As The Peppery Crescent departs on its long journeys across Golarion, the party members are expected to perform daily duties as sailors to keep the ship functional. Individual duties will vary based on your role on the ship, but most will call for either an athletics or acrobatics check. You may always use Sailing Lore in place of the normal requirement and the DC will be reduced by -2 or -4 depending on the task.

As a sailor, you work six 10-hour days each week, with one day of downtime. Each week you may decide if you intend to excel at your role, go through the motions, or shirk your responsibilities. The GM sets a DC for the week based on weather, wind, wandering monsters and other factors. The result of your roll will depend on how you chose to take on your duties

If you try to Excel…

If you simply Go Through the Motions…

If instead you Shirk your responsibilities…

The Momentum Pool

The momentum pool is a communal resource that is available to the party during each journey they undertake. For each week at sea en route to an encounter, players make rolls to add hero points to the momentum pool. Those hero points are available for any player to use, as long as they have a quorum at the table. These hero points do not disappear at the end of a session as normal. The hero points in the momentum pool last until exhausted or until the party begins another journey to a new destination.

Shirk Points

Shirk Points measure a character's descent into the criminal undersphere of the high seas. The number of shirk points you accrue increases your reputation as a ne’er-do-well, scallywag, and sketchball as depicted on the chart below. Each tier of this chart bestows benefits to certain skills and abilities as well as increasing your access to the world of Golarion’s black market. Every week spent incarcerated causes you to lose a shirk point. If it is ever revealed that you gave information about the criminal underworld to the authorities, you to lose all of your shirk points. Certain other actions can also cause you to lose shirk points, at the GM’s discretion.

Shirk Points Rank Base Benefit
1-5 Rambler +1 Underworld Lore
6-15 Gambler +1 Deception
16-25 Smuggler +2 Thievery and prior skills
26-35 Player +2 Society
36-50 Underboss +3 to all prior skills
+51 Kingpin ???