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game_systems:pathfinder:skull_shackles:campaign_resources:wormwood_actions [2023/01/12 15:09] – [Fail] Bryan Stephens | game_systems:pathfinder:skull_shackles:campaign_resources:wormwood_actions [2023/01/12 15:17] – [Swab] Bryan Stephens | ||
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|Helpful|0+ creature’s Cha Modifier| | |Helpful|0+ creature’s Cha Modifier| | ||
- | ==Succeed== | + | **Succeed** |
If you succeed, the character’s attitude toward you is improved by one step. For every 5 by which your check result exceeds the DC, the character’s attitude toward you increases by one additional step. A creature’s attitude cannot be shifted more than two steps up in this way, although the GM can override this rule in some situations. | If you succeed, the character’s attitude toward you is improved by one step. For every 5 by which your check result exceeds the DC, the character’s attitude toward you increases by one additional step. A creature’s attitude cannot be shifted more than two steps up in this way, although the GM can override this rule in some situations. | ||
- | ==Fail== | + | **Fail** |
If you fail the check by 4 or less, the character’s attitude toward you is unchanged. If you fail by 5 or more, the character’s attitude toward you is decreased by one step. | If you fail the check by 4 or less, the character’s attitude toward you is unchanged. If you fail by 5 or more, the character’s attitude toward you is decreased by one step. | ||
- | ====Performing Covert Actions==== | + | =====Performing Covert Actions===== |
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. | 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. | ||
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Failing by 5 or more means the PC is caught red-handed by a random crew member & might be turned over to Master Scourge for discipline. | Failing by 5 or more means the PC is caught red-handed by a random crew member & might be turned over to Master Scourge for discipline. | ||
- | |Attempting a stealthy action in a crowd, such as casting a spell with verbal or somatic components without being noticed.|DC 20| | + | ^Action^DC^ |
- | |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 in a crowd, such as casting a spell with verbal or somatic components without being noticed.|20| |
- | |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| | + | |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.|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.|10| | ||
+ | |||
+ | ===== Crew Tasks ===== | ||
+ | |||
+ | ==== Rigger ==== | ||
+ | |||
+ | ^Roll^Task^ | ||
+ | |1|Rigging Repair|The ship’s rigging frequently gets damaged and must be repaired, requiring | ||
+ | |2|Line Work|Hard work hoisting and lowering sails, requiring a DC 10 Profession (sailor) or Dexterity check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.| | ||
+ | |3|Upper Rigging Work|Work in the upper rigging, 50 feet up, requiring DC 10 Climb checks, followed by a DC 10 Profession (sailor) or Dexterity check.| | ||
+ | |4|Rope Work|Handling the ship’s ropes, including coiling them, stowing them, and securing them to cleats and single and double bollards, requiring a DC 10 Profession (sailor) or Dexterity check.| | ||
+ | |5|Lookout|A climb to the crow’s nest 60 feet up, requiring DC 10 Climb checks followed by a DC 10 Perception check.| | ||
+ | |6|Mainsail Duties|Tough work raising and lowering the mainsail, requiring a DC 10 Profession (sailor) or Strength check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.| | ||
+ | |||
+ | ==== Swab ==== | ||
+ | |1|Man the Bilges|Vile and sweaty work cleaning out the bilges (area A11), requiring a DC 12 Strength check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.| | ||
+ | |2|Rat Catcher|Catching rats and other vermin belowdecks, requiring either a DC 10 Stealth check, Survival check, or Dexterity check to catch and kill enough rats, cockroaches, | ||
+ | |3|Swab the Decks|Backbreaking work mopping the decks and scrubbing them with sandstone blocks called holystones, requiring a DC 10 Strength or Constitution check. Failing either check results in the PC being fatigued at the end of the shift.| | ||
+ | |4|Hauling Rope & Knot Work|Tying and untying knots in the ship’s ropes and moving heavy coils of rope from one part of the ship to another, requiring a DC 10 Profession (sailor) or Strength check. The PC must also make a DC 10 Constitution check to avoid being fatigued at the end of the shift.| | ||
+ | |5|Runner|Passing messages to the crew and officers of the Wormwood in all parts of the ship except officers’ cabins (areas A4 and A5), requiring a DC 10 Acrobatics check and DC 10 Constitution check. Failing the Constitution check results in the PC being fatigued at the end of the shift. A PC with the Run feat automatically succeeds at this task.| | ||
+ | |6|Repairs|Things constantly tear or break aboard the ship and need repairs, whether sewing sails or splicing rope all day, requiring a DC 10 Profession (sailor) or Dexterity check.| | ||
+ | ==== Cook's Mate ==== | ||