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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…
- *Critical Success You add 2 Hero Points to the Momentum Pool
Success You add 1 Hero Point to the Momentum Pool
Failure You succeed at the task, but gain no hero points
Critical Failure You fail at the task, this may have RP consequences…
If you simply Go Through the Motions… Critical Success You gain 1 additional day of downtime and add 1 Hero Point to the Momentum Pool Success You gain 1 additional day of downtime Failure You fail the task, this may have RP consequences… Critical Failure You critically fail the task, incurring RP consequences and possibly damaging the ship If instead you Shirk your responsibilities… Critical Success You gain 5 gold/level, 2 shirk points and may make a free gather information check. Success you gain 1 gold/level and 1 shirk point. Failure You are caught! The party loses 1 Hero Point from the Momentum Pool and you spend at least a day in the brig Critical Failure** As failure, except that the party loses 2 Hero Points and you spend a week in the brig. You lose a shirk point for this week of incarceration as normal.
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. Being caught or outed as having given information about the criminal underworld causes you to lose all of your shirk points. Certain other events can also cause you to lose shirk points, at the GM’s discretion.
