Mechanics Day-to-Day Aboard a Pirate Ship - RPG Crossing
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Old Nov 29th, 2021, 08:12 PM
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Day-to-Day Aboard a Pirate Ship

Day to DayDaily life aboard a sailing vessel can be complex, jammed full of attempted comradery and the various tasks that keep a vessel underway. To make things a little less hectic, PCs are given ship actions to undertake that will account for their full day. You'll find the available ship actions listed below. Normally, you get two [Ship Actions] a day, one during day shift and one during the evening. Additionally, there are provisions for taking additional actions in the dead of night at the risk of incurring fatigue and worse, which will be detailed below.

You have all been assigned a job by Mr. Plugg; below, you'll find out what individual chores each job is responsible for. I will assign those jobs each day. You'll notice that each job has a requisite check involved; this is the check [Ship Actions] may modify. They may also indicate a second check following the ";" - these checks are fatigue checks and not modified by ship actions. A near miss (failing by 4 or less), generally results in a tongue lashing, or possibly a rope bash for successive failures. Failing by 5 or more results in lashes from Master Scourge, starting at three and increasing for each successive failure. Refusing to work, or being unable to work, carries very severe penalties and is actively discouraged by the DM.

At the start of the day, I'll let you guys know what your tasks are along with some flavor text. In response, you'll let me know what ship actions you want to take with a bit of your own flavor text. I'll determine any necessary checks depending on your actions and we'll try and roleplay interactions with NPCs, depending on how big a time sink it turns out to be. Then we resolve the day.

Jobs
Rigger Swab Cook's Mate
Rigging Repair DC 10 [Climb], 30ft and DC 10 [Profession (Sailor)] or [Intelligence] Man the Bilges DC 12 [Strength]; DC 10 [Constitution]* Cooking May require DC 10 [Profession (Cook)] or [Intelligence] check
Line Work DC 10 [Profession (Sailor)] or [Dexterity]; DC 10 [Constitution]* Rat Catcher DC 10 [Stealth], [Survival], or [Dexterity] Fishing+ DC 10 [Profession (Fisherman)] or [Survival]
Upper Rigging Work DC 10 [Climb], 50ft and DC 10 [Profession (Sailor)] or [Dexterity] Swab the Decks DC 10 [Strength] or [Constitution]* Turtle Hunting+ DC 10 [Profession (fisherman)] or [Survival]
Rope Work DC 10 [Profession (Sailor)] or [Dexterity] Hauling Rope and Knotwork DC 10 [Profession (Sailor)] or [Strength]; DC 10 [Constitution]* Bull Session Free [Daytime Ship Actions] x1
Lookout DC 10 [Climb], 60ft and DC 10 [Perception] Runner DC 10 [Acrobatics]; DC 10 [Constitution]* Special Occasion DC 10 [Profession (Cook)], may require additional DC 15 [Profession (Cook)] or [Intelligence]
Mainsail Duties DC 10 [Profession (Sailor)] or [Strength]; DC 10 [Constitution] Repairs DC 10 [Profession (Sailor)] or [Dexterity] * on failure PC is [Fatigued] + on failure PC is assigned Man the Bilges task next day

Ship Actions
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] check 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 quarter master's store [A9]
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] 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 fatigue)
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 (see below)
Sneak* Take time exploring one area of the ship. The PC can take 20 on a single [Perception] 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).


Avoiding Detection and Other KnaveryThere are many situations where making directly opposed checks is impractical due to the sheer number of NPCs involved. When taking a [Ship Actions] other than working diligently, PCs roll the directed skill against a general DC determined by the action. Required skills and their DC may change depending on circumstances. If an opposed check is failed by 4 or less, the PC is interrupted in their actions and cannot complete their objective this action. Failures by 5 or more indicate the PC was caught in their attempt and may face report to Master Scourge. In general, the guidelines for setting the DC are as follows:
  • Attempting a stealthy action in-crowd, such as casting a spell without being noticed: DC 20
  • Attempting a stealthy action where there is a chance of discovery, such as thoroughly exploring (making more than the allowed free skill checks) a room during work: DC 15
  • Attempting a stealthy action under cover of suitable diversions, such as picking the lock on a footlocker when the crew is above decks: DC 10

Note: Attempting [Disable Device] and [Sleight of Hand] checks associated with thievery during [Daytime Ship Actions] (such as sneak or shirk) always carries the risk of discovery. As PCs become acquainted with the schedule of the ship, they will discover which rooms are most likely to be occupied during the day. Check here when new information becomes available. Opposed [Stealth] check DCs are considerably higher during the day, and the penalties are just as severe as getting caught at night.
Additional Note: Successful [Passive] checks do not count against your actions.

*The Small Hours[Nighttime Ship Actions] marked with * indicate actions taken during the hours when the rest of the ship is mostly asleep. You may make up to two additional [Nighttime Ship Actions] marked with *. Opposed DCs for many of these actions are lower than they would be during the day; however, penalties are greatly increased if you're caught skulking around after lights out. In addition, you run the risk of being fatigued during your next working day. The DC to avoid fatigue incurred due to these extra actions is: DC 10 +4 per additional action taken.


Example. Player A the rigger is assigned the job of Line Work which has a DC of 10. They have ranks in [Profession (Sailor)] so they will use that skill for the check. In addition to performing their normal duties, they wish to explore the galley [A9]. They will receive a -2 penalty on the skill check to perform their job. They then roll a DC 10 [Constitution] check to determine if the work [Fatigued] them. They do not apply the -2 penalty to the [Constitution] check.

Example[Daily Ship Action]: Sneak. Investigating the galley.

They then sneak downstairs. A successful [Passive] check reveals that there are several knives laying about, not all of them designed solely for cooking. Looking closer by making a [Perception] check, they realize that one of those knives is actually a masterwork dagger. They know that attempting any further actions will mean risking a [Stealth] check to avoid drawing the cook, Fishgut's, attention. They're really not supposed to be in the galley, so Player A returns upstairs to blend back in with the rest of their shift.

Player A decides to return the next day; they really need that knife. They are assigned the same task as the previous. They take the same [Daily Ship Action] as the previous day, as well, and the results are the same. Fishguts is still there, but he's reasonably distracted preparing for the daily meal and the cook's mate isn't present. In addition to gaining any information revealed by a second [Passive] check, Player A may attempt a single [Sleight of Hand] check against Fishgut's [Perception]. They succeed; had they failed, Fishguts would have caught them and likely turned them over to Master Scourge for punishment. However, they must make an additional [Stealth] check at a DC 15 because even though Fishguts is distracted, he's not blind. This time they fail, but not by much. Fishguts interrupts their actions, preventing them from lifting the masterwork knife but merely sending them along with a scolding for getting in the way.

On the third day, Player A returns to the galley yet again and this time is in luck because, for whatever reason, the galley is completely empty. There are still more things to discover, as another [Passive] check reveals: Player A happens to notice a small satchel of gold lodged in a corner behind a meat rack. First, they snatch up the dagger and the gold, then make another [Perception] check to look around some more. They discover that a heavy cleaver would make a pretty serviceable hatchet and snag it, as well. They get the feeling that more [Perception] checks will turn up even more useful equipment, however, doing so runs the risk of alerting Grok in the quartermaster store next door, forcing a [Stealth] check. They instead return to the top deck to finish their work.

Example. Player B has had a long day of pirating and wants nothing more than to kick back and relax. They pass on any chances to play or gamble on any pirate games or entertainments and head straight to bed, curing the [Fatigue] they had incurred during their job duties. However, they knew this was likely to be their only chance to meet with a particular member of the crew and attempt to influence them by giving them the dagger Player A had knicked a few days previous. They wake in the dead of night and head to the appointed meeting spot, but their crewmate is late in coming. Fortunately, they are successful in their [Diplomacy] check to alter the crewmate's attitude towards Player B and by extension her close cohorts. They must make a DC 14 [Constitution] check to avoid being [Fatigued] for the next shift, however, due to their interrupted rest.

Example[Nighttime Ship Action]: Sleep
Additional Actions: Influence crewmate


Meal Time and Rum Rations Pirates aboard the Wormwood live a fairly monotonous, regimented life. Typically sailors work from sun up to an hour or so before dusk, the time when severe punishments to offending crew are meted out in the "bloody hour". Afterward sailors head to the galley to pick up their daily meal and rum rations.

Pirates generally eat as a group in the lower hold where they sleep. Meals are seen as a communal activity to bolster comradery and any crew member that's not also an officer is regarded with suspicion or contempt if they attempt to go off by themselves to eat. Meals are then usually followed by some form of entertainment (see below.)

Pirates are issued one rum ration per day with their meal. The potent, sweet alcohol is believed to help fend off all sorts of maladies, from bad humors to scurvy. It's also one of the few things that keeps long enough on the open sea to trust for drinking. As such, crew members are not given a choice: they must consume their rum rations or face punishment from the ship's bosun.

Generally, the other members of the Wormwood are more than happy to tattle on any other crew members that don't drink their rations. Attempting to bribe other crew members with your daily tot is an excessively risky proposal, for while sailors love their rum, they fear Master Scourge (and by extension, Mr. Plugg) even more. Attempts to conceal a rum ration require a [Sleight of Hand] check against the [Perception] checks of any sailors in their immediate vicinity. Officers, by and large, cannot be bribed with rum rations, mostly because they have their own stores to draw from for recreational purposes.
Rum Ration DetailsType ingested;
Addiction minor, [Fortitude] DC 5;
Effects +1d4 alchemical bonus to Charisma and fatigued for 1d8 hours;
Damage 1d3 Con

You take the Effects and Damage as soon as you drink the rum, then do a Fort save (DC 5) to see if you get addicted. The DC is increased +2 for every dose of the drug you are under the effect of. The drug remains in effect for as long as the ability damage remains.

If you fail the check you become addicted.

Minor Addiction
Onset 1 day; Frequency 1/day;
Effect –2 penalty to Con;
Cure 2 consecutive saves;
Type disease, variable;
Save variable

You only suffer the effects of the Addiction when you aren't under the effects of the drug, this means all your ability damage from the drug must be healed.

To be cured of the addiction you must make 2 consecutive saves, the saves must be made after not receiving a dose of the drug for at least 24 hours. The save is the same DC as the current drug DC, -2 for every additional day the character has abstained from the drug (minimum of 5, the base drug DC). Even if you make your save you still take the effects of the addiction unless the effects of the drug are still present.

Meal time occurs between [Ship Actions] and is not subject to automatic [Stealth] checks. Opposing skill checks may still be required, with the DCs as outlined above. Attempting to disguise not consuming your rum ration with [Sleight of Hand] is an example of this.
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Last edited by Icereach; Dec 18th, 2021 at 04:10 AM.
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Old Dec 17th, 2021, 03:58 PM
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Pirate EntertainmentsWhen not engaged in their primary past time of looting and plundering, pirates in the Shackles can find their lives incredibly dull and monotonous. Crew members work during the day, with night time duties delegated to the officers and specially chosen mates. This leaves their nights relatively empty and free to do as they please, so long as they stick to the lower [A10] or main [A3] decks. Sailors caught outside of these areas after the "bloody hour" and gathering their meal are immediately suspect and often subjected to tense questioning, sometimes by Master Scourge himself. The exception to this is the Cook's Mate, who can travel to and from the galley [A8] more or less freely.

To wile away the hours, bored pirates have come up with a number of games and entertainments to fill their evening hours until they bed down. Most of these take place on the lower deck [A10] in the crew berth. Entertainments go on until there are no crew members awake enough (or sober enough) to continue, no matter the late hour. Officers rarely bother to break up pirate entertainments: Master Scourge would rather whip bloody any pirate too exhausted to perform their duties the next day.

Songs and Stories [Perform (DC 20)]: Sailors love free entertainment. Gambling, drinking, and contests of strength are often accompanied by crew members waxing poetic in the background. Generally, pirates enjoy songs of wealth and glory and adventure, limericks of an unsavory nature and - perhaps surprisingly- epic poetry. Players that succeed on a [Perform] check receive a +2 circumstance bonus to [Charisma] when interacting with other members of the crew, excepting officers. Additionally, songs and stories that focus on bloody battles might grant further bonuses with certain members of the crew.

Occasionally, performers misjudge their audience or abilties severely. A [Perform] check of 9 or lower results in a botched performance. In addition to being boo'd and heckled into silence, PCs must make an additional DC 15 [Bluff] or [Intimidate] check the next time they attempt to perform for the crew or they'll be ignored.

Note: While using magic to enhance a performance is possible, how you present the magic and whether that presentation is engaging enough still requires a [Perform] check to net the circumstance bonus.

Pirate Games and Gambling [Varies]: Pirates love to gamble and have come up with a number of interesting games on which to do so. PCs may engage in these contests directly or just bet on their outcomes. The minimum bet for any pirate game is 1 gp. The maximum bet any non-officer pirate might accept on any individual night is 20 gp. For simplicity sake, bets are always a 1:1 odds. Below are listed a few of the regular pirate games, though this list is non-exhaustive. Any games not detailed below will have their terms listed in the play thread.
  • Arm Wrestling: Unlike traditional games of arm wrestling, this contest aboard a pirate ship has a much greater chance of injury. Contestants litter the sides of their playing field with shards of shattered glass or other sharp objects. Contestants make opposing [Strength] checks; the loser suffers 1d2 + the opponent's strength modifier in damage as their arm is forced into whatever dangerous objects litter the playing field.
  • Hog Lob: Players use a lead ingot wrapped in piglet skin, the "hog", to play this game. They take turns hurling the hog across the main deck [A3] in an attempt to see who can throw it the furthest without throwing it overboard. Gamblers bet on the winner, as determined by who gets it the closest to the railing on a single throw. Players make attack rolls using their CMB (the hog counts as an improvised weapon unless the player has the Throw Anything feat or a similar ability.) Players may voluntarily use less than their max CMB if they choose to do so. The distance thrown is equal to the results of the CMB check (a modified 17 means that the hog is thrown 17 feet). As a reminder, the main deck is 30 feet wide; throwing the hog overboard is an automatic failure (and is bound to make the player less popular with the rest of the crew, especially the quartermaster.)
  • Heave: What's piracy without drinking games? Occasionally the crewmates will bust out the rum from their secret stores. Unlike other pirate games, Heave is the only contest that pays out at higher than 1:1. Any number of crewmembers may play at a time. Players agree upon a set amount (the ante), that goes into a "pot" in the middle of the table. Winner takes all. Getting caught stealing from the pot carries the punishment of keelhauling the next day. The object of Heave is simple: players drink until their opponents pass out. Each participant, in order, must drink a half-pint of rum in a single shot. Doing so forces a [Fortitude (DC 15)] save; failure increases the attribute damage dealt by their meal ration by +1. This DC increases by +3 per round. Players that fall to or below 0 [Consitution] due to this ability damage pass out and are removed from the table. The winner is the last pirate standing. Losers that drop to or below 0 wake the next day with 1 [Constitution]; ability damage is healed in the normal fashion.
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Last edited by Icereach; Dec 18th, 2021 at 04:12 AM.
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Old Jan 10th, 2022, 12:43 PM
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Ysolde Ysolde is offline
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1d20+2 (12)+2 Total = 14



Just base Dex here since she's not trained or anything.

Last edited by Ysolde; Jan 10th, 2022 at 12:44 PM.
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