Blog Archive

Thursday 25 October 2018

Tranzania (Mundania)

An idea I got while watching one of the Disnee TV shows with my daughter. Thought their set-up as not magical, not historic and not exactly fantastical is a decent set-up, then I started writing it up and found it worked. The base idea is that a separated section of a mundane world (think of Switzerland or even a small island) has connections to D&D style outer planes. 

Tranzania (often called Mundania)

This is a small sized, little recognized country that has multiple advantages. A long ruling and stable nobility, advanced technology, and many allies. But it has terrible secrets and connections to other worlds which constantly provides terrible dangers. 

Like most mortal worlds, magic exists but here it is practiced by a small number of users, with very few high level users. It is not that it is illegal but it is highly centralized and controlled. Users must prove themselves before they are given access to advanced spells. There are a only a few higher levels and they are mostly used as teachers, who teach a rare few students every generation. While there are limited number of officially sanctioned casters, there are many more hedge wizards and circles of secret practitioners. They are not officially restricted but they are constrained because of the strict control of both training & components.

The country has been lead by the Von Trazen family for more than 200 hundred years - noble and sophisticated, they lead by example. Their family has been involved in the military and enterprise pursuits for hundreds of years. While not officially a democracy there are elections to determine speakers, official positions and the nobility listen to the results and polls. They are no longer interested in expanding the nation as they once were. Now, they wish to keep peace and stability. They heavily encourage trade, travel and communication between their subjects and the world. (This world might be a known fantasy world, our own real world or something else entirely.

What is little understood by all but a few nobles is there is a working Gate to the Fey lands, and use this to keep monsters out of their lands. Fey are key allies and friends, they help maintain the magical obelisks. The Trazenites use the Fey to ensure magic is active and to keep the devils out of their lands.

An occasional giant or Pegasi may be tolerated but everyone in the Trazen Empire understands that there are threats and they must contained at all costs. The warrior classes keep outsider beasts at bay, and priests keep warriors safe by having the protections in place. The primary reason warriors work with the Empire is to pay the high taxes, the common hope is to work on watch for ten years then be given freedom and nobility. Nobles do not have to pay taxes but they get a small stipend, most still need to work to survive. Depending on their distinction, their titles may not be passed down to their progeny.

Like the regular world, guns and technology exist, but the problem is that anything magical killed by machines will return, so their use is limited a stop-gap measure at best. Magic creatures are warded by magic and killed by anthril (magical silver) or other magical weapons. 

Their peace and their success is used to maintain peace and stability but there is a hidden truth - Trazenites are not human. Perhaps they once were, but their intermingling with the outer planar friends (especially fey) has changed them. Now they must continually resist the lure of the Wild if they want to keep the portion of humanity they still have. They are the perfect neighbours & allies, keeping the fully human friends safe, keeping their fey and other-worldly allies happy but secreted away and the dangers of the other worlds away from this non-magical earth.

Adventurers
Any fighter or rogue classes that do not have magical abilities - use standard campaign level wealth

If up to 10th level, adventurers usually do not reside on the mortal or prime world, but after that they may find themselves in the Outer Worlds. 

TrazEN - Capital
LG large city
Corruption +0; Crime +2; Economy +3; Law +5; Lore +3; Society +2
Qualities Insular, Academic, holy site, prosperous, strategic location, tourist attraction
Danger +10
DEMOGRAPHICS
Government autocracy
Population 1.000,000 (98% human; other half-human)
Notable NPCs
Captain of the Guard Uranda Hollis (LN female human fighter 5)
High Priest Mallor Rollux (LG male human cleric 10)
Lord Mayor Zalton Valderac (N male human aristocrat 4)
MARKETPLACE
Base Value 12,800 gp; Purchase Limit 75,000 gp; Spellcasting 9th
Minor Items 2d4; Medium Items 314; Major Items Not available

Arcane Magic does work but has a higher cost to utilize. Every spell higher than third has an energy multiplier. 3rd level as 5th level. 4th level as 7th level, 5th as 9th level. Higher level spells are incredibly rare, but through co-operative spell-casting can be cast. 

Technology : The world is stuck at late 16th century technology. While their sciences have evolved, many pieces of equipment like their magic is severely limited. Guns, explosives and any 18th century technology isn't available on this world. Even if brought into the world, within days it will break down and cease working.


Sunday 21 October 2018

Nyssian Minotaurs

Minotaurs are often considered a base humanoid as there are many other variants. On Nyssa they are one of the Horn-Kin, one of the original creatures to begin building civilizations. They are hunters to the core of their essence, it is part of their personality to be watchful and always protectionist in nature. Unlike their other Horn kin are a rapine species, they have no female cow as part of their species, instead they must mate with other creatures. In the past, when they had empires, they raided for slaves to use as breeding stock. Now they either pay or get into equal relationships to raise their calves, especially female horn-kin. More than half of Minotaurs are in male-to-male relationship with their own kind. It has been millennia since their empires scrawled the land, now they are a distinct species that make their living among others. In some they are heralded for their gladiatorial skill, act as bodyguards, but usually they work as rangers, protecting the outlands. It was discovered long ago, that because they rarely refuse a personal challenge, it is common for Minotaurs to break rank, thus despite their brute strength, are not a preferred warrior race for the front lines. Base Stats: +3 to strength, -1 to any two (intelligence, wisdom and charisma) Bonus: Tracking Skill +4 +6 to skills One free feat Skills and feats as ranger or fighter 2 HD Immune to maze magic, +1 to natural AC, +3 skill points, +2 to strength or constitution 3 HD Specialize in Large Axe, Spear or Mace +3 skill points, New Feat 4 HD Never flat-footed, +1 to natural AC, +3 skill points, +2 to strength or constitution 5 HD Divine Compass, (They never lose their direction), +3 skill points, New Feat 6 HD Hunt skill - Gain their HD as a one time boost to hunt rolls, +1 to natural AC, +3 skill points 7 HD Horn Attack - Double damage, +1 to natural AC, +3 skill points, New Feat, +2 to strength or constitution 8 HD Intimidation Gain their HD as a one time boost to intimidation rolls, +1 to natural AC, +3 skill points 9 HD Charge Attack - Gain triple damage on a hit if charging from more than 20 feet away +9 skill points, New Feat, +4 to any two ability scores
Minotaurs must finish their natural HD progression before they are able to select a new class. If they deviate, they are unable to gain additional levels in this progression path.

Wednesday 17 October 2018

Corlth aka The Liberated - Blind, Purple Skinned, Hairless Humanoid

At one point in my gaming these were one of my core races, a slave people that escaped to find a home in the most barren regions. While they still make continual war upon slavers, they open their lodges to other psionic using peoples.   

Corlth, Liberated


Medium Sized Humanoid

Hit Dice:                                    5d8 +10            (31 hp)                         
Initiative:                                   +0
Speed:                                      30
AC:                                           16 (+2 natural, +2 leather armor); 10 Touch, 12 FF
Base Attack / Grapple:             + 5 / + 7
Attacks:                                    + 7 Spear (1d8+2)
Space/Reach:                          5 ft by 5 ft
Special Qualities:                     Psionics
Saves:                                      Fort: +7, Ref: +4, Will: +7
Abilities:                                   Str 14, Dex 10, Con 14, Int 12, Wis 14, Cha 9
Skills:                                       Perception +8, Knowledge (Psionics) +5, Climb or Swim +6
Feats:                                       Combat Trance, Concentration Focus 
Climate/Terrain:                        Spires, Remote Areas
Organization:                            Patrol (2-5), Warband (9-16),Tribe (200-500)
Challenge Rating:                    4 (Fully mature)
Treasure:                                  Half Normal
Alignment:                                Usually Neutral (Good)
Advancement Range:               By Character Class

Six faintly purple skinned humanoids, without eyes or hair and blank expressionless faces – appear from nowhere to skewer the goblin slavers. 


Corlth (pronounced Corrr) were created to be the perfect slave race, blind and deaf without a personality and to instinctively obey telepathic commands. They escaped servitude and have learned psionics to compensate for their weak physical condition. Appear as pale purple skinned humanoids, clean shaven and soul-less blank white eyes. The few who have hair, it's usually very short & white. 


Living in isolated, well-protected villages; they survive by hunting and foraging for what they need. They quietly war with slaving races or groups that hurt weaker groups. They continuously plan forays to free thralls. While they don’t welcome visitors, outcasts have sometimes found a home among them. Their leaders are usually psionic masters who teach ethics and skills to the lesser of their kin. They make allies with other non-evil and non-slaving creatures. Adults take the descriptor “liberated”, to denote their status.

Half of their population are non-combative, 1 or 2 HD creatures. Others take barbarian, fighter, ranger, rogue or psionic for any additional HD / classes earned. Druids & bards are the most common spell-caster, wizard and cleric are virtually non-existent in their villages. Individuals in those classes usually leave to serve in larger towns in either the Spell Towers or an obelisk to their dedication. Those individuals are still drawn to service for their community, and do what they can to ensure their tribe's prosperity and survival.

Corlth live simple lives, harvesting what they need, helping to release slaves, and living a nomadic lifestyle. What many village outsiders are often surprised by is their intense respect of knowledge and learning.All adults know how to read, and have story-telling or musical traditions that they use to share their stories. While they are sometimes critical of outsiders, they are respectful and always have plenty of insightful questions. 

Combat Foes underestimate corlth only once, then fear them for their psionic powers and combat strategies.  They rarely engage foes until they know an enemies weakness. Whenever possible they use their combat trance before battle, increasing their chance of success. While they are known for their psionic powers, only around 20% of the population has psionics beyond their touchsense ability.

Combat Trance (New Feat): Gain +3 on all attack rolls versus a renowned foe.  Can be any species enemy, however it must be designated at the beginning of the day and it cannot be changed until the start of the next day.  This feat again does not stack, if taken a second time it applies to a second foe. It does stack if the Corlth has similar features from a class ability such as a rangers hunting bonus.

Typical Psionics PSP: 20; Manifester Level: 4th
1st: Daze, Detect Psionics, Float, Message (Any 2)
2nd: Animal Affinity, Biofeedback, Energy Push, Object Reading (Any 1)
3rd: Touchsense**


*These are typical powers chosen by a corlth, individuals might have a few differing powers but use this combination for most Corlth.

** Corlth manifest touchsense without psp cost at a 30 foot range. Some members specialize using feats to increase their touchsense range by 50 ft for each advancement feat they utilize. 

Tuesday 16 October 2018

Play by Post Primer

Core Idea:
The party is going down under an old prison, that was officially abandoned 10 years ago, yet goblins and other nurkers have been seen coming from the underground. You are all members of Blue Toppers, an unofficial military team of inexperienced soldiers. None of you have official rights to use your weapons away from from the underground. but the local military men ignore you as long as you don't cause problems. You are being paid 10 crown (gold pieces) for being underground for three days, and another two crowns for each day past that. You need to find out how the goblins are coming in and stop it.
The dungeon is underground, adjacent to a medium sized town in the spirelands, will provide other details as asked or as it comes up. Drow do not exist in my game world; dwarves and lizard-men rule the Below-Lands.
The four characters are part of the lead group, but another twenty foot-men are going down at the same time, this is used for replacements, so if you fall, someone will step up. That someone being who-ever you want to play next. You can tactically use the group ONCE during each turn.
Any official race or class is allowable at the start, as you game you'll meet many more. I use my own world of Nyssa, some of you have good ideas of what monsters are there and are not there. There's no fire magic or spells or creatures, but a land of damning cold, snow and ice.
Dice rolls are by: http://www.pbegames.com/roller/
My plan is to post every two or three days, once we all get started.

Terms:
Crown: GP, Noble: SP, Common: CP
Nurker: Monsters from below
Topper: Goof or inexperienced warrior
Below-Lands: Underdark
Spireland: Think of an island, on top of a 2 mile high mountain

Sunday 14 October 2018

Vanglore - Strong, brutish, heavily scarred race some have morphing ability


The Vanglore are an ugly but very strong hunting race that fight for territory in almost every environment. They use brute tactics to kill perceived enemies – both real and imagined.

Most Vanglorem are uncharacteristic as they rely on strength and internal power plays to determine their leadership. Often, when a leader is absent the group withdraws from any activity as they are accustomed to harsh penalties if they don't follow a leaders orders, even if its one that hasn't determined who is actually currently leading them.

A small subset of them have a unique magic ability: morphing. While most Vangalorem can morph their body to resemble the body of other races, few can change and adapt, by picking up a trait or useful skill to help the group. 

Abilities
+2 on Climb, Survival and Intimidation
Gain Endurance as a free feat
Tribal Weapon Advantage +2 on either to hit or damage attacks with one weapon, chose at the sart of any combat
+4 Strength, +4 Constitution, -4 Charisma
Racial Hit Dice: 2d8; Attack, Hit Dice, Saves, and Skills as a fighter of the same level
Base 8 skill points, more if they have exceptional intelligence, to be used on core skills only:
Core Racial Skills: Acrobatics, Climb, Handle Animal, Intimidate, Knowledge (local, geography, nature), Perception, Ride, Survival, Swim (core skills are always available)
Class Options: Fighter, Monk, Ranger

Typical Scores
Str 2d8+4
Dex 3d6
Con 2d8+4
Int 2d8+1
Wis 4d4
Cha 2d6+2

Level Adjustment: +1 CR

Gain +4 skill points every HD, feat at second level and every two levels afterwards
1 HD Youth or Non-Combatant, Tribal Weapon
2 HD Gain Magic Resistance; +2 to any ability score;
3 HD Gain damage reduction 1 / - ; Gain Bash
4 HD +2 to any ability score; Modify Physical appearance (Minor)
5 HD Gain damage reduction 2 / -
6 HD +2 to any ability score; Gain Physical Adaption
7 HD Double Bash Damage; +2 to strength or Constitution
8 HD +2 to any ability score; Modify Physical appearance (Major)
9 HD gain damage reduction 5 / -; Triple Bash Damage

Magic Resistance Gain advantage on spell resistance
Bash: Gain 1.5 Damage on physical attacks with their fists
Double Bash Damage on physical attacks with their fists
Triple Bash Damage on physical attacks with their fists

Modify Physical appearance (Minor) Can change their physical appearance for up to one minute.
Modify Physical appearance (Major) Can alter their physical body to mimic other creatures physical abilities for up to ten minutes per charisma bonus

Loosely based on the Mangalores from the Fifth Element movie

Tuesday 2 October 2018

Muter (Salavanno) - Silver Scaled Lizard Humanoid with Legendary Hearing

Sometimes it is an image that gets me inspired for a creature, and for the hate of everything that is evil, I can't remember what it was for this one.

Muter (Salavanno)

Medium Sized Magical Humanoid
Hit Dice:                            10d8+10 (52 hp)
Initiative:                           +3 (Dexterity)
Speed:                                30 ft
AC:                                    19 (+3 dexterity, +6 Natural), 10 Touch, 19 Flat-Footed
Base Attack/Grapple:         +10 / +10
Attack:                               Slam +10 (1d 8)
Full Attacks:                      Slam +10 (1d 8)
Space/Reach:                     5 ft. by 5 ft.
Special Attacks:                Sound Impulse, Silence Rebound, Night-Vision
Special Qualities:             SR 40 to sound based spells, Blind-sight 200 ft
Saves:                                Fort +7, Ref +8, Will +10
Abilities:                           Str 11, Dex 15, Con 13, Int 14, Wis 16, Cha 8
Skills:                                Perception +40, Knowledge (History)+8, Knowledge (Local): +8,                                                          Move Silently: +8, Sense Motive: +8
Feats:                                Lightning Reflexes, Toughness, Dodge, Mobility
Climate/Terrain:                Mountainous
Organization:                    Solitary or Pair
Challenge Rating:             10
Treasure:                            Half Standard
Alignment:                        Usually neutral
Advancement Range:       By character class (Rogue, Sorcerer)

Silver scaled body with a ridged head and forehead, bright green eyes and small orange fingernails.  They have three silver entwined ponytails, most often go down their backside. They have a multitude of small pock marks all over their body, appearing as something randomly made small cuts on them, these are actually their ears. They have a long tail that snakes along the ground marking their trail, though not capable of fine movement, it can sway things or grab onto a large object if the Muter is falling.

For many years, experts knew what a Salvanno was but could not agree on anything else. For most, they are a lizardith or intelligent lizard humanoid, but no clan claims them, and the lizardith themselves seek the Salvanno out, usually for punishment or execution for learning secrets.

This creature's hearing is legendary, capable of hearing conversations from hundreds of yards away. They can manipulate a sound as a free action.  They are also virtually unaffected by any spells requiring a verbal component cast within fifty feet of them, even if the spell manifests by conjuring a physical object or creature.  Silence spells cast on or near them always rebound, as if they cast the spell, able to change the placement and shape of the silence effect.

They can break even a nearby silence area of effect by diverting a medium level noise or sonic effect into the radius as a free action. Muters have a listening range of over 5000 yards if unimpeded by physical or magical objects.  They have tremendous knowledge on all sorts of information, and can act as terrific contact agents.

If needed they can turn down their hearing by partially closing their ears, if they do so they are able to converse with creatures within 50 feet of them. If they don't hone their hearing, they are immediately aware of all things around them, always careful but unable to focus on any one thing such as a conversation.

Combat
Muters not only avoid combat but they avoid contact with strangers. These enigmatic figures have their own agenda and few if anyone can fathom what it is. Muters tend to manipulate events, by arranging “chance meetings” by warring groups to prevent their own discovery of their lairs. The few times they are seen, is often after major combats, when they mysteriously appear to take items of interest or wealth. Most times, they just do not get involved in any activity.

Sound Impulse: Can reflect and increase the sound impulses within 40 ft. Normal conversation level sounds reflected back inflict 1d3 sonic damage. Shouts reflected result in 2d6 sonic damage. Increased magical sounds (with sonic effects) can inflict 1d6 dmg per spell level when reflected up to 6d6 max.

Blind-Sight: Muters are automatically aware of all beings within a 200 ft radius, unless they are surrounded by a silence & invisibility spells. Invisibility is useless against them within this distance.

Recognize Sound: Just like a dog recognizes smell, a Muter can recognize an individual’s breathing. (Perception DC 2  )

Rebound Silence Effects: Any silence spell cast on or in their vicinity.

Night Vision: As long as they are not in a magical silenced area, treat the Muter as if it had 100 ft vision in all directions.

Sklls: Muters gain a +30 on Perception checks.

Friday 7 September 2018

Prickett - Large Antler Headed Forest Fey

This was inspired by the mystical Herne the Hunter figure, that was featured in the Robin Hood BBC productions of the 80s, coming from much older legends about the legend.

Prickett
XP 2,400
N Large Fey
Init +5 Senses Low-light vision; Perception +12

 DEFENSE
AC 19 touch 14, flat-footed 14 (+5 Dex, +5 natural, -1 size)
hp 27hp (5d6+10 con)
Fort +3, Ref +9, Will +7
Defensive Abilities    DR 5/Silver

 OFFENSE
Speed 50 ft.
Melee Scimitar +3 (1d8+2)
Ranged Longbow +6 (1d6+2)
Special Attacks Antlers +6  (2d8+2)
Spell Like Abilities (CL 7th level Druid)

Typical Spells: (CL 9th - Druid)
1st Entangle, Blend, Nature’s Ally I
2nd Summon Swarm, Snare, Nature’s Ally 2
3rd Speak with Plants, Nature’s Ally 3
4th Giant Vermin

 STATISTICS
Str 15, Dex 21, Con 14, Int 12, Wis 16, Cha 15
Base Atk +2 CMB +5 CMD 20
Feats Alertness, Track, Brew Potion, Weapon Focus (Antlers)
Skills , +5 Diplomacy,  +9 Perception, +10 Stealth. +10 Steath, +5 Knowledge (nature), +10 Survival
Languages Fey, Common, Elf, Elemental Fire, Celestial

 ECOLOGY
Environment Forest
Organization  Solitary or Hunt (2-5)
Treasure Value Double

 SPECIAL ABILITIES
Invisibility in Forest (+20 to stealth), Immune to natural poison, Non-Changing Form, One with Nature

Invisibility in Forest: A prickett is incredibly difficult to see, gaining invisibility when more than 20 feet away. If a creature is immune to the effects of invisibility treat this as a +20 on their stealth checks

Non-Changing Form: Unlike other druids, who can shapechange at higher levels, a prickett cannot change forms, whether by choice or accident (such as by spells or magic.) They are immune to all spell that changes their form.

One with Nature: If a Pricket calls out to nature, it always heeds their call. They can ask nature to provide bounty, quicken their movements, gain a boon to either physical or magical attacks. They can do this based on their charisma bonus.

These mysterious seven feet tall, antler-headed, hoofed humanoids are fey warriors, and Elven legends say they are the fiercest of all fey. Pricketts have long been a mystery for those who reside or travel in the forest - they seem to have their own agenda. Well known for hiring or luring notorious creatures to do their biding, yet, have just as often been at the core of some righteous cause.

COMBAT
Woe to those who near these creature’s grooves, they are fierce warriors using both spell, animal servants and their own strength to tear foes apart. They are virtually invisible in the forest  (gaining a +20 on stealth checks) and they run faster than any deer could within the thickest brambles, as bushes and trees move from their path. They first use animals to distract their foes; next, they use spells to weaken or split foes from each other, finally they jump into the fray attacking with both their antlers and scimitar. Many consider them equivalent to rangers, however, instead of standard ranger abilities they gain +1 in strength, wisdom and dexterity per character level, as well, the antler damage increases in damage dice for every two levels gained.

SOCIETY
Prickett lairs are fey groves where other traditional fey live their wild and carefree ways beside these violent cousins. They are always quiet, participating in festivities during the equinoxes, but at all other times stand ready to help their smaller cousins and defend the forest. Most Prickett live apart from others of their kind, but do congregate in small hunting groups every few days once a month. They can live up to 700 years and they increase in size and power throughout their lifetimes.

Rangers note two things about prickets, they will not touch the dead of any other species and they never alter their physical form. Little else is known about the prickets society, including who leads these enigmatic figures.

Sunday 26 August 2018

Get rid of your damage dice

Get rid of your damage dice
Your damage is based on your attack roll.

Attack as normal, if you hit, then damage is done as shown below. So, if you need a 14, and roll 13, you miss. But if that hits, do as shown below.

20=double dmg
19=full dmg + double str dmg
18=full dmg + 1 + str dmg
17=full dmg
16=full dmg
15=full dmg
14=3/4 dmg
13=3/4 dmg
12=3/4 dmg
11=1/2 dmg
10=1/2 dmg (no str dmg)
9=1/2 dmg (no str dmg)
8=1/4 dmg (no str dmg)
7=1/4 dmg (no str dmg)
6=1/4 dmg (no str dmg)
5=minimal dmg (4 points of damage)
4=minimal dmg (3 points of damage)
3= minimal dmg (2 points of damage)
2= minimal damage (1 point of damage)
1=fumble!

Tuesday 14 August 2018

Serpent Vines

For an upcoming jungle / forest / fey story that I am working on for my (ir)regular gaming group.  They will be going through a forest maze to rescue an imprisoned fey princeling.


Serpent Vines CR 4
N Large magical beast
Init +9; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +11

DEFENSE

AC 17 touch 13, flat-footed 22 (+5 Dex, +14 natural, -2 size)
hp 47hp (4d10+70 con)
Fort +10, Ref +3, Will +7

OFFENSE

Speed 40 ft., Climb 30 ft.
Melee Bite +9 (2d10+7)
Space 5 ft.; Reach 10 ft.
Special Attacks Poison

STATISTICS

Str 13, Dex 17, Con 20, Int 10, Wis 13, Cha 5
Base Atk +8 CMB +5 CMD 18 (42 vs trip)
Feats Skill Focus (Perception),
Skills Perception +5; Stealth +11

ECOLOGY

Environment Jungle
Organization solitary
Treasure None

SPECIAL ABILITIES

Poison: DC 16 (Con -4 / Con -4) The second save is DC 16, after one minute

Serpent vines that are exact duplicate of seemingly simple vines, they just happen to combine the physical features of both snakes and vines. These wild creatures are quite dangerous and they are impossible to detect and have a virulent poison that slows down their victims. All of their animal features are part of the vine, so even if one were to be holding and looking directly at the plant, it would be nearly impossible to determine. (Knowledge Nature DC 18)

Serpent vines are carnivores, seeking out the easiest prey to devour. Their poison weaken their victims, enough to enable them to take down their prey. Typically, the serpent vines then buries their food in leafs, branches and small rocks. It takes the serpent between 10-15 days to completely devour their victim.

Monday 30 July 2018

Character Contacts Points: Making friends, allies and getting your shit done

Or CC Points are how I encourage players to make connections to help them resolve in game problems.

Just as a character has history before they begin game play, in between game adventures, PCs are still alive and passively, at the very least, involved in the activities around them. While their actions are not used for experience points, there are many in-game effects from out-of-game events. This is when characters will be able to find out additional information or make character contacts (CC’s) of the player’s choosing.

Normally the contact character is 75% or more loyal to the party. However, if the contact character does betray the party, when the PC realizes it, they should ask the DM, and the DM will give back 150% CC to pay the player. This should be done a minimum of times in a game story, PCs should be able to trust every or most CC.

CC Points: Barbarian, Fighter, Monk, Wizard 1st level: 3 X Charisma Bonus, minimum 3 CC at first level. Every level thereafter, +2 CC Points No more than half of their points can be used on any one contact

CC Points: Cleric, Druid, Paladin, Psion, Ranger, 1st level: 4 X Charisma Bonus, minimum 4 CC at first level. Every level thereafter, +3 CC Points No more than half of  their points can be used on any one contact

CC Points: Rogue, Sorcerer 1st level: 5 X Charisma Bonus, minimum 1 CC at first level. Every level thereafter, +2 CC Points plus +1 CC points per charisma bonus. No more than half of their points can be used on any one contact

When players create a character contact it is usually for a specific purpose - help them find a key to the prison, why does the Tower go into the ground, history of a specific item, etc. Once they use those points, the contacts can be an ongoing point of assistance. The DM can give them skill points, to better make sure the NPC doesn't become a go to point for all their problems or questions.

Modifiers

NPC Class: 1st level NPC class, free; then two levels for every CC point used
Standard Class: +1 CC for every level NPC attained
Basic Race of the region: always free
Standard Player Race: normally free
Non-Standard Race: +1.5 cc point per HD
Monster Race: +3 cc point per HD
No more than one NPC contact should be more than two levels higher than level when created

Ranking Guild Member: normally free
Guild Member of Status: +2 cc points
Illegal Contact, Fence Regular: +2 cc points
Illegal Contact, Smuggler: + 4 cc points
Merchant, Standard: +1 cc points; willing to give 5-10% discounts
Merchant, Magical: +3 cc points; no price discounts
Nobility: low level, +1 cc points
Nobility: Mid Level, +2 cc points
Nobility: Upper level, +4 cc points
Outcast: +1 CC points
Outcast, Famous: + CC Points

Contact is of the same race: normally 0 CC points
Contact is of the same faith (for Clerics, Druids and Paladins): -1 CC points
Contact is of the same class (for Barbarian, Druid, Psion, and Ranger): -1 CC points
Contact is a family member: +1 CC points
Ad Hoc contact: +3 cc points
Fully Detailed NPC: -2 cc points, (No more than your half your level when you create them, as a fully written up detailed NPC; maximum of three. You give the NPC a name, short history and the reason they have a connection with your PC.)


New Feats Prominent: You gain a one time bonus to your contact points equivalent to your level

New Feat: Talkative: You make contacts easily, you are treated as if your charisma bonus is +4 higher for purposes of character points per level.