Fortune & Glory
Every PC is assigned a job on the Wormwood. Each day, after breakfast, a PC works at a daily task until dusk, which requires at least one successful skill or ability score check to complete. Failing this skill check results in punishment; the severity depends on how badly the skill check was failed. A PC who refuses to work, or is unable to work, is also punished.
At dusk, the crew gathers on the main deck to witness punishments (the “Bloody Hour”), eat dinner, and receive their evening meal and rum rations. Afterwards, the crew can do what they wish until dawn bell the next morning.
In addition to their normal jobs on the ship, the PCs can also utilize their time during the day (and night) to explore the ship, scrounge for gear, interact with their shipmates, or attempt to influence NPCs. Each PC can normally take two ship actions each day, one during the day and one at night. A PC can also attempt to take up to two additional ship actions during the middle watch in the dead of night (any nighttime ship action marked with an asterisk*), but to do so the PC must make a successful Constitution check (DC 10, +4 per extra ship action taken) or be fatigued for the next day.
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 (typically Stealth vs. Perception) to avoid being discovered.
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
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 (typically Stealth vs. Perception)to avoid being discovered.
Steal: Attempt to open a locked door or locker. The PC must make a check (typically Stealth vs. Perception) to avoid being discovered.
Typical punishments include:
•corporal punishment with a rope, lash, or cat-o’-nine-tails
•confinement in the sweatbox
Typical entertainments include:
•songs and stories (a DC 20 Perform check gives the performer a +2 circumstance bonus to any Cha-based skill check with any listener over the next 24 hours)
•hog lob, a throwing game
•heave, a potentially deadly drinking game