d20 4e Generic Universe Publishing City Streets - Gior's Glassworks.pdf

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CITY
STREETS
GIOR’S GLASSWORKS
AUTHOR: PATRICK LAWINGER
COVER DESIGN:
ART/ART DIRECTION:
PATRICK LAWINGER
CARTOGRAPHY:
PATRICK LAWINGER
EDITOR:
PATRICK LAWINGER
PRODUCTION AND DEVELOPMENT:
PATRICK LAWINGER
SPARKS INTRODUCTION:
PATRICK LAWINGER
©2008 GENERIC UNIVERSE PUBLISHING . ALL RIGHTS RESERVED. REPRODUCTION WITHOUT THE WRITTEN PERMISSION OF
THE PUBLISHER IS EXPRESSLY FORBIDDEN. GENERIC UNIVERSE, GENERIC UNIVERSE PUBLISHING, SPARKS, CITY STREETS AND
ATTENDING LOGOS ARE TRADEMARKS OF GENERIC UNIVERSE PUBLISHING. ALL CHARACTERS, NAMES, PLACES, ITEMS, AND
TEXT HEREIN ARE COPYRIGHTED BY GENERIC UNIVERSE PUBLISHING. WITH THE EXCEPTIONOF PUBLIC DOMAIN ART, ART-
WORK IS COPYRIGHTED BY GENERIC UNIVERSE PUBLISHING OR BY THE ORIGINAL ARTIST AND USED WITH PERMISSION.
THIS BOOK USES THE SUPERNATURAL FOR SETTINGS, CHARACTERS AND THEMES. ALL MYSTICAL AND SUPERNATURAL ELE-
MENTS ARE FICTION AND INTENDED FOR ENTERTAINMENT PURPOSES ONLY. ANY SIMILARITY TO REAL LOCATIONS OR INDI-
VIDUALS IS UNINTENDED. READER DISCRETION IS ADVISED.
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CITY STREETS
INTRODUCTION
Sparks™ system independent products are designed to ignite the creativity of the Game Master (GM).
Generic Universe Publishing (GU) believes the ire you create with your imagination provides more lasting
entertainment and more enjoyable games than a set formula or script created by someone else. The
City Streets books deliver highly detailed locations for your city or village designed to help bring your
game to life. These locations are useful for basic role-playing interactions or as a source of adventure or
information within your own game world. Obviously, as a generic RPG product, the non-player characters
(NPCs), animals, and monsters described within have no game statistics. Many RPG systems already
provide basic statistics for monsters and some NPCs and these can easily be used. In those other
situations, perhaps when the player characters (PCs) decide to wantonly murder and/or rob a storekeeper,
the GM might need to create statistics for some NPCs. Fortunately, NPCs are described in detail and GU
provides a simple way to help the GM assess NPC abilities.
NPCS
The detailed descriptions of the NPCs in our
products should help immensely during those
moments the PCs decide to take their interactions
to a more physical level. While the descriptions
alone should help the GM create statistics,
sometime a bit more help is needed. We provide
additional information as described below.
Obviously, we encourage your own creative
interpretation of any material provided and you
are free to change anything you desire. In fact, we
encourage making changes as they make it easier
for you to bring these locations to life.
Weak: the mental or physical abilities are
weaker than average. Whether
through age or mental disability,
this individual is simply not as
capable as most.
Average: just what it states, the average.
Neither stronger nor smarter
than most; this covers the vast
majority of NPC mental and
physical traits. If no Mental or
Physical Traits are listed, then
the character is average for those
traits.
Exceptional: possessing above average
strength, stamina, or mental
abilities that stand out above the
crowd.
Inspiring: these characters are either
smarter or stronger than most
others. Smart or wise enough
to be sought out for advice or
strong enough to be sought out
for physical assistance. A small
number of individuals have
inspiring Mental or Physical Traits.
Heroic: possessing legendary mental or
physical powers discussed by
others with awe. Only a mere
fraction of a percentage of the
population has heroic attributes.
However, some types of monsters
have been known to possess
legendary abilities.
Most NPC descriptions provide no information about
attributes. In such cases, always presume that the
attributes are “average.”
ATTRIBUTES
Although the physical and mental attributes of NPCs
should not often come into play, it is easy to see
how the GM might need to know something about
these attributes even in non-combat situations.
Some interactions might see the PCs asking for
help carrying a large item, or interpreting a dificult
puzzle. The system we use for looking at physical
and mental traits is fairly simple.
Physical Traits: how fast, strong, and hearty a
character might be. Most NPCs are average with
respect to physical traits but older characters might
have slowed or gotten more frail with age.
Mental Traits: general intelligence, common
sense, and problem solving ability. This can also
include how well spoken an individual is and how
convincing they might be. Again, most people are
considered average in this area.
Sparks products use 5 ability levels to translate into
your game system.
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COMBAT ABILITY
Combat Ability is more dificult to break down
because some characters might be very skilled with
one type of weapon but not with others. When a
character description mentions a particular weapon,
presume that the combat ability described refers to
using that weapon (or weapons) and their ability
with other weapons is somewhat reduced. Combat
ability is divided into 6 categories:
MAGIC TALENT
Very few characters and creatures can use magic.
Magic Talent refers to the ability to actively cast
spells and wield the powers of magic as well as the
ability to create potions or other magic items. The
wide variety of RPG systems and magic systems
make this area even more dificult to break down.
First, and most important, simply the ability to
use magic makes one stand out. If a creature
or character possesses Magic Talent, one of the
following ive categories is used:
Awful : possessing virtually no combat
ability, an enraged housecat ills
this character with fear.
Mediocre: includes brawlers, bar ighters,
and minor thugs. While some
have some sort of militia or
similar training, they rely more
on strength, speed, and numbers
than on skill.
Good: characters with some formal
training such as more experienced
militia and patrol guards. Although
they still rely somewhat on
strength and speed, their skills
help overcome much stronger
opponents.
Exceptional: these rare individuals have far
more training than most and
generally come out on top in a
ight. They practice regularly,
improving their skill to the point
that skill is now more important
than strength or speed.
Excellent: such weapon masters are
extremely rare, and usually
highly specialized. People travel
great distances to actively seek
training from such highly skilled
individuals.
Heroic: possessing such legendary skill
that they are either feared or
respected by any that have heard
of them.
Characters with no Combat Ability listed are
considered “Awful.”
Minor:
these people can cast minor spells,
whether it is to light a room, or heal
a minor cut.
Greater:
able to cast somewhat more
powerful spells that can be used
to damage or heal, and/or able to
create potions and minor magic
items.
Major:
able to cast powerful spells
affecting multiple targets, heal
diseases and major wounds, and/or
the ability to create more powerful
potions, and magic items.
Awesome:
feared and admired for their
abilities, these individuals are
sought after teachers or leaders and
extremely dangerous opponents.
Heroic:
able to cast spells beyond the
understanding of ordinary people.
Time and reality are but passing
concepts to these individuals as
they possess the ability to alter
them at will.
The sixth ability level, none, is never listed. If
Magical Talent is not listed, the character does
not possess any, unless you choose to add magical
abilities to the character for your own reasons.
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LOCKS
Different game systems handle locks and the
picking or breaking of locks in different ways. When
locks are described they are categorized as follows:
Easy: a child or a swift blow with a
hammer can open this lock.
Average: requires some tools and a small
amount of skill.
Challenging: requires skill, tools, and time to
open.
Exceptional: requires extreme skill, special
tools and lots of time to open.
Outrageous: really, it would be easier to ind
the key, no, really…
MENTAL POWERS
Special Mental Powers, such as telepathy or
telekinetic powers, are used in some role-playing
games. If your game does not include special
Mental Powers, use the character description to
translate these characteristics into other abilities
that it your game system. Mental Powers follow
the same track as Magic Talent with the default,
none, never listed and the following ive categories
used for those creatures possessing special Mental
Powers:
TRAPS
In some rare cases, a particular vault, door, or
chest might be trapped. A general description of the
type of trap and what it does includes the level of
pain it can inlict using the following categories:
Minor:
able to perform minor tricks of the
mind, but nothing overly deadly or
powerful
Annoying:
not terribly dangerous because
it is easy to ind or bypass or
because the trap simply doesn’t
inlict much damage.
Greater:
able to perform great feats by
mental powers alone
Painful:
these traps are either capable
of inlicting a small amount of
damage to multiple targets or a
larger amount of damage to a
single target. They are also more
dificult to detect and disarm.
Major:
this person’s mind is a potent
weapon capable of harming
multiple targets, or even healing or
modifying reality on a small scale.
Awesome:
feared and admired for their
incredible mental powers, these
individuals can twist reality with
their minds.
Yikes!:
traps at this level are truly
dangerous and are only identiied
by a trained professional and
usually only disarmed or bypassed
using specialized tools. They inlict
massive amounts of damage to a
single target or large amounts of
damage to multiple targets.
Heroic:
possessing mental powers so great
that time and space are merely
concepts that can be followed,
or ignored at a whim. PCs foolish
enough to attack someone this
powerful are generally left with the
mind of an infant, if they survive at
all.
Gravestone:
The most extreme level of trap
is particularly dificult to disarm
and is often triggered just trying
to foolishly bypass it. These traps
are capable of inlicting instant
and gruesome deaths upon their
victims.
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