavy traffic; decrease one step if local guides, maps, or bait lore grant an Asset (Cypher) or +10 (WFRP).  

Choosing Your Method & Tools

 
Gear Asset / Bonus Test Used Typical Range / Area
Simple Rod & Line (hook, worm-bait) none; +10 if Quality Outdoor Survival or Trade (Fisher) 1 target/attempt
Fly-Rod / Bait-Caster (fine silk, lures) +10 (asset in Cypher) Trade (Fisher) 1 target/attempt; reduces difficulty to land Scarce game fish by 1 step / +10
Throw-Net +10 vs. shoals Athletics (Dex) Up to SB x 2 yd radius; may catch 1-3 fish (roll 1d3)
Harpoon / Spear counts as Improvised Polearm Melee (Polearm) vs. fish's Movement * One attack roll; fish evades on Opposed test
Crab/Lobster Pot +10 to catch crustaceans Set: Outdoor Survival; Retrieve: Average (+20) 1d6 edible crustaceans after 8 hrs
Hook-Trap (Hand-Lines, trotlines) -10 to set; no roll to retrieve Outdoor Survival (Extended) 1d10 fish after 6-12 hrs
  * For common fish, use Movement 3; large river monsters may have M 4-5.  

Landing the Catch - Tests & Yield

 
  1. Cast/Strike Test - one roll with chosen skill.
  2. Landing Extended Test (optional for big fish): GM may require SL = Fish's Size; fail and the line snaps.
  3. Yield by Success Level (per attempt, rod/net/spear):
 
SL Result Rod / Spear Net Pot / Trap
≤ 0 Nothing / lost bait Empty 0
+1 to +2 1 small fish 1-2 fish 1-3 crabs
+3 to +4 1 large or 2 small fish 2-3 fish 2-4 crabs
+5 + 1 trophy fish *or* 3+ fish 4+ fish 5+ crabs
  In Cypher: treat +1 SL ≈ Minor Effect, +3 SL ≈ Major Effect.  

Preserving & Processing the Catch

Method Test Base Difficulty Result
Gut & Cook Fresh Trade (Cook) Average (+20) Provides fresh meal; +10 to Endurance vs. Fatigue next rest
Salt-Curing / Smoking Trade (Fisher) or Trade (Cook) Challenging (+0) Fish keeps for weeks; failure spoils half
Pickling / Brining Trade (Apothecary) Average (+20) Keeps flavour & nutrition for months
Drying Shellfish Trade (Cook) Average (+20) Reduces Encumbrance by half
  High-quality salts, smoke-houses, or dwarfen iron stoves grant +10 / asset.  

Refinements & Magical Infusions (Optional)

  • Treat roe with Verdestone powder to hatch spirit-fish (Lore (Magic) -10).
  • Bless a net with the Rune of Tide (see enhancement rules) to lower casting difficulty permanently by 1 step / +10.
  • Smoke eels over Witchcoal: consuming grants +10 Cool vs. Fear for one scene.
 

Aquatic Hazards

 
Hazard Test to Avoid / Resist Consequence
Line-Snap & Hook-Lash Agility 1 Wound & Bleeding (Minor)
Sudden Squall Athletics (Swim) May knock anglers prone; nets lost
Predatory Pike / River Troll Opposed Weapon Skill Surprise attack while hauling catch
Stinging Jelly-Shoal Endurance Poisoned (Moderate)
Razor-Vent Oysters Perception to spot 1 Wound to bare feet; net shredded
Entangling Kelp Strength Gain Entangled condition until freed
 

Converting to Cypher System

  • Difficulty Ladder: Average → 2, Challenging → 3, Difficult → 4-5, etc.
  • Assets: Quality gear, good bait, favourable tides.
  • Effort: A player can spend Might or Speed Pool when fighting a trophy fish.
  • Minor Effect: Extra fish / no bait loss.
  • Major Effect: Exceptional haul, rare specimen, or +1 asset on next preservation task.
  With these rules, the Harvesting chapter now spans both land and water, letting anglers, rogues, and river-priests reap the bounty of brook, sea, and tide - while contending with the same peril and opportunity their herbalist companions know all too well.   GM info / spoilers / plot hooks. Mouse-over to read,
This is GM information


Cover image: article-header-fishing by Tillerz using MJ

Comments

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Sep 16, 2025 09:03 by Moonie

Love the fact you actually quantified the rules for fishing nice one!

Moonie
Still standing. Still scribbling. Still here.
The Last Home
Sep 16, 2025 09:26 by Tillerz

I already did that for general harvesting, but that was more about plants. https://www.worldanvil.com/w/alana/a/harvesting Maybe I need another article for hunting, too...

Nov 7, 2025 23:45 by Dr Emily Vair-Turnbull

Fishing! My favourite!

Emy x
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