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Street-hood Profession

A higher-ranking (former) Street-hood

For newcomers, I’ll refer you to Secondary Professions and Skill Checks and Training and Improving Secondary Skills.

The Street-hood profession is useful for campaigns that don’t include a Bard or are set in mostly urban environments. A Street-hood is connected; he’s got acquaintances (if not friends) everywhere and, given enough time, can help the party get into just about anywhere. He’s an information broker, a minor escape artist, and able to survive the roughest prisons.

Major Stat: INT or CHA        Minor Stat: WIS

Requirements: Strictly speaking, Street-hood should be acquired at Level 1 as part of the character’s backstory or, later, as a result of the character losing all worldly possessions. How else can he learn how to survive on the streets with nothing, if he has easy access to his wealth and weapons? That being said, an alternative would be to operate under an assumed name and “give up” those possessions: give them away, sell them, entrust them to someone else, put it into a bank vault, and so on. This is less “authentic”, since it’s possible to go back to their old life, but it’s not quite as easy.

Level 1 characters with Street-hood: Since characters using this system start with Rank 3 of their profession, it’s assumed that he’s already made a few connections within his home city, town, or the starting location, though the player may decide he wants to make his own connections.

Normally, a Street-hood can have a number of Contacts (see below) equal to twice the number of the Retainers he could have, depending on his CHA score. So a Level 1 character would start knowing 1/4 of that number (rounded down); generally, between 1 and 3 Contacts.

As a guide and in order of preference: the first Contact is a Hoodlum and a close childhood friend. The Hoodlum works under the second Contact, a Thug who can acquire some contraband for the character. The Thug works for the third Contact, a Dealer, who is a fence of all types of goods.

Aside: Normally, one must start a chain of Contacts from Street-rat on up, but the Level 1 character was once the Street-rat before he or she took up adventuring. See below for the list of titles.

Paying for training: Paying for training in this skill is still required, but isn’t done in the traditional way and requires a bit of imagination. In the case of leaving one’s wealth behind, examples might be: accrued rent for a bank vault or other security for one’s wealth, shifting and repayment of debts made through gambling, botched jobs, and criminal fines, and initiation fees. If the character is entirely destitute when he begins, he can pay his dues through the normal way money is earned with professions (see below)

After acquiring Rank 1 the going becomes somewhat easier; the character has made connections and paying your “trainers” in a more direct fashion becomes much easier.

Rank 1: Hoodlum

Requires 100gp for the initial training, which includes the 10gp to gain a Street-rat Contact (see below). This covers the ‘initiation’ cost of getting other Street-rats and Hoodlums to trust your character.

  • Make a skill check to gain information by asking around or picking your own memory. You can learn general information about a person, place or thing so long as the target is something a commoner in the area would know about.
  • Make a skill check to create a shiv from materials surrounding your character. A shiv does 1d3+Str damage, but if done as a Backstab, it does x3 damage. It will also break or be useless after 5 rounds or when a violent encounter ends, whichever is sooner. It takes 1 Turn to craft a shiv.
  • You may substitute a CHA check for your Street-hood skill check to influence those on the same social level as you; typically, those who only have Rank 1 Street-hood.
  • Make a skill check to “craft” a contact. This works the same as ordinary crafting and saves you the trouble of roleplaying every aspect of it, though that would save you time and money. However, you’re creating an NPC for a specific purpose. This NPC will generally be loyal to you, but won’t act outside of their role or act against their best interests. Examples might be: a fence for selling stolen goods, a source to purchase some unavailable type of item, a source of reliable information on a particular group of people, a person to help you enter a secure building, and so on. The DM has the final say on the scope of your contact.
  • Contacts can get information on or help you connect with those one step above them and have very reliable information about the people lower-ranking than themselves. Higher-ranking contacts must be built from previous contacts.
  • At Rank 1, you can create a Street-rat or a Hoodlum contact. At this Rank, it takes 1 day / 50gp of the creation cost (rounded up), minimum 1 full day. These days do not need to be consecutive. At least one week must elapse between the creation of a contact. This cost covers the expenses incurred getting on this character’s good side, if not their trust.
  • A Street-hood may have twice as many Contacts as he could retainers, depending on his CHA score. A Contact’s morale (and therefore their probability to do something very risky for the Street-hood) is also dependent on his CHA score.
  • A contact’s buy/sell maximum is the total amount they’re willing to buy or sell you in a single transaction. This amount typically resets at the beginning of each week.

Rank 2: Thug

  • Make a skill check to gain information by asking around or picking your own memory. You can learn general information about a person, place or thing so long as the target is something a well-to-do merchant in the area would know about.
  • Make a skill check to craft a shank from materials surrounding your character. A shank does 1d6+Str damage, but if done as a Backstab, it does x3 damage. It will also break or be useless after 8 rounds or after two violent encounters end, whichever is sooner. It takes 2 Turns to craft a shiv.
  • You may substitute a CHA check for your Street-hood skill check to influence those on the same social level as you, typically those with Rank 1 or Rank 2 Street-hood.
  • Make a skill check to “craft” a contact at the level of Thug or Dealer. At Rank 2, it takes 1 day / 100gp of the creation cost. These days do not need to be consecutive.

Rank 3: Dealer

  • Make a skill check to gain information by asking around or picking your own memory. You can learn general information about a person, place or thing so long as the target is something a well-connected aristocrat in the area would know about.
  • Make a skill check to escape from ropes, bindings, manacles, Hold spells, and so on. This reflects your knowledge and experience of being bound, your will to survive, and general wiliness. One attempt can be made, at most, once every Turn, but after three failed attempts, escape is impossible unless a new Hold spell, manacle, binding, etc is attached.
  • You may substitute a CHA check for your Street-hood skill check to influence those on the same social level as you, typically those with Rank 1 to Rank 3 Street-hood.
  • Make a skill check to “craft” a contact at the level of Boss or Fixer. At Rank 3, it takes 1 day / 500gp of the creation cost. These days do not need to be consecutive.

 Rank 4: Fixer

  • Make a skill check to gain information by asking around or picking your own memory. You can learn general information about a person, place or thing so long as the target is something a local king’s close adviser would know about.
  • Make a skill check to get around a city unobserved and in 75% of the time normally required. The Street-hood must have at least one Contact in the city in order for this to function. This reflects the Street-hood’s knowledge of the back-alleys, shortcuts, ability to blend in, and use of tight-lipped contacts to help him move quickly. The Street-hood may bring with him up to 1 person / 2 total levels he has. Bulky cargo counts as two people. This ability may not be used more than once per week.
  • You may substitute a CHA check for your Street-hood skill check to influence those on the same social level as you, typically those with Rank 1 to Rank 4 Street-hood.
  • Make a skill check to “craft” a contact at the level of Broker. At Rank 4, it takes 1 day / 500gp of the creation cost. These days do not need to be consecutive.

Doing Street-hood jobs: Normally, when one earns money with a profession, one makes a Skill Check every week to find a job. This still applies, but one can choose which of their Contacts to ask for a job. The higher up in the chain the Contact is, the character can earn more money.

Earning money is done normally using a 1d20 and adding the Contact’s multiplyer (see below). However, if a 1 is rolled, no money is earned and the Contact makes a Morale check, due to the job having been botched. If the Morale check fails, the Contact loses all faith and cuts contact with the character. The Morale of all Contacts above the lost Contact is worsened by 1 as a result. This also breaks the chain of Contacts, so the character cannot do a job for any higher-ranking Contacts until the chain is restored with a new Contact.

If the Morale check is two sixes (box-cars, so to speak), the Contact was so enraged that he turned the character into the authorities or allowed the character to be implicated. Roll another d20 and add the Contact’s multiplier again; this is the fine (in gold pieces) the character must pay or be jailed for an equal number of days, rounded up to the nearest week or month (depending on the severity).

Optional Rule: Once the player starts doing things on other planes, they may need to make more exotic Contacts in the cities they travel to. Extra-planar Contacts typically cost more; perhaps 2x to 10x as much depending on the location and due to their special needs and appetites. These exotic Contacts could count separately from those on the Material Plane, but one may have only half as many Contacts per Plane.

I’d advise that Demi-gods, Gods, Arch-Devils, Demon Lords, and other very powerful beings be exempt from being a Contact, since they typically lack much interest in mortal, worldly affairs. Such beings are better dealt with by the appropriate Clerics and Magic-User spells.

Title Creation Cost Buy/Sell Max Job Mutliplyer
Street-rat 10 gp 20 gp 1x
Hoodlum 50 gp 100 gp 2x
Thug 100 gp 200 gp 4x
Dealer 500 gp 1,500 gp 10x
Boss 2,500 gp 7,500 gp 20x
Fixer 5,000 gp 20,000 gp 30x
Broker 15,000 gp 60,000 gp 50x

Wererats of Sharptooth’s Den

The Wererats of Sharptooth’s Den

These loathsome wererats have been cursed with lycanthropy for so long that they’ve mostly forgotten their human form. They have found that if they hide from the light of the sun they can stay as a man-sized rat as long as they wish. Even if they do revert to human form, they retain many rat-like characteristics: large ears, long, sharp teeth, twitching whiskers. Only their women stay in nearly human form, but they’re quite insane.

Their goals are fairly simple: dig greater warrens, eat as much as they can, and sacrifice prey to Lord Sharptooh. They often lay fiendish traps and ambushed. They’re not afraid to use whatever poisons or disease-ridden filth are around to try to even out a fight.

Here’s the common statistics for a Sharptooth Wererat:

Sharptooth Wererat, CE, 40′, AC 7 (9 in human form), HD 3, 1d4 (bite) or by weapon, F3, Mo 8, xp 140

  • They may hide in their home territory with 80% success since their clothing is designed to blend in. Alternatively, they surprise enemies on a 1-4 on a d6.
  • They have Darkvision out to 60′.
  • In rat-form they are immune to normal weapons and are only harmed by magic or silver weapons.
  • In human form, normal weapons deal non-lethal damage that heal when night falls.
  • They have no chance to accidentally expose themselves to their own poisoned weapons.
  • Can speak while in rat-form.
  • If touched by the wolfsbane plant, they must Save vs Poison or flee.
  • Once per day, can summon 1d2 Giant Rats that arrive in 1d4 rounds from a random direction.

There are five types of Sharptooth Wererat: the Sickle-rat, Shot-rat, Man-rat, Gnaw-rat, and Swarm-rat. The Warrens are led by the Master-rat, a cleric and true-believer in the power Lord Sharptooth grants them.

Sickle-rat: uses two small sickles in combat that do 1d6 each. XP 165

The cloaked gray rat-man screeches as he lunges. A flurry of quick slashes from his chipped sickles clashes against your armor. 

Shot-rat: uses a crude longbow and poisoned arrows. The arrows deal 1d8 damage and the victim must make a Save vs Poison or be infected by a virulent strain of Red Feverfew disease. Victims show symptoms (very high fever, deliriousness, and very flushed skin) in 3 Turns.  The victim takes a -2 penalty to hit and move at half-speed. Within 24 hours the victim be unable to stand and death occurs after four days. A Shot-rat will often open fire from a hiding spot, seek new cover, then hide again. Once a victim has been hit once or twice, they’ll retreat to safety. XP 165

You spot only the smallest gleam of light from a yellowed eye before an arrow whizzes by your ear. The hooded rat hisses venomously, tucks his sinew-strung bow under his cloak, and disappears behind a cluster of stones.

Man-rat: uses a spiked club and shield, giving it an AC of 6 and dealing 1d8 damage. He’s also a 3+1 HD creature. Several of the spines in their club are naturally poisoned. Victims struck by it must Save vs Poison or be Slowed for 6 Turns, after which they must Save vs Poison again or fall unconscious for 6 hours. These clubs only remain poisoned for 1d4 days. XP 275.

The hooded rat is bigger and taller than the others, though the heavy wooden shield he carries makes him steep. His eyes are cruel points of light that are reflected in the spines on his club. As he swings for your head, a musky stench overwhelms your nostrils. 

Gnaw-rat: uses only their teeth. They’ve been driven into a bloodlust madness and seek only bore through their victims as fast as they can. To that end, they have are 3+3 HD, a movement rate of 45′, their bite deals 1d4+1 damage and they are AC 3 against attacks incurred if they leave a threatened square. When not in combat, a Gnaw-rat will chew on whatever wood is around and, if prevented from doing so, will chew on their own fingers or toes. XP 275

The skinny rat-creature is wearing only rags and skitters along the . Filthy bandages are wrapped around their bony front and back paws. When it’s close enough, it lunges at you with a terrible screech and razor-sharp teeth.

Swarm-rat: can summon Giant Rats as many times per day as they’d like. Treat this ability like a spell which can be interrupted if the Swarm-rat takes damage. 10% (instead of 5%) of these Giant Rats are infected with Filthplague (see the entry for Rats for details). Don’t forget to keep track of when these Giant Rats will arrive. These are the elders of the Sharptooth Wererats, so their movement rate is 30′ and they don’t carry weapons. They will always be encountered with 4x Giant Rats to start. XP 165

The nearly furless creature has a bent back and leans heavily on a cane. Rheumy eyes and bent whiskers twitch when he croaks orders to the huge rats playing at his feet. From behind you, squeaks and red eyes answer the elderly rat-man’s call.

Master-rat, CE, 40’, AC 7, HD 7+2, lvl 4 Cleric, 1d10+bleeding, F7, Mo 10, xp 3700

  • The club causes terrible wounds that bleed profusely. Starting on the round after being struck, victims take 1 hp of bleeding damage per round. Multiple bleeding effects stack.
  • Spells: 1: Cure Light Wounds x2, Protection from Good; 2: Bless, Silence 15’
  • He also carries a Potion of Growth.

The bloated rat-creature carries a huge wooden club covered in iron spikes, bits of sharpened metal, and glass. He wears a crown of bone and sinew on his head and a tattered red cloak around his shoulders. “You will make good sacrifice to Lord Sharptooth!” he screeches.

Let me know if there are other types of Sharptooth Wererats that I’ve overlooked!

The Den of Lord Sharptooth – Level 2

Wererat Den Level 2

Wererat Den Level 2

The narrow caves and tunnels of the Wererat’s Warrens are perfect for ambushes.

On the west side is a pit trap that leads into a pincer attack from the two structures on either side of the cave.

While on the east side the cave splits into many short branches that make it easy to be be surrounded.

At the rear is the cavern where the secret of Lord Sharptooth may be discovered.

This map was created using a 0.5mm pen on graphpaper in one draft. Hope you guys enjoy it!

The Den of Lord Sharptooth – Level 1

Wererat Den Level 1

Wererat Den Level 1

A hole in the side a cliff near a long-ruined thorpe leads adventurers down into a series of narrow tunnels and perilous caves that seem deserted at first, but they quickly discover that someone has set themselves up deeper down. The musky smell of rat-dung lingers on the ground as they move farther inside and whiskers twitch behind every rock formation and above every ledge.

At the first intersection into the eastern cave is a steep, gravelly slide down 30 ft that may cause the unwary to slide right off the ledge and into danger.

The small man-made structure features a trapdoor that will send intruders down into the largest cave where an ambush no doubt awaits them while they pick themselves up.

The cave itself features a very deep chasm spanned by a bridge or a rope-swing. The stairs at the rear lead into the well protected Rat-Warrens of Lord Sharptooth. Whether Sharptooth is simply a huge Wererat or their demi-god is unclear, but the fanatical devotion the skirmishers give Sharptooth is.

I’ll post some of the variations on the Wererat that I used in the adventure set here very soon.