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
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Take a -2 penalty on all checks for a job’s daily task and visit the
quartermaster’s store
|
Shirk
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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
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|
Sleep
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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
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Play or gamble on a game of chance or pirate entertainment
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Entertain
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Make one Perform check to entertain the crew
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Influence*
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Attempt to influence a single NPC
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Sneak*
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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
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)
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Damage
(M)
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Critical
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Range
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Type
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Special
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Category
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Price
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Cutlass
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1d4
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1d6
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18-20/ x2
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-
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S
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-
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1 Handed
Martial Melee
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15 gp
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Harpoon*
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1d6
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1d8
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X3
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10 ft.
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P
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grapple*
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2 Handed
Exotic Melee
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5 gp
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Boarding Gaff
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1d4/1d4
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1d6/1d6
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X2
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-
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S
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double,
reach, trip
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2 Handed
Exotic Melee
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8 gp
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