This PDF compiles my most recent batch of space fantasy material.
Aetherial Adventures 7
-Nate
Monday, May 29, 2017
Sunday, May 28, 2017
Recruiting a Crew
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.
Labels:
Nautical Fantasy,
Pathfinder RPG,
Space Fantasy
Friday, May 12, 2017
Campaign History, Legends and Mythology
One thing I always liked about the old Al-Qadim campaign setting for D&D was that many of the supplements contained stories that were part of the setting's tradition, ones that helped explain certain aspects of the world or that set up a particular adventure. Inspired by that idea, I'm trying my hand at developing a mythological background for a space fantasy campaign setting. With that in mind, here's one such story.
-Nate
-Nate
Campaign History, Legends and Mythology
This article explores ideas for developing the large-scale,
cosmological background for an RPG campaign. Consider, for example,
this story from the Sol System; it takes a mythological perspective,
and tries to explain the dichotomy of good and evil in a way that
provides a genesis story and incorporates the deities inspired by
observation of the natural world, along with two taken from real
Earth history.
The Tale of
Ptah, Sol, Gaea, Lamashtu and the Void
“Once, when the Universe was new, Ptah looked out and decided to
start filling it with living beings. To do that, he set out to
create two beings, one male and one female. What Ptah did not
expect is that each creation actually produced two beings, twins.
The male progeny were Sol, who would inhabit the Sun, and the
entity known as the Void. The female offspring were Gaea, the Earth
Mother, and Lamashtu, Mother of Monsters. Whereas the prior
manifested the Earth's potential to provide for all of its
children in abundance, the latter embodied the wild nature of
living things, survival of the fittest, and thus an evil outlook
on life.
“Recognizing the danger that his two unintended offspring
represented, Ptah made a difficult decision. He created a star for
Sol, so that this deity could be a shining beacon of virtue in the
Universe, and also made a planet for Gaea to inhabit. Through the
interaction of the two deities, the Earth came to be populated
with all manner of plants, animals and other living things. Even
so, the situation was not an idyllic one. While the Void
absconded to the farthest, darkest reaches of Space, Lamashtu was
jealous of her sister and thus took up residence on Earth. There
she began to spawn offspring of her own, including many of the
monsters that now exist, corrupted versions of the ones that Gaea
and Sol created.
“This, then, is the origin of good and evil in the Universe,
and thus the source of all conflicts that have plagued
Homeworld—along with the rest of the galaxy—since time
immemorial.”
|
Refer to page 43 of the Pathfinder core rulebook to find
details about Lamashtu and her domains for clerics.
The Elven
Addendum
The elves, of course, maintain an alternate version of this story,
one that supports their worship of the goddess Luna.
The Origin of Luna “What many humans forget is that the Creator had three female offspring, not two. The third was Luna, who embodied qualities of both Sol and Gaea. For that reason she was given dominion over the moon, a dwelling that illuminates the night sky in the same way as the sun, and that is a companion for the Earth in dark times. She provides light for those who travel in the night, those who explore the Earth but choose to do so without submitting themselves to the dominion of the sun.” |
This belief among the elves sometimes creates conflict between them
and the priesthood of Sol, since they do not believe that the sun god
is the source of all illumination in the universe. Followers of Sol,
for their part, maintain that Luna only reflects the sun god's light,
and that she does not create illumination of her own.
Labels:
Pathfinder RPG,
Space Fantasy,
World Building
Subscribe to:
Posts (Atom)