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The PCs are living boats; no one knows how or why they are boats. They just are. Some are happy as boats and go about boat life happily. Others are saddened by this existence, forever swaying at the whim of the sea. Such drama… 
There are not humans on the boats (except the Believer Boat, but these are considered traits and not crew). The boats are propelled by whatever it is that made them boats. PCs are free to imagine their boats from any era; for example, there may be a longboat, a steam powered paddleboat and a jet ski in the same party.
There is land in this world. The fleet spends most of the time at sea but come in for repairs, upgrades or leveling. When coming back to land, they can encounter environmental hazards such as icebergs or coral reefs. Magic is limited in this world; boats can get magic through traits and upgrades. 
ABOUT THE WORLD
The ocean has become over ran with sea monsters, the PCs must find ways to return balance to the water. The boats may encounter such monsters as squid, sirens, whirlpools, creatures not unlike the Loch Ness monster, pirates, etc.
TRAITS AND CLASSES
Ten foot boats (lvl 1) select four traits from the list to create their boat. Boats can be randomly generated by assigning numbers and rolling a die until four traits are picked.  If a PC chooses three traits from the same class, they get the class bonus.  (Need more traits)
BALLISTA TRAITS
Ranged Attack: You have two ballista, port and starboard. It takes one round to fire (2d10+ length) and one round to load.
Alchemist fire: you may lob fireballs at enemies for half (1d10 + length), this effect lasts three rounds
Hellacious hull: while things appear normal above the surface, there is a gnarly surprise beneath the water. In instances where this boat is rammed, they deal 1d10+length. When this boat rams, they deal 1d10+2length.
Silence: The ballista boat can advance unnoticed and avoid attack until they attack.
BARD TRAITS
Boastful Masthead: you may reroll one die during social encounters or dealings with humans of any variety
Perceptive Crow’s Nest: you are less susceptible to environmental dangers, you take 1d10 less damage
Sonic sonar: Once per round, a loud sonic boom resonates from the ship’s hull causing 1d10+length damage to all enemies with 1 boat length. Allies are considered immune and find the sound comforting.
Deceptive decoys: the boat creates an illusion; it must be smaller than the boat and makes no noise. The illusion lasts until it is interacted with. 
BELIEVER TRAITS
Fire ants: whenever engaged in melee, the humans throw fireballs at the encroaching danger, this deals half 1d10 (rounded up) per believer trait
Healing touch: when rammed, the damage is reduced by the boat’s length, as though their humans recollected the pieces in an effort to fix their master.
Deep Helm: When your course would be altered (ramming, rogue wave, etc), you stay true to your path.
Curse of the Albatross: A large bird sits atop this vessel, anytime it is rammed, the bird flies and pesters the rammer for 1d10 for three rounds
BERSERKER TRAITS
Eye of the storm: the boat may hold its action for one round in order to build its rage, damage dealt the next turn is 3d10+length. 
Death blow: you gain 50% more gold for having dealt the final strike (similar to hazard pay)
Ramming Speed: When ramming, you may push the ram-ee to the right or left and continue moving forward. 
overflow: when damage kills a creature, all leftover damage may be transferred to an adjacent enemy. 
CLASS BONUSES
Ballista Boat: Hazard Pay- If the ballista boat enters melee, they receive 50% more gold than they would have otherwise. This gold isn’t from the pool and other players’s gold isn’t effected.
Bardic Boat: Sonar- As monsters approach, the Bard receives a ping to alert them of activity in the area. At the beginning of combat, they may position themselves out of harm’s way OR they may strike first, then move to their proper place in initiative. 
Believer Boat: Blessing of the Sea- This class can heal 1d10+ length per round. They may also sell one-time use “human potions” to other boats (cost to their discretion), other boats can heal 1d10+ the believer boat’s length. The believer boat may only make 1 potion per ally per day.
Berserker Boat: Bull Rush- Once per combat this boat may move to the front of initiative in order to attack. Berserkers add their length plus half (rounded up) during combat instead of just their length.
DANGER AND REWARD
The boats become stronger/wiser/more clever by using treasure to pay humans for upgrades or length. Boats also can be repaired at port. When a monster is defeated, the fleet will split the treasure. Some classes “level” more quickly because they put themselves in harm’s way more often. Players can choose to upgrade their boat or add 5’. For each 10’ added they may pick another trait from the list. One advantage of adding length is that this is what players use to determine who goes first in combat; larger boats have the right of way. Actions may be held, if a PC so wishes. Experience doesn’t have to be used in a linear way; in this game “levels” don’t necessarily mean you are strong. A boat can spend all the gold on upgrades and be a shrimpy boat that’s a bad ass in combat; it’s however the player wants to spread their experience. 
UPGRADES
Upgrades would be things such as armor plating, specialized rams, deck top weaponry, more maneuverable sails, etc. 
COMBAT
The boats base attack is to ram, but traits give ranged attacks. Monsters and their attacks will need to be established. 
When a boat reaches 0, it is considered sinking. The boat will sink at a rate of 1 round per 5’ of length; other boats may help the boat and drag it back to shore. Once the boat has sunk its full length, it is considered dead and cannot return. For example, a 30’ ship can sink for 6 rounds, if it doesn’t receive help before the end of the 6th round, it is gone forever. 
CHARACTER CREATION
Boats start at 10’ and 100hp with a speed of 50’.