Crew Members Edit
Crew Members are a type of NPC that has levels only in NPC classes and can possibly join the crew of your ship. They are required to run a successful ship and give bonuses to the ship's agility when it is fully staffed and the crew is well trained.
Recruiting Crew Members Edit
Recruiting new crew members is an important task for any ship. The process takes 2d4 days, and requires a gather information check DC 10 + HD of the crew members desired. It also costs 5 gold per HD of the crew member. Multiple crew members can be recruited in this time, but the cost must be paid for each new crew member. A DM can rule that the group has sufficient notoriety to forgo the gather information check.
You can't recruit crew members higher than your own HD.
Crew members have a base morale of +4. For every 3 ranks the captain of the ship (usually one of the PCs) has in the Leadership skill, increase the crew member morale by +1. For every 5 ranks the first officer (usually one of the PCs) has in the Leadership skill, increase the crew morale by +1.
Making a Morale Check Edit
A morale check is performed by rolling 3d6 + the crew member's morale modifier. If the check equals or exceeds 11, the crew member passes their morale check and there are no repercussions. If they fail, they become frightened (or panicked if they were already shaken) and attempt to find a way to escape the ship or surrender. If they are unable to do either of these options, they will simply hide.
Each time a crew member sees another crew member get killed or flee from a failed morale check, they take a cumulative -1 modifier to subsequent morale checks (in the case of seeing another crew member get killed, they take the penalty after they make their morale check). An individual crew member only needs to make a single morale check each round (subsequent conditions that would test his morale are ignored).
Whenever a crew member is brought to half his hit points, he must make a morale check.
Whenever a crew member is slain, each crew member that can see their slain comrade must make a morale check.
The crew takes 20% of any treasure found. DM's are encouraged to increase the amount of treasure found for this reason. On the other hand, wealth in Mystos is fairly arbitrary (a player will not likely be able to spend all their gold on items to enhance themselves, so any gold after that is really just a plot device).
Gaining Levels Edit
The crew will always gain levels along with the PCs, but they only gain the levels after shore leave. So if the PCs reach level 5 after defeating Medusa, their crew will remain level 4 (or less depending on their starting level) until they arrive in a friendly city for some relaxation, at which point the crew gains a level.
Crew Member Statistics Edit
An easy way to determine crew member statistics is to use the following table (instead of using NPC class levels).
|Crew Member Level||AC||Attack||HP||Damage Per Round||DCs||Saves||Sailing|
- Humans get a +2 bonus to sailing.
- Tortoise folk get +1 HP per HD.
- Elves have a base morale of +6 instead of +4.
- Orcs have an additional +1 bonus to attacks and sailing, but -1 AC and saves.
- Halflings get a +1 bonus to AC and saves.
- Goblins get a +10% bonus to damage per round, but -2 to sailing.
- Siren crew members reduce the amount of gold the crew takes (Sirens aren't usually very interested in wealth). If less than half the crew is sirens but more than one quarter, reduce the amount of treasure taken by the crew by 5% (making it 15% total). If more than half the crew is sirens, reduce the amount of treasure taken by the crew by 10% (making it 10% total). If the entire crew is sirens, reduce the amount of treasure taken by the crew by 15% (making it 5% total). If less than one quarter the crew is sirens, this feature has no effect.
For damage per round, try to use as many d6s as possible (the average for a d6 is 3.5), rounding decimals down for average damage. So, 3 damage per round would be 1d6 (3.5 average round down = 3), 4 damage per round would be 1d6+1 (3.5 + 1 average round down = 4), 7 damage per round would be 2d6 (3.5 + 3.5 average = 7), and 10 damage per round would be 3d6 (3.5 + 3.5 + 3.5 average round down = 10).