This post solidifies some ideas that I've had bouncing around in my head about a process for PCs recruiting sailors.
-Nate
Recruiting
a Crew
Whether
it happens because of encountering natural hazards, losses in combat,
acquiring a larger vessel or other reasons, it is inevitable that a
captain at some point will need to hire new crew members. When that
time comes, the Pathfinder
core rulebook contains a valuable tool for adjudicating that effort:
its description of the reincarnation
spell.
More specifically, the table on page 332 provides a means of
determining the species of those sailors in port who are looking to
hire on with a new vessel. The GM should roll on that table, and then
consult the chart below to determine just how many sailors of that
race are present and available for hiring.
%
Chance / # Available
1 / 1d4
4 / 1d6
10 / 1d8
12 / 1d10
15 / 1d12
Note that the PCs may always continue seeking available candidates
with additional rolls on the chart, but each roll after the first
decreases the number of characters available by one die type. After
all, passing up on the more prominent candidates means that they
might need to accept whomever they can find.
For
example, Captain Horace and the crew of the Skylark
pay a visit to the Crossroads asteroid colony; while there, they stop
in at the Sign of the Ourobouros and look for new crew members. When
they do so, the GM or a player rolls percentile, resulting in 70.
Given that, the next roll is 1d10, with a result of 4. Thus, the PCs
find four halfling sailors who are looking to sign on with a crew.
While they could undertake negotiations to hire those NPCs, they
might seek other candidates to supplement or replace the first group.
In that case, the GM or player should roll again. This time, the
percentile result is 01, which would normally yield 1d4 bugbear
candidates, but that is reduced by a step to nothing, and thus yields
no candidates. Eventually, of course, this means that the PCs could
run through any chances of finding potential crew members at a given
location, and thus must go somewhere else in order to find new
candidates. At the GM's discretion, that failure could mean that the
PCs receive no more attempts in that location. As always, the GM can
adjudicate unusual circumstances, such as if the PCs make successful
Diplomacy checks, offer large signing bonuses for recruitment or the
like. Note, too, that the GM should feel free to substitute other
races depending on the particular location in which they're doing the
recruiting.
First
Impressions and Negotiations
Recruitment also provides a good opportunity for roleplaying, as the
PCs meet potential new recruits; feel out their personalities;
discuss and determine shares and accommodations; and the like. At the
GM's discretion, this could also involve a Diplomacy check to
determine the first impression that the PCs make on these recruits,
and might even have long-term implications regarding those sailors'
loyalty to the captain and other crew members.
To determine the difficulty of making a good first impression,
compare the alignment of the new sailor(s) with that of the captain.
Each step of difference between the two, decreases the starting
attitude of the sailors one step from Helpful (and thus increases the
base DC of the Diplomacy check by 5). Success on that check means
that the captain has made a good impression, and thus they are more
likely to remain loyal during difficult times; failure, on the other
hand, could lead to dissent, factions and possibly even mutiny. Here
again, the GM should apply bonuses or penalties to this check based
on good or bad roleplaying or reasoning, or due to other factors.
Character Stats
Presented below is a base stat block for NPC sailors; the GM need
only apply ability score modifiers and add special abilities based on
the characters' race.
CR
1/3
XP
X
Various
expert 1
N
medium humanoid
Init
+1; Senses Perception +5
DEFENSE
AC
11, touch 11, flat-footed 10 (+1 Dex)
hp
8 (1d8)
Fort
+0, Ref +1, Will +3
Resist
None
OFFENSE
Spd
30 ft.
Melee
Dagger +0 (1d4)
Ranged
Dagger +1 (1d4)
Special
Attacks None
STATISTICS
Str
11, Dex 13, Con 10, Int 9, Wis 12,
Cha 8
Base
Atk +0; CMB +0; CMD 11
Feats
Skill Focus (Profession: sailor)
Skills
Climb +4, Knowledge (nature) +3, Perception +5, Profession
(sailor) +8, Survival +5
Languages
Common
SQ
None
Combat
Gear Clothing, knife, miscellaneous personal possessions
|
Adding Some
Personality
Finally, Table 4-4 on pages 95-6 of the GameMastery Guide can
be a helpful tool for bringing this new batch of crew members to
life, providing an inkling for their general disposition.
Continuing the previous example, the GM rolls an 90 on the
aforementioned table. For that reason, the four halfling sailors come
from a different culture, and thus frequently ask for explanation of
seemingly mundane activities. Note, too, that the GM may wish to keep
the result of this check secret, thus allowing for surprising drama
at some point in the future.
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