Tasks - Fishing
GM-Info!
Work in progress!
Slightly NSFW!
FEATURED
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 |
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 |
Landing the Catch - Tests & Yield
- Cast/Strike Test - one roll with chosen skill.
- Landing Extended Test (optional for big fish): GM may require SL = Fish's Size; fail and the line snaps.
- 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 |
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 |
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.
This is GM information



Love the fact you actually quantified the rules for fishing nice one!
Still standing. Still scribbling. Still here.
The Last Home
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...