GM Agent's Skull & Shackles

Game Master Heaven's Agent


Obsidan Portal Game Wiki
The Wormwood (Crew Manifest)

Shackles Rum Ration
Though watered down this rum functions as an addictive drug, running the risk of minor addiction. Upon taking a dose you benefit from a cumulative +1d3-1 (minimum 0) alchemical bonus to your Charisma score, to a maximum of +10, for 1d8 hours; at the end of this period you become fatigued. You also suffer 1d2-1 (minimum 0) points of Constitution damage and 1d4+1 points of non-lethal damage each time you drink a dose of rum, and must succeed as a DC 5 Fortitude save to avoid addiction. This DC increases by 2 for each additional dose you take before the positive effects wear off.

The penalty for selling or spilling the ration is six lashes, or six lashes from a cat-o’-nine-tails for a second offense. Deliberately tipping away rum on board a crowded ship without being seen requires a DC 10 Stealth check.

Daily Life on the Wormwood
Generally each day will follow a predefined schedule: After breakfast, you are expected to work at your allotted jobs until dusk, when the crew is gathered on the main deck to witness punishments (the "Bloody Hour"), eat dinner, and receive their rum rations. After punishment time and the evening meal, members of the crew can do what they wish until dawn bell the next morning.

Each day I will provide a list of assigned tasks, as well as instruction as to how they can be completed. Those who fail to complete their assigned tasks will be punished.

Additionally, each character will generally be allowed two Ship Actions each day, one during the day and one at night. Anyone can attempt to take up to two additional ship actions during the middle watch in the dead of night, but to do so that PC must make a successful Constitution check (DC 10, +4 per extra ship action taken) or be fatigued for the next day. A list of potential ship actions for you to refer to is provided within the spoilers below, though if you think of other activities you would like to undertake feel free to mention them. Those Ship Actions that can be attempted during the middle watch are marked with an asterisk:

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 (you 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
Shirk Take a –2 penalty on all checks for a job’s daily task and take time exploring one area of the ship. You may 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 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. You may 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. You must make a check to avoid being discovered