User:Downzorz/Tome of Steel/Cities with Style

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Cities with Style[edit]

City Statistics[edit]

This is stuff for fighting in the streets, and the tangible effects that different cities might have on a party. The first is just some stuff that effects combat. The second will be an attempt to create a coherent system of categorization that will make it more simple to create cities with interesting gameplay effects, and describe their effects in a condensed fashion.

Fighting in the Streets[edit]

Fighting in the streets is a dangerous proposition. Depending on the situation, you may be attempting to arrest someone and avoid casualties, assassinate someone without being noticed, or eliminate everyone in an area. This requires creating a consistent system of rules for the movement, attitude, and perception of mobs. The following rules are for mobs:

Mob Attitudes: Mobs have a general attitude towards people in it. What this basically represents is the motivation that the crowd has to help someone and the motivation they have to hurt them. There is a positive attitude, and a negative attitude. This means that, yes, a mob can both love and hate you, which means that if you get into a fight, some people will fight for you, some against you. The mob's attitude is represented as a number, influenced by a player's actions. This is determined by a number of factors.

Mob Attitudes
Situation Effect on modifier
Charisma Charisma modifier gets added to or subtracted from positive score
Creature is of the same race +4 to positive score
Creature is of a "friendly" race +2 to positive score
Creature is of an "unfriendly" race +2 to negative score
Creature is of a "monstrous" race +4 to negative score
Creature succeeds on a Diplomacy check to influence the crowd as a full-round action +1 to positive score for every 5 points by which the check exceeds 20
Creature succeeds on an Intimidate check to influence the crowd -1 to negative score for every 5 points by which the check exceeds 20
Creature visibly hurts someone the crowd is sympathetic to (pushing over a beggar, small child, etc.) +8 to negative score
Creature visibly and significantly helps someone the crowd is sympathetic to (beggar, small child, puppy, etc.) +8 to positive score
Creature visibly preforms a violent action against someone the crowd is sympathetic to +20 to negative score
Creature visibly preforms a violent action against someone the crowd is indifferent to +10 to negative score
Creature visibly preforms an action of great help to someone the crowd is sympathetic to (healing, magical blessing, etc.) +20 to positive score
Creature visibly preforms an action of great help to someone the crowd is indifferent to +10 to positive score
Creature visibly preforms a powerful action (casting a powerful spell, demonstrating extreme weapon expertise, etc.) -10 to negative score
Creature visibly murders someone that the crowd is not extremely opposed to +40 to negative score
Creature visibly saves the life of someone that the crowd is not extremely opposed to +40 to positive score

A mob's attitudes tend to persist for a time. Characters lose 1 point to their positive and negative scores over the course of an hour, unless one of those scores is higher than 20- in that case, the significance of the event makes everyone in an area more amicable towards or angry at the character. The character's mob score at the time becomes their baseline for the reactions of all mobs in the same area. This means that if a character kills someone in the streets (+40 to negative) and they leave for a month, if they come back and are recognized, mobs in the area immediately start with a negative score of 40 towards them. This effect takes 1d4 months to go away, +1d4 for every 50 points of score.

The amount of help or hindrance a player receives from a mob is proportionate to their mob attitude score. If a fight arises, each fighter rolls 1d20 twice, adding their negative score to one and the positive score to the other. The negative roll determines the probability that someone will come to fight against someone. The positive roll determines the probability that someone will come to help them. The members of the mob generally arrive at a rate of 1 per round.

Positive Rolls
Roll Mob Assistance
20-29 1d4 members of the mob come to assist
30-39 1d6 members of the mob come to assist
40-49 2d6 members of the mob come to assist
50+ 2d8 members of the mob come to assist
Negative Rolls
Roll Mob Hindrance
20-29 1d4 members of the mob come to fight
30-39 1d6 members of the mob come to fight
40-49 2d6 members of the mob come to fight
50+ 2d8 members of the mob come to fight

Mob Perceptions: If you are doing something in a mob, and you don't want to be noticed, what are the chances that someone sees you? As a general rule, a mob has a Spot check of +10. It's neigh-impossible to hide inside a mob- there, the mob has a spot check of +30. And it is generally assumed that anyone or near it is being actively looked at by at least one person. This is obviously untrue at some cases- usually if there is a huge spectacle somewhere nearby.

Doing something furtively is the best way to avoid mob interference. However, even an unsuccessful attempt at hiding can still work to slow the notice of a mob. Failing a hide check by 5 points or less mean that members of the mob come to fight at 1/5 the normal rate (one every five rounds). Failing by 10 or less makes the members of the mob come to fight at 1/3 the normal rate. Any greater failure means the mob comes at the normal rate.

NPCs[edit]

As it stands, the standard method of influencing NPC's is with a Diplomacy, Bluff, or Intimidate check. However, this isn't always the best description of interactions- some people are impressed by different things. The NPC bard might be more influenced by a Preform check than a Diplomacy check. Therefore, I present the following change to the rules:

Most NPCs have skills that they are impressed or influenced by the use of. Using one of these skills can substitute for Diplomacy. For example, a bard may be particularly kind toward fellow performers, and can be influenced with Perform skills just like Diplomacy. Creatures may also have skills that, while impressive to them, are not so much as Diplomacy. These skills can be substituted at a -5, -10, or -15 penalty. Some creatures have skills that are very impressive- for example, a scholarly mage may be particularly impressed by Knowledge (Arcana). These skills can replace Diplomacy, and gain a +5 bonus.

Civilized Feats[edit]

Con Man [Skill] Con men are experts at being the "face" of an operation, distracting others or getting places unnoticed. Benefits: This is a skill feat that scales with your ranks in Bluff.

  • 0 ranks: You gain a +4 bonus to bluff checks against creatures of the same type.
  • 4 ranks: You can distract as many as three targets at once with a Bluff check, opposed to their Sense Motive check. As long as you are speaking, the targets make Spot checks at a -10 penalty.
  • 9 ranks: You can fool magic. You can fake your alignment to detection spells. You can change your apparent alignment at will, within 1 step in each direction of your real alignment (for example, a CE creature could appear to be Neutral, but not LN, LG, or NG). You also gain a +10 bonus to will saves against spells that would detect lies or force you to speak the truth. If you succeed on this save by 5 points or more, it appears to the caster and anyone else that you failed.
  • 14 ranks: You can enthrall creatures that can see and hear you with a speech. There are no limits to the amount of creatures you can enthrall, but each creature can make a Will save with a DC equal to your Bluff check to break free. If they fail, they are fascinated.
  • 19 ranks: People's eyes pass over you. Unless someone is specifically looking for you or you do something to attract attention to yourself, they do not register you. This makes you completely undetectable to anyone who is not specifically looking for you, unless you do something to draw attention to yourself. Anyone guarding or watching an area can make a Sense Motive check at -10, opposed to your Bluff check, to notice you.

Civilized Spheres[edit]

Diplomacy [Civilization]

Special: When taking this sphere, you gain the ability to make rushed Diplomacy checks at no penalty.

LevelBenefit

Justice [Civilization]

Special: Once per day, you can make a Smite attack against an opponent who attacked you or an ally within the last minute. This attack gains a bonus to hit equal to your HD.

LevelBenefit