Skulls and Shackles - PFO
A Pirate's Day
- Wake at dawn
- Breakfast on deck
- Daily tasks until dusk
- ‘Bloody Hour’
- Dinner & rum rations
- Free time
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 quartermaster’s store (area 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 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 fatigue)
- Gamble: Play or gamble on a game of chance or pirate entertainment (see page 67)
- Entertain: Make one Perform check to entertain the crew (see page 67)
- 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).
Theft, Pilfering, And Secrecy Aboard the Wormwood
The Wormwood is a pirate ship, filled with dubious and murderous characters at best. Theft is common, but the key is not getting caught.
To perform any action unobserved, a PC must generally make an opposed skill check, such as a Sleight of Hand or Stealth check against an NPC’s Perception check. On a crowded ship, however, it’s not practical to make opposed checks against potentially dozens of NPCs. Instead, the PC should make an appropriate skill check (usually Sleight of Hand or Stealth) to represent a typical situation, using the following guidelines to set the DC of the check.
Attempting a stealthy action in a crowd, such as casting a spell with verbal or somatic components without being noticed: DC 20.
Attempting a stealthy action where there is a chance of discovery, such as visiting the quartermaster’s store during work, exploring a room during the day, or attempting to open a chest in a room while its occupants are sleeping: DC 15.
Attempting a stealthy action under cover of a suitable diversion, such as attempting to open lockers when the rest of the crew are working or on deck enjoying themselves: DC 10.
Failing this check by 4 or less means the PC attempting the action is merely disturbed and is unable to complete the action. Failing the check by 5 or more means the PC is caught red-handed by a random crew member, and might be turned over to Master Scourge for discipline.