
Since Chandar City: Gateway to Adventure is a generic campaign setting, no game specific statistics for NPCs or monsters have been given. However, as an aid to the GM who must convert our descriptions into game mechanics, we have provided the following guidelines to help you adapt Chandar City to your favorite game system. Keep in mind, however, these are just guidelines, if you wish to change anything, go ahead and do so!
General Attributes
Fighting Prowess
At times player adventurers will probably get into fights with non-player characters. We have provided a six-level coding system to describe how well a particular NPC can fight. In some cases, the combat ability of an NPC is given in terms of a specific weapon or weapons (e.g. Brontor of the Watch is "very good" with a spear but "average" with everything else). In other cases, the fighting prowess is overall (e.g. Mouse the begger "fair" with any fighting style). There are two ways to randomize for the fighting prowess of an NPC, if you should find it necessary. You can roll 1d6 for category. For example, a player character has just been insulted by some nameless warrior-type in the local tavern. The player draws his sword, determined to battle it out. The GM rolls the warrior-type's prowess on 1d6 and rolls a 5. The player is in trouble! Or, you can roll 1d100 and refer to the percentage given after the descriptions of each code below. These percentages correspond to how that person stacks up in relation to all other fighters in your average world. Therfore a "poor" fighting prowess would account for about 40% of all fighers met, and an "excellent" prowess would only fit about 4% of the fighters. If you put a "poor" fighter in your campaign, we expect that 60% of the rest of the fighters in your world will be better.These are the codes for fighting prowess:
POOR. Unfamiliar with combat arts; can be easily wounded or killed. (01-40%)AVERAGE. This is a run-of-the-mill type, but certainly no hero. (41-59%)
FAIR. Better than average and will acquit himself adequately. (60-74%)
GOOD. This person can go one-on-one with seasoned fighters. (75-84%)
VERY GOOD. This person can cause a lot of trouble in combat. (85-95%)
EXCELLENT. If blood is spilled, it's not likely to come from this character... (96-100%)
Magic Ability
To determine the expertise with which in NPC uses magic power, Chandar City employs a six-level system similar to the one for fighting prowess. This is listed in the NPC descriptions "Magic Ability," and will be followed by a listing of the particular areas of the magic-user might be competent in (see "The Eight C's of Magic" below). If an NPC has no Magic Ability listed, then none exists.
AVERAGE. Competent, but hardly a world-shaker. Only a few spells at his command. (41 to 59%)
FAIR. Access to a wider range of spells. Effective, but not powerful. (60 - 74%)
GOOD. Knows numerous spells in many categories, and is a versatile in the use. (75 - 84%)
VERY GOOD. Those powerful spells in most of the Eight C's. Formidable. (85 - 95%)
EXCELLENT. The person to cross. Can command almost all the known spells, in might be able to turn the party into anchovy paste with a single gesture. (96 - 100%)
Given the diversity of magic systems in fantasy gaming, it is impossible to assign specific spells or powers to any magic-using NPC in the city. However, spells were powers can be broken down into categories of magic, regardless of what game system you use. Thanks to Mike Stackpool's "8C's System", we can give GM's some idea of what type of magic a particular NPC might wield.
The codes for Magic Ability are:
POOR. They hedge wizard or apprentice. Might very well turn himself into a frog. (01 - 40%)AVERAGE. Competent, but hardly a world-shaker. Only a few spells at his command. (41 to 59%)
FAIR. Access to a wider range of spells. Effective, but not powerful. (60 - 74%)
GOOD. Knows numerous spells in many categories, and is a versatile in the use. (75 - 84%)
VERY GOOD. Those powerful spells in most of the Eight C's. Formidable. (85 - 95%)
EXCELLENT. The person to cross. Can command almost all the known spells, in might be able to turn the party into anchovy paste with a single gesture. (96 - 100%)
Given the diversity of magic systems in fantasy gaming, it is impossible to assign specific spells or powers to any magic-using NPC in the city. However, spells were powers can be broken down into categories of magic, regardless of what game system you use. Thanks to Mike Stackpool's "8C's System", we can give GM's some idea of what type of magic a particular NPC might wield.
C1. COMBAT MAGIC. The spell used primarily in an offensive/defensive manner in combat.
C2. CURATIVE MAGIC. Any spell use to heal wounds, cure diseases, stop poison damage, etc.
C3. CLAIRVOYANT MAGIC. Any spell used to detect things: secret doors, magic, hidden or trapped items, etc.
C4. CONVEYANCE MAGIC. Teleportation, levitation, flying, telekinesis spells, etc.
C5. COMMUNICATION MAGIC. Any spell use to communicate: telepathy, translation, hypnosis, magic reading spells, etc.
C6. CONSTRUCTION MAGIC. Any spell which uses matter or energy to "build," e. g. wall spells, protective fields, stone-shaping spells, etc.
C7. CONCEALMENT MAGIC. Any spell which serves to hide or misdirect, e.g. Invisibility, illusion, shape-shifting spells, etc.
C8. CONJURATION MAGIC. Any spell which produces a condition or entity, e.g. light spells, whether control, demon-summoning spells, etc.
Keep in mind that a character with Magic Ability need not always be a sorcerer. An NPC to possess certain magic ability as a result of owning some device or from some form of supernatural intervention. You can also use the Magic Ability Chart randomly by rolling either 1d6 or 1d100 (as was suggested for the fighting prowess chart) to judge the level of the magic-using character, and 1d8 to determine what areas on the "Eight C's" list the character is competent in.
Locks
Light-fingered thieves and pilfering robes our ever present in the worlds of fantasy. To help the DM a deal with these types, will use a system that of the difficulty that he locks encountered. These codes appear in the text morning reference is made to a chest or some were locked item (e.g., locked3, which means the lock is “fair”), and on the maps themselves in reference to two doors. The codes for blocks are as follows:
1. POOR. An orphan with a hat pin to open this lock. (01-40%)
2. AVERAGE. A little tougher to jimmy; as a lock is just adequate. (41-59%)
3. FAIR. Take some effort to open. (60-74%)
4. GOOD. Particularly tough. Probably will require special tools to open. (75-84%)
5. VERY GOOD. Will take even a master thief a long time to open. (85-95%)
6. EXCELLENT. Could require magic or a howitzer to open easily --- unless you have the key! (96-100%)
Again, the percentages here refer to what percentage of such locks exist in an average cross section. Many locks fall into the “poor” category, and there are only a few truly “excellent” locks.
You can also use the percentages to indicate how many thieves could jimmy the lock. For example, at least 60% of all thieves to jimmy a “poor” lock, while 4% or less could undo an “excellent” lock.
Monetary guidelines
Prices inch and Chandar City are usually given an overall terms (i.e., “low,” “reasonable,” and “expensive”). You should use common sense regarding these terms; a reasonable price for broadsword would be outrageous when applied to a single arrow. When prices are actually listed, it assumes this standard: 10 copper pieces = 1 silver piece; two silver pieces = 1 gold piece; a gold piece represents approximately $1 in U.S. currency. This currency system obviously must be altered to fit your own economic system.
Time frame
A day in the city is equivalent to the standard 24 hour day found in our own world. Many references, however, are in general terms like midday, sunset, and so forth. If your world operates under a different system, you will need to make adjustments and times given to fit it.
Non-human races
Because most as the game worlds have a segment of the population which is not at all human, with reflected this diversity and include some nonhumans and a few half breeds. However, if it doesn't fit to ensure campaign to have dwarves in the workaday job of warehouse keepers, simply make them a family of short humans; if the seal-woman silkie selling fish bothers you, just make her an exceptionally stunning woman. As in all facets of Chandar City, adjust things to seek for self! And enjoy!
Acknowledgements
Special thanks to Flying Buffalo, Inc. for the use of their GM Guidelines,which were borrowed from their Citybook Source books (Part of the All-System Catalyst Series). Be sure to visit their website and check out what awesomeness they have for your gaming experience. Thanks also go to Mike Stackpool for the "8C's System of Magic".
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