Tales From Earth:Perplex City D20 Module

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Introduction

Prologue

Danger and Intrigue; Puzzle Bars and Halls of Learning; Secret Societies and a continual struggle to know what is right and what is wrong. Welcome to Perplex City!

It is the year 268 AC. The Receda Cube has been stolen, but there's nothing you can do about that. The city is, as ever, in tumult over the usual variety of scandals and busy-bodies. City Council elections next year are already causing political discord, while people are continually fascinated with Earth fashions.

This module is, I hope, both enjoyable and engrossing. There are probably aspects of game play which have not been considered. A full campaign setting has not been described here, as that may come as a later work. This text is intended to describe characters, the world in they operate, and how they relate.

The City

The City is a huge metropolis of urbanization. With a population of around 5 million, and a total land area of around 900 square miles, the city sits alone on the Mazy River. The City has no neighbors, having laid waste to the land in all directions in wars at the end of the last era, 268 years ago. The city is riddled with riddles, and secreted away with secrets. Beneath the city is a massive network of labyrinthine catacombs. They are both quite old, and quite dangerous. It is likely many games using this setting will find some comfort in typical game play taking place in these catacombs, as they are largely unmapped, and are able to bend the standard rules of the working world above without much difficulty. However, Perplex City is a vibrant and exciting place filled with many unique people and places, and gamers are invited, nay Welcomed into this enticing new place.

Design and Intent

It is the goal of this module to be useable and approachable by as many people as possible. D20 was chosen for the simple fact that it is probably the best known, most accessible gaming system. "D20" specifically refers to the gaming system used by Dungeons & Dragons 3rd Edition. To be brief, within this system, it is always desirable to get a higher number on a die roll, and die rolls are most commonly done on a 20 sided die. Also note, This document is intended to be as openly defined as possible, and should convert fairly easily to any other system, such as GURPS, or Tri-Stat, using the appropriate mechanics. Lastly, where this document fails to answer the most subtle questions about a certain aspect of the city, the reader is invited to seek answers on the web. The Perplex City wiki is a font of knowledge, while many organizations within the city have their own WebPages which may have more up to date info than is available here.

Special Adaptations

Standard d20 gaming systems will mostly work quite fine within this setting. Obviously certain classes and feats will be non-sequiturs in this setting. Magic, in particular should generally be replaced by technology, or else avoided altogether. Magic using classes will be seen absurd and out of place, perhaps mad lunatics in the city. Their magic will not work at all like they expect, or even not at all. The skill “Use Magic Device” should be considered to be “Use Magic/Technological Device”, and “Spell craft” should be considered to be “Spell/Tech Craft”. Clerics will all follow the religion of Cubism (see the section here-under on Religion). Players should bear in mind: because magic doesn’t generally work out, and many fighting skills may not be called for very often, a character should be written and thought out more in terms of a character with a story-line, rather than a set of numbers which will garnish many die-rolls. Some seasoned roll-players may require some adjusting to this particular gaming style. Also note experience points are typically handed out at a fairly slow rate, with characters leveling only now and then. Because in The City, everyone is already fairly impressive, benefiting from advanced medical and research skills, anyone can be a hero, and even a 3rd level character (a fairly low stature by common practice) will exhibit fairly impressive skills.

License

This work is licensed to Seaside Press under the terms of the Creative Commons Attribution-Noncommercial 2.5 deed (http://creativecommons.org/licenses/by-nc/2.5/). Reference to the D20 system, a copyright owned by Wizards of the Coast, within this document is meant only to be a reference to a distinct and commonly recognized system. This document in no way uses, recognizes, or explicitly refers to any material covered by the Open Gaming License in any more than a general or comparative way.

Creating A Character

As stated, this volume is not intended to explain all the subtle intracacies of role-playing. The player should have some familiarity with how to create a character, play a game, and operate within chosen game mechanics. However, Basic Character Creation will be addressed here.

Firstly, players should determine with class they wish to play. Classes may include any of the ones listed in this setting, or any other compatible d20 system class (at the GM's discretion). Bear in mind, the physics which work in Perplex City is not quite the same as many other settings, so a 10th level wizard may not have much actual power. However, players are welcome to try playing, for example, a Rogue or Druid. Bear in mind, there may not be very much active fighting in a Perplex City Campaign, and the classes created for this setting will be most suited for Perplexian environments, but you are welcome to play whatever suits you best.

Next, we should determine the vital characteristics of characters. Using the d20 system, this will include Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), and Charisma (CHA). Most commonly, these are determined by rolling dice, but there are other more interesting methods, which we won't get into here, that the player is welcome to try.

Next, we should assign skill points. Skill Points, in a d20 system, are assigned to a wide variety of skills, and determine how good you are at doing specialized things. This includes things like riding a horse, or sneaking around. Characters get (4 + INT modifier) x 4 Skill Points at 1st Level, and 4 + Int modifier Skill Points at each additional level. Skill points may be divided up any way the player likes.

A player should choose feats. All characters get one bonus feat when they reach 1st level, 5th level, and 9th level. Most classes get some feats on their own as they progress upward through levels. Characters may use feats from other compatible d20 systems (at the GM's discretion), but again players are reminded the feats listed here are designed to work within Perplexian physics, and some feats are simply not that useful here.

And lastly (though it need not be the actual last thing a person decide on) Characters will need an alignment, which is explained below, and may belong to some organizations. All of this -- and in fact a proper backstory -- should be determined. In some ways, these things are the more important factors to work out. Perplex City is intended to be a primarily story driven game. While an adventuring party may decide to discover hidden treasures in the catacombs, or explore distant islands, or seek ancient ruins in the Tanraga Mountains, Perplex City is, on the whole, not about combat situations and rolling dice and trying to get the best, shiniest weapon. Motivation, where a character is coming from, where a character is going, Agenda; These are the things which should always be the guiding light in how a character is developed. But then again, sometimes it's nice to just fight bad-guys. Choose your path wisely.

Alignment

This refers specifically to whom you trust and where your loyalties lie. Alignment is divided into two terms: lawfulness, and goodness. In Perplex City, it is never easy to know where one person stands in relation to another. In fact, when playing a role playing game along these lines, it can be downright impossible to determine whose side you are supposed to be on. Generally all citizens wish to exude a sense of goodwill, while a great deal of the populace also wishes to evoke a sense of mystery. This does not mean, however, that all people are Lawful Evil. When creating a character, a player should choose an alignment, and let this be a moral compass for their actions.

Lawful Good

This set would be considered to have a heart of pure gold. If a person with this set sees wrong doing around them, they will work to end it. This does not mean they adopt a Dudley Do-Right stance and march off to the police. A careful consideration will be given on how to handle the situation, with appropriate acts to follow.

Lawful Neutral

A person with this alignment can be somewhat boring to those around them. They will not ardently break laws, and they will not directly challenge social norms. However they will not stop anyone else from doing so, preferring instead to take a stance of inaction. They will certainly pursue their own goals, and that might mean stepping on some toes, but never on purpose.

Lawful Evil

Lawful Evil archetypes will always work within expected social limits to meet very lofty goals. Darth Vader was Lawful Evil. He broke no laws, but he did manage to spearhead an Empire into a state of war. This can be difficult for a player character, but it can also be very liberating. A primary goal is to never get caught, and never be seen as insidious. Lawful Evil characters have an agenda.

Neutral Good

This sort of person will do what is best, at the expense of all else. They have a hard time joining any organizations, for the simple fact that it means taking sides. They do not take sides. This sort of person will, whenever possible, lean towards benevolence, but in measured doses. If they belong to an organization, it is because that organization also leans towards measured benevolence.

Neutral

A person who is neutral is a strong believer in balance. For everything good that happens, there should be something bad that happens also. That doesn't mean they have to cause it, but they do have an active interest in the outcome. According to a neutral person, laws are meant to be followed, but they should really be bent more often. They seek truth more than anything else. In some ways, this personality can be internally conflicted, and trying to seek an alignment in the world around them.

Neutral Evil

Typically this archetype is reserved for enemies and non-player characters. A person fitting this description will swear allegiance to many groups, but may not be a True Believer in any of them. They can be Informants and Advisors, if you treat them fairly. But just as they do not stand by their employer, so they do not stand by you, either.

Chaotic Good

This sort of person is largely misunderstood. There is a law, and there is order in the universe, but this sort of person walks around it. Not because they have their own agenda, but because, in their mind, the law doesn't always work quite as effectively as it could. Mercenaries and Vigilantes usually fit this bill, but to a much more reasonable extent, Academy drop-outs and hermits are applicable to this line of thinking.

Chaotic Neutral

This archetype serves no one. They are good at being themselves, and tend to swear allegiance to no-one. They may practice random acts of either kindness or malevolence. One day might be spent attending lectures and influencing young minds, and the evening spent painting the Academy founder's Hall Sculptures Yellow.

Chaotic Evil

A person with this set is nefarious in the classical sense. Notice that does not mean they go rampantly killing and destroying. They simply reject order and build their own set of rules, then will often ignore those as well. Typically this archetype is reserved for enemies and non-player characters.


Organizations

The Academy

There are numerous schools and universities within Perplex City. The Academy is like none of them. The Master of the Academy is one part politician, one part professor, one part experimentalist. Work which goes on at the Academy is both practical and theoretical. Studies include both puzzles and problem solving, as well as stringent studies and focused teaching. The delicate balance between the two schools of thought has drawn a schism across the faculty since almost the Academy's founding. Students are only admitted after having completed one full university degree at another institution within the city (Other schools include Marmalejo College, The Besley Schools, and Perplex City University). Academicians typically attend for 2 years, and many will opt take a "Games Year". Of some note, The Academy is the only facility in the City known to have access to the link to Earth, which is controlled by the Center for Reality Research.

The PCAG

The Perplex City Academy Games (PCAG) is essentially a sub-organization within the Academy. But in truth it is much more than this. The games are the most anticipated, most watched gaming event in the city. All other activity comes to a crawl as the games become more and more exciting throughout the end of the year. Anyone in the city may play in the games, but of course to become the year's champion takes very great stamina and endurance. The games are comprised of many matches of sundry games and puzzles, especially the card game Clash. Each match is between 2 players, and will last 7 rounds. Whoever wins the most rounds wins that match. Matches are officiated by Academicians who have chosen to take a Games Year. The PCAG is a very well respected organization, and people who do choose a Games Year are typically favored in the community.

Government

The City is run by a council of nine people, which is headed by one Leader (who is counted in the nine). All members of society over the age of 18 are allowed a vote. In all capacities, the Council operates on a more or less basic political structure, handling the day-to-day affairs of the city. There are a number of departments, committees and sub-committees which answer to the council, as well as a moderate military force, and a sharp police department. The council has close ties to the Academy, but these are mostly for the purposes of funding, education, research, resource allotment, this sort of thing. However the Academy, in particular, operates a number of specific functions which make it of some interest to the overall government (and the city at large), specifically the link to Earth.

Farm and Agricultural Consortium

Because Perplex City is almost entirely on its own, All crops are grown locally in or near the City. The Farm and Agricultural Consortium oversees the interests of all organic food production for the city. This makes them a rather powerful organization to deal with.

Perplex City Exchage (PCX)

Perplex City's currency is the Leck. Lecks are only ever really electronically transferred, such as using Keys (see article on Keys). Many companies are publicly traded, with investors buying and selling investments on the PCX. Naturally, the PCX is remarkably powerful, and more or less controls the value of a Leck, and thus, everything else in the City. The people of the city put great amounts of faith in the PCX.

Religion

Cubism is the predominant religious movement in Perplex City. The underlying belief of Cubism is an unending fervent belief in the great truth and universality of The Cube. The Cube is one with the universe, and the universe is defined by the cube. The movement has a prophet named Gyvann, who ascended to enlightenment, and is said to have become one with The Cube. Note that in this sense "The Cube" does not refer to any specific literal cube, but rather a theoretical concept of "Cube as God." Often, Cubists will point to any cube shaped thing in the world around them and see in it a divine vision. Cubist temples have an underlying theme of cube-shapes, such as in meditation rooms, foods, and even hats. Revered activities include 'Building', clean living, and meditation.

Cubist propaganda includes:

  • Getting mixed up in drink and drugs is no way to have fun. Understanding the mysteries of the universe will open your mind wider than any substance.
  • Meditation is an important part of our faith, but there's so much more. Come and take one of our evening classes in Construction and Personal Development to learn how The Cube can give you life today, tomorrow, and for ever.
  • The Cube is the perfect, stable object. It symbolizes equality and freedom, without boundaries.
  • True happiness means finding truth and meaning. There is more happiness than you know, just waiting for you.

There are many subtle holidays which are somewhat important to active cubist belief. Key Cubist Holy Days which are celebrated throughout the city are:

  • The Builder's celebration
    • Celebrated at Spring Equinox; this is, among other things, considered a time to lay foundations to new buildings, as in Gyvann's great teaching.
  • Gyvann's Day
    • Celebrated at summer Solstice; A cheerful celebration with burning torches and feasting. There is usually a very highly anticipated summer celebration throughout the city, involving hikes, strawberry festivals, fun at the beach, and so on.
  • The Lighting of the Way
    • Celebrated at autumn equinox; the festival of re-affirming a dedication to the Cube and of witnessing Gyvann's message to the world.
  • Restitution of the Cube
    • Celebrated at the Winter Solstice; Three days of prayer and meditation. It is traditional to light cube-shaped candles at this time. There is a kindling of the flame ceremony as well. Traditionally, the PCAG centered their festivities around this holiday, but this has since expanded into an August-through-January affair.

The Brotherhood of The Six

The Brotherhood is the oldest and largest Cubist sect in The City. They are broadly seen as a nice society of quaint old beliefs, the likes of whose services you might take your grandmother to attend. Their holiday celebrations are renowned for being full of song, and quite delicious cube-shaped cakes. Brotherhood services tend to be pleasant affairs. While the preachers in attendance may not be the most connected to current societal trends (which is most unusual in the city), they tend to be kind, fair hearts.

The Reconstructionsts

Reconsructionism is an off-shoot sect which believes Cubism as it practiced in the City is far too lenient to the teachings of Gyvann. It is unclear when exactly they split off from more mainstream teachings, because they were long known to take a different approach to the ancient texts of Gyvann. A specific schism event occurred at some point which is directly attributed to driving them apart. Therefore, they established a compound south of the city. It is a serene cloister of fundamental living and simple ways. The architecture has been built in very clean organic-yet-cubist shapes. The Reconstructionists can be a bit too radically minded for some in the city, who have been known to state certain threats against the Academy and the city's government. Mostly these come in the form of harmless threats with no real action. Publicly, Reconstructionists are seen as perfectly acceptable religious people. Privately, however, most people tend to give them a cold shoulder, sometimes regarding them with an element of complete district. Of particular note is the issue regarding the theft of the Receda Cube. Based on their past threats, the Recons were initial the most obvious suspects, which has caused many in the city to distrust them even more. Eventually all charges were dropped for lack of evidence, but there are still many in the city who district this very private sect.

Other Groups

There are numerous other Cubist societies in the city. Ancient and secretive groups believed to be long expired include The Third Power, The Quadrillists, The Archers of Dawn, and others (though it is possible they may not be so ancient or expired). Other modern, lesser groups are numerous.


Classes

When creating a character, a player should choose at least one class to work from. Each class comes with its own special abilities. For those who are not familiar with the idea of playing classes, think of it as a sort of occupation, or life path down which you are strolling. Certain classes bring particular rewards or bonuses, but may also have limitations.

Academician

All Academicians work, and/or study at the Academy. Many students live on campus, though many do not. The academy provides more-than-adequate living services, so many Academicians find themselves engrossed in campus life to the exclusion of all else. Many, of course, will take on more interesting and diverse activities. At various levels, Academicians get all sorts of useful feats.

Table: Academician

Level   BAB*  Fort  Ref  Will  Special

1       +0     +0   +0    +0   Sharp

2       +1     +1   +1    +1   Technician

3       +1     +2   +2    +2   Improved Technician

4       +2     +3   +3    +3   Games Year

5       +2     +4   +4    +4   Diplomacy

6       +3     +5   +5    +5   Improved Diplomacy

7       +3     +6   +6    +6   Earth Contact

8       +4     +7   +7    +7   Heroic Aura

9       +4     +8   +8    +8


Student

Students are not Academicians, and Academicians are not students. Students must, of course, belong to some school. This may (dependent on age, of course) be a university or primary, secondary, or grammar school. Students will have limited feats; however they are natively granted much higher saving rolls and bonus skill points.

Table: Student

Level   BAB*  Fort  Ref  Will  Special

1       +1     +3   +3    +1   Sharp

2       +1     +4   +4    +1   +2 to any 4 skills

3       +2     +5   +5    +2   +2 to any 4 skills

4       +2     +6   +6    +2   +3 to any 3 skills

5       +3     +7   +7    +3   +3 to any 3 skills

6       +3     +8   +8    +3   +4 to any 3 skills

7       +4     +9   +9    +4   +4 to any 3 skills

8       +4     +10  +10   +4   +10 to any one skill

9       +5     +11  +11   +5   +10 to any one skill


Cubist

Most mainstream cubist clergy stay very much to their prayers and meditation, living either on a farm with others of their sect, or in some community living space, or else simply leading very non-egalitarian lives. Then there are others who are much more flamboyant. True Believers can be a very insurmountable force. Cubists can lean towards being anything from fanatical cultist to inspired agnostic. At 6th level, a Cubist Cleric gains an additional attack per round, due to his formidable spirit and fervor.

Table: Cubist

Level   BAB*     Fort  Ref  Will  Special

1       +1        +2   +1    +2   Gyvann's Blessing

2       +1        +3   +2    +3   Conviction

3       +2        +4   +3    +4   Identify Nature

4       +2        +5   +4    +5   One with the Cube

5       +3        +6   +5    +6   Obfuscate

6       +3/+1     +7   +6    +7   Diplomacy

7       +4/+1     +8   +7    +8   Sharp

8       +4/+2     +9   +8    +9   Holy Relic

9       +5/+2     +10  +9    +10


Literarian

Literarians, in a broad sense, may be one of any number of occupational people who deal with literature. These may be writers for the Sentinel newspaper, Librarians, Authors, and so on. While, on Earth, these may seem like somewhat dull jobs, in Perplex City they are dull jobs with exciting people behind them. To put the role into an understandable context, think of an investigative journalist, or a very charismatc writer. Literarians are alwys learning new things, and must always be on their toes.

Table: Literarian

Level   BAB*  Fort  Ref  Will  Special

1       +2     +1   +1    +1   +1 to initiative
2       +2     +1   +1    +1   Any one bonus feat

3       +3     +2   +2    +2   +1 to initiative

4       +4     +2   +2    +2   Any one bonus feat

5       +5     +3   +3    +3   +1 to initiative

6       +6     +3   +3    +3   Any one bonus feat

7       +7     +4   +4    +4   +1 to initiative

8       +8     +4   +4    +4   Any one bonus feat

9       +9     +5   +5    +5   +1 to initiative


Law Enforcement

Characters with this class may belong to one of any number of literal law enforcement agencies, or none at all. All characters with an alignment of ‘Lawful’ with this class must join some very legitimate law enforcement agency, such as the Police Department (PCPD), or one of many tech-securities companies like Key Surety Inc or Centrifuge, or else perhaps in one the cryptography labs at The Academy. Chaotic aligned characters may NOT be part of any such organization in any but the most obtuse ways. At 4th level, a Cubist Cleric gains an additional attack per round, due to his formidable spirit and fervor, and at 7th level he gains yet another attack per round.

Table: Law Enforcement

Level   BAB*     Fort  Ref  Will  Special

1       +1        +2   +1    +2   Sharp

2       +1        +3   +2    +3

3       +2        +4   +3    +4

4       +2/+1     +5   +4    +5   Heroic Aura

5       +3/+1     +6   +5    +6

6       +3/+2     +7   +6    +7

7       +4/+2/+1  +8   +7    +8   Technician

8       +4/+3/+1  +9   +8    +9

9       +5/+3/+2  +10  +9    +10


  • B.A.B.: Base Attack Bonus. When rolling for attacks, add this number to your d20 roll, plus any other bonuses you may have going for you.

Feats

Diplomacy

Required: INT > 11. Diplomats have to be able to spew forth a lot of bluffs and make the public think a lot of things they might not otherwise. +3 to all Bluff checks. +2 to all Diplomacy checks.

Improved Diplomacy

Required: Diplomacy, INT > 13. +5 to all Bluff checks, +2 to all intimidate checks +2 to all Diplomacy checks.

Earth Contact

Grants you the ability to contact people on Earth. This may be by way of e-mail, a blog, or other media. How you use this contact is entirely up to you. People on Earth should be regarded as NPCs.

Games Year

Required: 4 levels of Academician. This feat specifically makes a character favored within the city, granting them an inherent +1 bonus to their CHA modifier.

Technician

Technicians are, by their very nature, capable of operating or modifying many advanced, obscure, or otherwise difficult pieces of technology. A character with this feat may make checks at any time to attempt to build or modify various devices around him. To accomplish a task, add Spell/Tech Craft + INT + 1d20. This total should be higher than the difficulty class (DC) of the desired task. A DC of 5 should be a very simple task, where a DC of 10 should be moderately simple, a DC of 15 should be quite tricky, a DC of 20 should be remarkably hard, and anything above would take a master of technics. These checks should work the same for either hardware or software systems. If a character does not typically work with hardware, hardware checks should be considered to have a higher DC (and, of course, the same can be said of software based checks.)

Improved Technician

Required: Technician Feat, must be at least 3rd level with at least one level of Academician. As ‘Technician’, except add (Spell/Tech Craft + INT) x2 + 1d20.

Sharp

Simply speaking, someone with this feat pays attention and gets bonuses to all +3 to all listen checks, +3 to all spot checks, +3 to all search checks.

Gyvann's Blessing

Gyvann is with you always. Invoking this feat means you pass on your strength and virtue to others who are with you, yeilding +2 bonuses to all checks and saves for 1d20 minutes. (This does not apply to combat scenarios)

One with The Cube

Requirement: 5th level character OR 4th level Cubist. You are one with the cube. You are of strong mind and body. Your armor class recieves a +6 bonus.

Heroic Aura

Your very presence evokes a spirit of strength and nobility. When invoked, this feat adds +2 to all attack rolls. This lasts for 1d20 rounds, or until you are injured in any way.

Conviction

You are an avatar of the Cube, a messenger of the word of Gyvann. People respect you, and are less likely to not like you. When invoked, you have the power to make people who would be otherwise indifferent to you become temporarily your friend, and people who otherwise be aggressive to you become neutral towards you. This is done by measure of comparing the person's given DC to 1d20 + (CHA or level). Turning people from Neutral to an Ally will have a DC of 10. Turning people from an Enemy to Neutral will have a DC of 15. During combat, this has a DC of 20, and can only last 2 rounds. Turning an ally does not mean someone will do something they would otherwise never do, such as attack their own natural ally. Also This ability cannot be stacked. That is, once you have made someone neutral to you, you may not then make them your ally with this ability.

Obfuscate

You project a sense of distortion around yourself, for 10 feet in all directions. If you (and those around you) are hiding, your skill level on hide and sneak checks goes up +10. Your alignment cannot be discerned under any circumstances.

Identify Nature

Required: Cubist. You effectively gain a +15 to an instant Search check when searching for people and animals. In more verbose terms, you quickly find everyone you can in an area, identify their alignment, and determine if they are hostile or friendly.

Holy Relic

Required: Cubist or 8th level. The nature of this relic must be determined when you gain this feat -- meaning you must decided what sort of relic it is, such as a talisman, a staff, etc. This relic is imbued with your own abilities. You may place the relic in any location, and it may act on its own, with all the abilities you have. It may not move on its own, nor may it speak, or attack, or anything else of the kind. However, if you have, for example, the Obfuscate ability, you may activate an Obfuscation wherever the relic is at that time. If another person carries your relic, they gain whatever benefits you would normally gain from any such activation.

Technology

There is typically no magic in Perplex City. It is up to the DM to decide if a certain magical event is allowable, however it should always be the exception, not the rule. There is, however, plenty of high level technology.

Keys

Keys are the ubiquitous communication device throughout the city. They are fairly impressive devices which broadcast news feeds, communications, media, and can be modified to do a wide variety of tasks. Typically keys will act as personal data devices, containing various files and documents a person might want. Bear in mind, throughout much of the city, paper and books have been replaced by electronic devices. They can also be instructed to broadcast continual data streams, keep personal vital statistics, signal for emergency help, and plenty of other potential uses. Modifying a key is quite common in the city, and a simple modification by a trained user should not be a very hard DC. Keys are popularly designed by 2 major corporations in the City: Key Surety Inc (KSI) and Centrifuge. The two have begun a merger, with a new startup, Locus Technology, leaning into the consumer market as well.

Center for Reality Research

All known connections to Earth must pass through here. There is exactly one link to Earth, and the CRR operates it. In theory, this link can be recreated or somehow hijacked by outside sources, but this would be extremely difficult (having a DC of at least 40.)

Ascendancy Point

The Point is a major feature within the city. It is a shining example of technology in the city. Standing 170 floors tall, it is a veritable city in its own right. Within the point are numerous high-class, middle-class, and low-class residential and commercial areas. Apartments, theaters, restaurants, and communal spaces all are designed to co-mingle with beauty and comfort. The engineering plan of The Point calls for all internal systems to be linked together, including climate control, internal finance, entertainment, and so on, providing the height of responsive environments. Of course, this system does not always work as it should, and is sometimes subject to system errors and hacking.

Pills & Stimulants

Available within the city are a number of stimulants. They are drugs, some available over the counter, some available by prescription. Effects will typically last about 24 hours. Ceretin, the most common, is available by prescription, and causes a +4 bonus to INT. Halcyon, a less common, more expensive antideperessant, gives a +4 bonus to CON and +1 to Will saves. Mnemosyne allows a person to remember things they normally might not (which may take the form of the GM informing the player some fact they may be overlooking). Drug producer Cognivia makes many other less commonly available pills.