Lair of the Dusk Witch

Hired Help

No one is an island. In the course of their adventures, interstellar adventurers will need help. There are certain problems that can only be solved with more bodies or more minds. When faced with these problems, adventurers must turn to Hired Help.

There are two types of Hired Help: Crew and Adjuncts. Crew are specialists, employees, and peons hired for a particular skill on a particular adventurer. They provide their services, collect their wages, and when the adventure is finished, they return once more to their normal lives. Adjuncts are nascent adventurers themselves. While they have not yet distinguished themselves in the way a player character might have, they still have a burning dream that pulls them to the stars. They will follow the party. If they are treated well, they can become a true member of the crew and a loyal ally.

Loyalty

Crew and Adjuncts have a loyalty score from 2 to 12, measuring how devoted they are to the party and the rest of the crew. Adjuncts and Crew are each generated with a certain level of Loyalty based on their recruitment, described in the next sections. Over time, the stresses of interstellar adventuring will test the loyalty of Hired Help, which can cause their loyalty to decay. When Hired Help become disloyal, they may slack in their work, refuse assignments, attempt to leave service, or even mutiny.

Tests of Loyalty

When the stresses and pressures of interstellar adventuring become too much, Hired Help test their loyalty. Hired Help test their loyalty when any of the following occurs:

When loyalty is tested, roll 2d6. If it is under the Loyalty, the adjunct remains loyal. If it is equal to or over the loyalty, the Hired Help's loyalty decreases by 1, and they respond depending on their prior Loyalty score.

Loyalty Description Failed Loyalty Roll
2-3 Mutinous Will attempt to immediately leave service; if prevented, will foment a mutiny among the crew and adjuncts at the next opportunity.
4-5 Wavering Will attempt to leave service at the next opportunity; they can be persuaded to stay by making them an offer comparable to their recruitment offer.
6-8 Reluctant Must make a Morale check before doing anything stressful, dangerous, or life-threatening, until their Loyalty improves.
9-10 Loyal Demands immediate payment of accrued wages and provision of healthcare; failure to provide immediately triggers another Loyalty Test in 1d6 days.
11-12 Devoted No other effect.

Finding Hired Help

hiringadfull Hired Help are found in Settlements. (Under certain special circumstances, Hired Help can also be found on adventures.) The maximum number of Hired Help available each month is determined by the Settlement's size:

Settlement Size Village Town Small City Large City Metropolis Cosmopolis
Crew (Short-Term) 2 4 20 40 80 200
Crew 0 1 5 10 20 50
Adjuncts 10% 25% 1 2 4 12

Characters in a Settlement can advertise their presence and need by spending 25 credits per District in the Settlement per week, per category needed. If fewer than this amount is spent, the number of Hired Help found are reduced proportionally. If no player-character or Adjunct speaks the Majority Culture's language, the cost per week is doubled.

After one week, half (rounded up) of the available Hired Help will be found. After two weeks, another quarter will be found, and after three weeks, all Hired Help is available. At the end of the month, the pool refreshes, and a new crop of potential Crew or Adjuncts are available. If a Crew member was hired on a short-term basis, that Crew member permanently takes up one spot in the Hired Help pool for that settlement.

Contacts of an appropriate background can turn up one Hired Help from one of the three categories. As a Favor, the Contact can automatically put a trusted person into the players' employment as Crew. Additionally, if a character spends a day of shore leave carousing (unable to rest and regain System Strain or lose Stress), they turn up a number of Hired Help in each category equal to their Connect skill.

The types of hired help available in a settlement are randomly generated. Some Settlements have their own chances for different types of Crew and Adjuncts. However, the default tables for a Settlement are shown below in each section.

Crew

Crew (referred to as crewmaids, crewpersons, crewwomen, or even crewmen) are specialists hired to assist on adventures. For details on using crew on starships, see SPIKEDRIVE.

Crew are generated with their job, their skill level, and a name from one of the Settlement's cultures. If the GM needs to determine their bioprofile or culture, roll on the same table for Adjuncts. The following default tables can be used to determine the crewmaid's job for a given settlement:

2d6 TL3-4 Sprawl or Arcology TL4 Orbital TL0-2 Settlement
2 Artist Steward Mercenary
3 Stevedore Gunner Mercenary
4 Lawyer Nurse Mercenary
5 Hacker Hacker Sex Worker
6 Sex Worker Sex Worker Laborer
7 Gig Worker Boatswain Laborer
8 Technician Stevedore Laborer
9 Teamster Technician Teamster
10 Nurse Astrogatrix Steward
11 Guard Marine Artisan
12 Scientist Scientist Nurse

The GM rolls the skill level for each crewmaid individually.

2d6 Skill Level
2-5 Novice
6-11 Experienced
12 Master

The crewmaid's job and skill level determines their skills.

Job Job Novice Experienced Master
Artisan Crafts low-tech items. Fix-0 Fix-1, Connect-0 Fix-2, Connect-1
Artist Identifies art, creates art, performs. Perform-0 Perform-1 Perform-2
Astrogatrix Pilots starships. Pilot-0 Pilot-1 Pilot-2
Boatswain Performs general deck labor on a starship. Fix-0 Pilot-0, Fix-0 Pilot-0, Fix-0, Lead-0
Nurse Provides medical services. Heal-0 Heal-1 Heal-2
Gig Worker Provides general, nonviolent labor. Work-0 Work-1 Work-2
Guard Protects people or locations. Notice-0 Any Combat-0, Notice-1 Any Combat-1, Notice-1
Gunner Operates heavy weaponry, artillery, vehicle weapons, or starship weapons. Gunnery-0 Gunnery-1 Gunnery-2
Hacker Creates programs, operating computers. Program-0 Program-1 Program-2
Laborer Provides general, nonviolent manual labor. Exert-0 Exert-1 Exert-2
Lawyer Provides legal services. Administer-0 Administer-1, Connect-0 Administer-2, Connect-1
Marine Provides general military services. Shoot-0 Shoot-1 Shoot-2
Mercenary Provides general military services. Any Combat-0, Exert-0 Any Combat-1, Exert-1 Any Combat-2, Exert-1
Scientist Identifies objects, analyzing samples, providing scientific information. Know-0 Know-1 Know-2
Sex Worker Provides sex work, connections, and entertainment. Perform-0 Perform-1, Talk-0, Connect-0 Perform-2, Talk-1, Connect-0
Stevedore Loads and unloads cargo, operates heavy equipment. Work-0 Work-1 Work-2
Steward Manages businesses and provides logistics services. Administer-0 Administer-1 Administer-2
Teamster Drives vehicles or mounts. Drive-0 Drive-1 Drive-2
Technician Fixes technology, modifying items, crafting items, maintenance. Fix-0 Fix-1 Fix-2

Hiring Crew

Crew can be hired as soon as they are found. They must be hired for a job that is in their skillset. At least one player must be able to speak the language of the Majority Culture of the settlement.

Crew are hired either on a short-term basis, or on indefinite retainer. Crewmaids hired on short-term basis are hired for seven days, and will automatically leave the players' service once the time is up. Short-term crew always start at 10 Loyalty (Loyal), but they can never have their loyalty increase, and on any test of Loyalty, their Loyalty automatically drops by 1. If they are still stuck with the player characters after seven days, their Loyalty immediately drops to 2. Crewmaids hired on a short-term basis will never agree to jobs that put themselves at professional risk or in harm's way.

Crew hired on indefinite retainer are more flexible and willing to follow the players into dangerous situations. They accrue pay daily, and must be paid each month. They start with Loyalty 7.

Paying Crew

Crew must be paid Crew hired on a short-term basis must be paid their fees up-front. Crew hired on indefinite retainer accrue pay daily, and must be paid monthly or on dismissal.

The daily wage for a crewmaid is based on their job and their skill level. If the party's Infamy is 5 or more, the required wages are doubled. The wages in this rulebook are for planetary adventures; see SPIKEDRIVE for starship crew wages.

Job Novice Experienced Master
Artisan 5 20 100
Artist 3 10 100
Astrogatrix 5 10 35
Boatswain 5 10 35
Nurse 50 100 400
Gig Worker 3 8 15
Guard 10 20 150
Gunner 8 25 75
Hacker 10 30 100
Laborer 2 5 15
Lawyer 10 25 400
Marine 5 10 25
Mercenary 5 12 100
Scientist 10 30 100
Sex Worker 2 10 200
Stevedore 10 20 100
Steward 10 40 200
Teamster 5 15 50
Technician 10 30 100

If the players wish to increase the loyalty (or blunt the effects of the disaster), they can pay bonuses to their crew. Once per week, the characters can pay a bonus equal to a month's wages to a crewmaid. That crewmaid tests their loyalty; on a failure, nothing happens, but on a success, their loyalty increases by 1.

Adjuncts

astronaut Adjuncts are effectively secondary player characters. While they have simplified statistics, they can and will do almost anything the player characters can.

Each Adjunct has the following statline:

Name, Pronouns Level HD Atk. Dmg. Skill Skills Morale Loyalty Bioprofile Culture Age Dream

Adjuncts start at Level 1, Skill +1, Loyalty 8. The Adjunct's background dictates their two starting skills. Some Settlements may have specific tables and backgrounds available beyond those shown here.

2d6 Background Skills
2 Merchant Trade, Administer
3 Entertainer Perform, Connect
4 Drifter Survive, Gamble
5 Programmer Program, Know
6 Technician Fix, Drive
7 Worker Work, Random Skill
8 Teamster Drive, Navigate
9 Soldier Combat Skill, Notice
10 Comet Jockey Pilot, Gunnery
11 Criminal Sneak, Talk
12 Academic Know, Administer

Adjuncts determine their HD, attack bonus, damage, and Morale from their bioprofile. The GM should also record the Adjunct's culture and age.

2d6 Bioprofile
2 Soldier Bot VI (if available; otherwise Dominant Bioprofile)
3 Worker Bot VI (if available; otherwise Dominant Bioprofile)
4 Tertiary Bioprofile (if available, otherwise Dominant Bioprofile)
5 Baseline Human
6-7 Secondary Bioprofile (if available, otherwise Dominant Bioprofile)
8-12 Dominant Bioprofile

Settlements have baseline humans as the dominant bioprofile unless otherwise noted. For a well-connected TL4 settlement with baseline humans as the dominant bioprofile, the default Secondary Bioprofile is Pangean. The default Tertiary Bioprofile is Uplifted Chimpanzee. Most lostworld settlements do not have Secondary or Tertiary bioprofiles.

Bioprofile HD Atk. Dmg. Morale
Baseline human 1 +0 Wpn. 7
Dromaoid 1 (1d6-2 hp) +0 Wpn. 6
Pangean 1 +0 (Claws) 7
Mutant 1d2 +1d3-2 Wpn. 5+1d3
Uplifted Chimpanzee 1 +1 (Claws) 6 (7 for other chimps)
VI, Soldier Bot 1 +1 Wpn. 8
VI, Worker Bot 1 +0 Wpn. 7

Every Adjunct has a culture based on their Settlement of origin, which also determines the languages they speak. An Adjunct available in one Settlement could be from another in the same planet or system, and so the GM can feel free to override the results when reasonable.

2d6 Culture
2-4 Minority Culture
5-7 Secondary Culture
8-12 Majority Culture

The adjunct speaks their culture's language and the language of the Majority Culture. Adjuncts from TL0-3 settlements have a 15% chance of speaking Neo-Dominion Yinglés, and adjuncts from TL4 worlds have a 25% chance. These chances are doubled if the settlement is a spaceport or orbital.

Finally, a Dream drives an Adjunct to seek out employment with a band of interstellar adventurers. The Dream should inform the Adjunct's attitude and reactions during the game's events.

1d10 Dream Description
1 Friendship The adjunct is a friendly person, and gosh darnit, they already know everyone around here, so why not meet a whole bunch of new people? They see the universe as a place to make all sorts of new relationships. They want to meet interesting people across the cosmos.
2 Sublimity Why climb the mountain? Why walk among the stars? Why dive into danger? Because it's there. They're hungry for adventure, hungry for the moment of the sublime, when the vastness of the universe unfolds before them, and the magnificence of the cosmos is revealed. They live to see the thrilling, the awesome, the once-in-a-lifetime, be it natural or artificial.
3 Service The adjunct feelings like they owe greater metahumanity their service. Though fixing the entire universe might be impossible, they know there are dark corners of the sector where even a single helping hand would be revolutionary. They want the chance to help people from many cultures and walks of life. They want a chance to do good far beyond what they could achieve at home.
4 Proselytizing The adjunct holds an irrepressible belief in their heart. They will extoll it to their employers, of course, but what they truly wish is to evangelize to the benighted masses of the universe. They see their own belief system as correct and universal, and no amount of rejection will erode that in its entirety - though time may temper the less practical parts.
5 Glory The adjunct knows they can't sit around their home settlement forever. Surely they are not destined to suffer mundane drudgery for the rest of their days. There has to be something better, something more out there for them. Their soul is too big, too ill-fitting for their home. They will not rest until they have received the recognition they think they deserve, and proved themselves worthy of the stars.
6 Improvement The adjunct feels they have reached the apex in their home. They know that to improve further, to push their limits, they must seek out new worlds and new challenges. They want to meet foreign masters, study under them, learn what they know, and prove themselves not just in their provincial backwater, but before the whole sector and all metahumanity.
7 Wealth The adjunct isn't in this for the money; they're in this for a shitload of money. They want wealth, and not just a stable retirement but the kind of wealth that generates envy. They want iridium toilets and terrariums of endangered species. They want the scarcest things in the sector: the rare, the unique, and the historical; and they want to flaunt them.
8 Novelty The adjunct is utterly bored of their home. They want to find new things. They are endlessly fascinated with new gadgets, widgets, cultural trends, artistic mediums, and every curio under a thousand suns. They want to find new things, ruminate on them, analyze them, imitate them, and then recreate the parts that fascinate them. They need a steady stream of novel items and experiences.
9 Retirement The adjunct wants to find a place to settle down and a hefty nest egg. They do not intend to do this "interstellar adventuring" business long-term; they are just in it until they can get enough money, resources, and connections to live the rest of their lives in ease and comfort. They want their payments, of course, but they also want to be able to explore the worlds they visit and evaluate their suitability as a retirement location.
10 Stability The adjunct has no job, no savings, no social standing, and no support system. Better to throw themselves to Fortuna's mercy than pray that charity wins out. They are looking for small joys: a good drink, a fine meal, delightful entertainment. The small things in life, when regularly available, makes life worth living.

Hiring Adjuncts

Adjuncts must be approached individually. The player characters must use a neutral location (bar, hotel, market square, etc.) to meet with prospective adjuncts, renting the space for 10 credits per day. One Adjunct can be interviewed per day. While any of the attending player characters can ask questions or suggest offers, one player must designated the recruiter, responsible for making the final offer of employment.

As a general rule, Adjuncts must be paid 100 credits up-front, told what their job will generally entail (e.g., combat, life endangerment, maintenance, starship travel, etc.), and shown the equipment they will be given. The recruiter must prove that the party has room and board to support the adjunct indefinitely.

When the recruiter makes their offer, the GM rolls a 2d6, plus the recruiter's CHA modifier, Talk skill, and the modifier from the party's Infamy. If the party does not provide the basic requirements, there is a -1 modifier for a roll. A week's wages paid on signing add +1, and a month's wages add +2. The party can feel free to sweeten the pot in any other way they wish, and the GM will add appropriate modifiers.

2d6 Offer Reaction Effect
2 Refusal and Slander The Adjunct is so offended by the party's offer that they refuse and warn other people about the party. All further recruitment rolls in the Settlement that month have a -1 penalty.
3-5 Refusal The Adjunct refuses to join the party.
6-8 Holdout The Adjunct holds out to wait for a more attractive offer; the recruiter can double the offer to make the roll again. Otherwise, the Adjunct refuses to join the party.
9-11 Acceptance The Adjunct agrees to join the party.
12 Enthusiastic Acceptance The Adjunct agrees to join the party, and gains +1 loyalty.

Paying Adjuncts

Adjuncts have a base wage rate of 100 credits multiplied by their level. They accrue pay daily unless they are on shore leave. The party must provide free room and board, and any equipment they need. They will also demand free medical attention and healing for any injuries incurred on the job, for any reason.

Adjuncts will expect to be paid once per month, or when they receive shore leave. They must have 25 local credits per day of shore leave; otherwise, they can't be given shore leave. If they receive a full week or more of shore leave, they roll 2d6 under their loyalty; if successful, they gain 1 loyalty.

The party must give Adjuncts time or opportunities to pursue their Dream once per month. If a player voluntarily assists an Adjunct with their Dream on their own time, the Adjunct gets a -1 bonus on the next Loyalty test.

Adjuncts can always be given more money. For every month's worth of wages (or items of equivalent value) the party gives to the adjunct above and beyond their expected benefits, they receive a -1 bonus on the next Loyalty test.

Improving Adjuncts

Unless they are frequently endangered, Adjuncts stick with the player characters through their adventures. Over time, they can improve themselves and their abilities, becoming more valuable to the party. This isn't a one-way street: the Adjunct will appreciate being able to see the universe, growing closer and more loyalty the party the more they develop.

When an adjunct has been on shore leave for more than one week, and they have at least 500 local credits, they will attempt to spend money on XP like player characters. The Adjunct will attempt to spend enough credits and time to gain as many XP as their shore leave permits. If they gain sufficient XP, the Adjunct levels up. Adjuncts' levels go from 1-5, with the following XP requirements:

Level XP
1 0
2 3
3 9
4 15
5 21

Each time an Adjunct levels up, they gain 1 loyalty. Every even level, their morale goes up by 1. The players also choose one the following options:

Converting Adjuncts

If a player's character dies, retires, or is incapacitated for a long time, they may take over an Adjunct and make them a full player-character. To convert the Adjunct into a player-character, the GM gives the character attributes appropriate to their background and skills, their skills at level 1 or 2, and give them a player-character level according to their XP. They should receive edges corresponding to their background and skillset, and foci appropriate to their skills and experience.

Former adjuncts roll one interest randomly, and gain another Interest based on their Dream.

Dream Interest
Friendship Carousing
Sublimity Spectacle
Service Charity
Proselytizing Devotion
Glory Prestige
Improvement Training
Wealth Hoarding
Novelty Hobby
Retirement Player's Choice
Stability Player's Choice

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