PLAYER CHARACTER ACTIONS ABOARD THE WORMWOOD
Typically, each PC takes two actions each game day: a daytime action and a nighttime one. PCs may attempt up to 2 additional actions (among those marked with an asterisk) in the dead of night, but to do so the PC must make a successful Constitution check (DC 10 +4 for each additional action attempted) or be fatigued the following 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. You make a Diplomacy check if you genuinely wish to befriend the NPC, Bluff if you’re merely pretending to be friendly, or Intimidate to frighten the NPC into submission. Whichever skill you use on the check, the result is handled like a Diplomacy check made to change the NPC’s starting attitude.
Sneak: Make normal checks for a job’s daily task and briefly explore one part 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.
NIGHTTIME SHIP ACTIONS
Sleep: Go to bed early, sleep through the night, and automatically recover from fatigue (and likely exhaustion, too).
Gamble: Play or gamble on a game of chance or pirate entertainment.
Entertain: Make one Perform check to entertain the crew. If you succeed on a DC 20 Perform check of any kind you gain a +2 circumstance bonus on all Charisma-based skill checks made to interact with any listener among the crew for the next 24 hours. A Perform result of 9 or lower, however, indicates that the next time you attempt to use Perform to entertain the crew, everyone ignores you unless you make a successful DC 15 Bluff or Intimidate check before doing so.
Influence*: Attempt to influence a single NPC. You make a Diplomacy check if you genuinely wish to befriend the NPC, Bluff if you’re merely pretending to be friendly, or Intimidate to frighten the NPC into submission. Whichever skill you use on the check, the result is handled like a Diplomacy check made to change the NPC’s starting attitude.
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.
Steal*: Attempt to open a locked door or locker. The PC must make a check to avoid being discovered.
THEFT, PILFERING, AND SECRECY ABOARD THE WORMWOOD
Attempting a stealthy action in a crowd, such as casting a spell with verbal or somatic components without being noticed: Stealth/Sleight of Hand 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: Stealth/Sleight of Hand 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 are on deck enjoying themselves: Stealth/Sleight of Hand DC 10.