<div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote"><strong>Katja:</strong> 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.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>Since Katja worked diligently, she doesn't get a daytime action. You made the Str check by working diligently. You were supposed to make a Con check and made a Cha check instead, but you rolled an 11, so you'd have passed it anyway.<br/><br/>After supper, you get a nighttime action. You can also take a midnight action, but if you fail a DC 14 Con check, you'll be fatigued the next morning.<br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=245810.msg12171961#msg12171961">Quote from: Tamhansen on 22-03-2016, 00:29:12</a></div></div><blockquote class="bbc_standard_quote">Okay, as everyone finishes up getting dressed. I'll post your duties for the first day. Each day you will be assigned a task based on your position. During your work you get one action window. Then after the work is done, bloody hour happens. After bloody hour, Dinner is served, followed by your rum rations for the night. Afterwards there a few hours of free time. During free time you get another action window.<br/><br/>Work: two roles needed to succeed for the day. <br/>Action window:<br/>Daytime Ship Actions<br/>Work Diligently: Gain a +4 bonus on any one check for a job’s daily task<br/>Influence: Make normal checks for a job’s daily task and attempt to influence a single NPC<br/>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)<br/>Shop: Take a –2 penalty on all checks for a job’s daily task and visit the quartermaster’s store (area A9)<br/>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 <br/>Bloody hour: Those who fail a roll get punished.<br/>Dinner and rum<br/>Nightly action window: <br/>Nighttime Ship Actions<br/>Sleep: Go to bed early and sleep through the night (automatically recover from fatigue) recover double hp<br/>Gamble: Play or gamble on a game of chance or pirate entertainment <br/>Entertain: Make one Perform check to entertain the crew <br/>Influence*: Attempt to influence a single NPC<br/>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 <br/>Steal*: Attempt to open a locked door or locker. The PC must make a check to avoid being discovered (see below).<br/><br/>Day 1<br/><strong>Piper: </strong>Mainsail: 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.<br/><strong>Harlo:</strong>Rigging Repair: The ship’s rigging frequently gets damaged and must be repaired, requiring DC 10 Climb checks to reach the rigging 30 feet up, followed by a DC 10 Profession (sailor) or Dexterity check.<br/><strong>Katja:</strong> 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.<br/><strong>Izora: </strong>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.<br/><strong>Yazgash:</strong> Hauling Rope and 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.<br/><br/>For the cook's mate, roles are slightly different. Every day, there's a random chance, Fishguts is too drunk to perform his duties. Whether or not he's sober influences the roles Dwayne will have to make. When Ambrose is sober enough, Dwayne's roles will be easier or non existant. If Ambrose is too drunk, the roles will be hard, and consequences of failure very dear.<br/><br/>Today Ambrose is sober enough.<br/><strong>Dwayne:</strong> Bull Session: Drinking with Ambrose Kroop and listening to his stories. The cook’s mate must drink an additional rum ration, but is able to take an additional ship action during the day.<br/><br/><br/>Rum rations.<br/>Each rum ration is 1/8 imperial pint or 70 ml. That's 3 shots of rum, or 2 if you live in Scotland where shots are 35ml. The effects are as follows:<br/><br/>+1d4 alchemical bonus to charisma (4 hours), 1d3 constitution damage. (leaves after night's sleep)<br/>Chance of addiction: DC 5 fortitude save or become addicted.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=245810.msg12182938#msg12182938">Quote from: Tamhansen on 25-03-2016, 20:05:58</a></div></div><blockquote class="bbc_standard_quote">You can do another action in the middle of the night, but only those actions marked with an * Taking such an action results in a a DC14 Con check or you will be fatigued the next morning<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>