Monday, March 10, 2014

Ship Actions, Rum Rations, and Pirate Weapons

Ship Actions

Life on a pirate ship is one of constant work, and for those doing the basic jobs of swabs, riggers, or cook’s aides, it leaves precious little time to themselves. Accordingly, for the purposes of game rules each day each player character will have a set number ship actions which we will resolve. A PC can normally take two ship actions each day: one during the day and one at night (think: evening). A PC can also attempt to take up to two additional ship actions during the middle watch in the dead of night, limited to those nighttime ship actions marked with an asterisk. To attempt these additional actions, the PC must make a successful Constitution check (DC 10 +4 per each action taken) or become fatigued.

The first ship action represents the daytime, squeezing in some actions while doing their daily task to keep the ship sailing. After the long, hard work day the crew assembles in the hour before dusk for the “bloody hour”—the time when punishments are meted out to the crew. This is followed by the rum ration, where each crew member drinks their ration of extremely strong liquor. The rum ration is mandatory, and the penalty for selling or spilling one’s ration is six lashes. They are then allowed to head to their bunks or other nighttime pastimes—the second ship action of the day. See the charts below for the various options for ship actions. 

I'm certain that rum rations on The Wormwood's deck will be this orderly...

Shackles Rum Ration: This strong drink is sugarcane distillate with lime juice, and it packs quite a punch. It gives a +2 Alchemical bonus to Charisma checks and the target gains the fatigued condition for 1d8 hours. For a result of one through four hours, the fatigue only affects the PC’s nighttime ship action. If the result is five through eight hours, then the PC counts as fatigued during any attempted middle watch actions (and thus becomes exhausted if they fail their middle watch action Constitution check).

Daytime Ship Actions

Work Diligently
Gain a +4 bonus on any one check for a job’s daily task
Influence
Make normal checks for a job’s daily task and attempt to influence a single NPC
Sneak
Make normal checks for a job’s daily task and briefly explore one area of the ship (the PC can make a single Perception or other skill check with no chance of detection)
Shop
Take a -2 penalty on all checks for a job’s daily task and visit the quartermaster’s store
Shirk
Take a -2 penalty on all checks for a job’s daily task and take time exploring one area of the ship. The PC can take 10 on a single Perception check or other skill check, but must make a check to avoid being discovered (see below)


Nighttime Ship Actions

Sleep
Go to bed early and sleep through the night (automatically recover from all fatigue and exhaustion). Cannot attempt any middle watch actions. Unless they have the Endurance feat, a PC who is exhausted must choose this action.
Gamble
Play or gamble on a game of chance or pirate entertainment
Entertain
Make one Perform check to entertain the crew
Influence*
Attempt to influence a single NPC
Sneak*
Take time exploring one area of the ship. The PC can take 20 on a single Perception check or other skill check, but must make a check to avoid being discovered (see below)
Steal*
Attempt to open a locked door or locker. The PC must make a check to avoid being discovered (see below)

Being Discovered: Instead of determining where each NPC is located and having them make Perception checks when a stealthy action is taken on the ship, the following rules for secrecy will be used. PCs make one general skill check (usually Stealth or Sleight of Hand) against a set DC for that type of action.

Attempting a stealthy action in a crowd (casting a spell with verbal or somatic components without being noticed): DC 20

Attempting a stealthy action where there is a chance of discovery (exploring a room during the day, attempting to open a locker in a room while its occupants are sleeping): DC 15

Attempting a stealthy action under cover of a suitable diversion (attempting to open lockers or search rooms while the rest of the crew are working or on deck enjoying themselves): DC 10

Failing a check by 4 or less means the PC attempting the action is merely disturbed and unable to complete the action. Failing the check by 5 or more means the PC is caught red-handed and might be turned over for discipline.

Pirate Weapons

A quick update on the pirate weapons. As I mentioned in an earlier post, the PCs get one free weapon proficiency as they go in the campaign. They can select it to begin with, or anytime they wish later in the campaign. The players can choose firearm proficiency in either the dragoon pistol or the musket (see this blog post for info on the firearms options), or can pick the cutlass, harpoon, or boarding gaff. The info below gives stats for the other options. 


Damage (S)
Damage (M)
Critical
Range
Type
Special
Category
Price
Cutlass
1d4
1d6
18-20/ x2
-
S
-
1 Handed Martial Melee
15 gp
Harpoon*
1d6
1d8
X3
10 ft.
P
grapple*
2 Handed Exotic Melee
5 gp
Boarding Gaff
1d4/1d4
1d6/1d6
X2
-
S
double, reach, trip
2 Handed Exotic Melee
8 gp
* Attached to 50 ft. of rope. If proficient with the weapon, on a successful critical hit when thrown you can grapple the target as a free action. You can only move or damage the creature with subsequent grapple checks on your turn

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