Netbook of Slavery (ZIP 87 Kb) by Gryc Ueusp
Written as a Collaborative project. See credits for more info.
Covered under the OGL.
Any Material that is present in the SRD is copyrighted to WOTC, not us.
Any other material is Open Content and should be treated as such.
I make no appy-polly-loggies for the contents of this netbook or the subjects with which it deals. There, I said it.
Who to Blame:
Gryc Ueusp: Writer/Developer #1, Original Concept
Contrary to the popular (American) idea of slavery, where only one race of people are susceptible to being kidnapped and sold into slavery, this netbook presents a world in which EVERYONE is in danger of being sold. Slavery in this form I find perfectly acceptable. Not only because this system allows for greater variation in species available, but it allows those who traffic to be trafficked themselves. The reason (just a suggestion here) is that there is a widely accepted law that states: “Those people who are sold, become property.” Which is generally understood to mean that if a person is kidnapped and held against his will until a person pays for said person, the kidnapee immediately becomes the property of the purchaser, I.E. a Slave.
“What’s She Worth?”
An XLS worksheet to find teh price of a slave.
When a PC attempts to sell a slave for the first time, they are often ignorant of how much a slave goes for, much less their slave. This section will (hopefully) give you a hard-and-fast rule of thumb as to how to fairly price slaves. The rules presented here are for the purchase of slaves, in order to sell them, divide the fair buying price by 2. The estimated price gleaned from this process is designed to show an average price at auction, given that those bidding are bidding on the type of slave they need. (sex, worker, etc.)
(The following assumes no magical effects are on the slave, I.E. “natural”)
To begin, take the level of the slave and multiply it by 100 (If they are level 0, their base price is 50). This is the base price, which means, that no person will sell a slave for less than that.
Next, add the slave’s ability points (STR+DEX+etc.). Subtract 48 from that number. Multiply THAT number by 5. Add that to the slave’s base price.
If the slave is multi-classed, add 100.
For every 3 levels a slave has in a single (PHB) class, add the base price to the total price again.
If they have natural armor, multiply their bonus by 100 and add it to the total price.
If they have damage reduction, multiply it by 100 and add it to the total price.
If they have SR, multiply it by 100 and add it to the total price.
If they have a feat that would be considered useful in general house work, add 100 for each.
Add the slave’s speed (feet/round, humans are 30 ft.)
If the character knows spells, multiply the number known by 5. Add that to the total price.
For every year the character is younger than 20, add 25.
For every year the character is older than 35, subtract 25.
(not im the XLS worksheet) If the slave is female, for every Bra cup size above A (AA, B, C, D, E, F, G) add 15.
For every cubic inch of material that is missing from the slave that should otherwise be present, subtract 5.
If a hand or arm is maimed beyond practical dexterity, (their DEX should go down anyway, but in case you forget to modify the DEX score) subtract 50. (Cumulative if both)
If a Leg or foot is maimed beyond practical dexterity, subtract 50. (Cumulative if both)
For every two square inches of flesh that is scarred, subtract 50.
If the genitalia are damaged beyond usefulness, subtract 50.
If a female slave is a virgin, add 50.
If the slave’s mind is damaged (Insanity, trauma) beyond normal usefulness, subtract 50.
Remember: If a slaver (who is selling slaves) has a lot of slaves (more than he can support), he may be willing to sell them at 2d4x10% off, though not lower than Base. (Roll this once per encounter, per day.)
No races yet.
Slavers are the most basic of slave traffickers and are, by far, the most common. They are members of their local chapter of the International Slavers Guild, which is ran by a high-level Slave Trader or mid-level Slave Master. (See International Slavers Guild for more info)
Class Skills: Appraise, Bluff, Craft, Diplomacy, Disguise, Intimidate, Knowledge (geography, local, history),
Listen, Move Silently, Profession (Slavery), Punish, Speak Language, Spot, Survival, Use Rope
Hit Die: d6
When attempting to Render Unconscious, the target must succeed at a Fortitude save versus the Slaver’s Render Unconscious DC.
Class Level BAB Fort Save Ref Save Will Save Special 1 0 0 2 0 Gains +5 to Render Unconscious 2 1 0 3 0 Gains +5 to Render Unconscious 3 2 1 3 1 4 3 1 4 1 +2 ranks in Profession (Slaver) 5 3 1 4 1 Gains +5 to Render Unconscious 6 4 2 5 2 7 5 2 5 2 +2 ranks in Profession (Slaver) 8 6/1 2 6 2 Gains +5 to Render Unconscious 9 6/1 3 6 3 10 7/2 3 7 3 +2 ranks in Profession (Slaver) 11 8/3 3 7 3 Gains +5 to Render Unconscious 12 9/4 4 8 4 13 9/4 4 8 4 +2 ranks in Profession (Slaver) 14 10/5 4 9 4 Gains +5 to Render Unconscious 15 11/6/1 5 9 5 16 12/7/2 5 10 5 +2 ranks in Profession (Slaver) 17 12/7/2 5 10 5 Gains +5 to Render Unconscious 18 13/8/3 6 11 6 19 14/9/4 6 11 6 +2 ranks in Profession (Slaver) 20 15/10/5 6 12 6 Gains +5 to Render Unconscious
When attempting to sell or buy a slave, one can roll a Profession (Slaver) check to reduce/increase the price of the slave by whatever the roll is.
You have the ability to get a slave to comply, either with threat of force, or by beating them within an inch of their life. The slave makes an opposed Will save versus your Punish check. If you succeed, their behavior will change for the short term, but if you beat their check by double or more, their behavior will be changed for good.
Adds 1d6 subdual damage and +2 to attack when wielding subdual weapons.
Improved Subdual Proficiency
Adds an additional 1d6 subdual damage and an additional +2 to attack when wielding subdual weapons.
Pre-requisites: Subdual Proficiency.
(LN) A deity of unwavering fairness, and pitiless wrath.
When cast, the caster immediately knows the general area of an owned sentient being. Accurate to 3 miles.
Greater Locate Servant
When cast, the caster immediately knows the exact location of an owned sentient being.
Perfect Locate Servant
When cast, the caster immediately knows the exact location of an owned sentient being, as well as the fastest, easiest, and safest three routes, as well as the amount of danger the slave’s immediate area holds.
Slaver’s rope is a special mildly enchanted rope that, if tied loosely, immediately tightens to a hobbling tightness should the slave think about escaping or attempting to escape. It is generally tied around body parts that do not necessarily need hobbling in order to deter escape since it tightens to about double whatever tightness it is originally.
10 GP per foot of rope
Break DC 30
Slaver’s chain is a special highly enchanted chain that, if locked loosely around a person will tighten to a painful tightness should the thought of escape cross the person’s mind or if they physically escape their owner. (The chain tightens to about triple its tightness)
50 GP per foot of chain
Break DC 60
A slaver’s net is a mildly magical net that when cast actively entangles itself around the intended target. A standard slaver’s net is capable of holding one Medium-size creature, or two Small-size creatures, or four tiny, or eight diminutive, or 16 fine creatures. (The grid size resizes automatically) Because of it’s magical nature, the net can be repaired with non-magical materials and perform as if it was never damaged. Using it is a +2 ranged attack against the target’s touch AC. If it hits, the creature cannot escape the net unless they either break the net or are released by the user of the net. The net will follow directions as if it were a construct, and can stop in midair and hover (clumsy flight speed).
Break DC 30
Slaver’s Foot Tar
A non-magical goop that begins as a liquid and quickly hardens into an immobilizing mass. Comes in flasks of enough for 1 medium sized humanoid. Also comes in an expanding form for immobilizing the target’s entire body.
100 GP (Standard)
300 GP (Expanding)
A magical collar made of low-quality leather that forces the slave to stay within a distance that the slaver specifies to the collar. The collar also has a second setting that forces a slave to remain in a room indefinitely. The collar may be removed with a successful will save. The will save may be attempted once per day.
100 GP (WILL save DC 10)
800 GP (WILL save DC 20)
1400 GP (WILL save DC 30)
2200 GP (WILL save DC 40)
5000 GP (WILL save DC 50)
A strong sedative used to knock out someone. The DC is Fortitude based with a starting DC of 20. For each additional wound with the sedative the DC increases by five. The person rolls to see if they can suppress the sedative at the beginning of their turn, if they go 15 or less they get knocked out. If 15-20 they receive -2 to all rolls and -5 to base speed, additionally if the strike hits a limb and if they lose the check the limb is useless (if leg speed drops by 15). If the person makes 5 above the DC 3 times they can’t be sedated again for the day.
30 GP (enough for 3 uses)
Magical weapon attributes
A +1 bonus for magical weapons that causes all of a weapon’s damage to be dealt as subdual damage. If a creature is immune to subdual damage, the creature (obviously) takes no damage at all.
A +3 bonus for magical weapons that causes all of a weapon’s damage to be dealt as subdual damage. It also has a chance to render the victim unconscious, at a chance of 1% per point of damage dealt.
Slave Traders are the ringleaders of slave trading companies and hire lesser Slavers to acquire slaves and sell for them. They are accomplished fighters, highly skilled in capturing rather than killing.
Characters of all classes gain mediocre offensive skills, as well as the wealth that goes with being a higher-up.
Slave Traders generally do not gather together in any league, as it inhibits everyone’s profits. They will however follow a higher level Slave Trader for profit.
Hit Die: d6
To qualify to become a Slave Trader, a character must fulfill the following criteria.
Skills: Profession (Slaver), 15 ranks. (not counting those granted by the Slaver class)
Feats: Subdual Proficiency, Improved Subdual Proficiency.
Class Skills: as rogue
Skill points at each level: as rogue
Renown: As a Slave Trader gains levels, he gains underling Slavers. They follow him only to profit, and are quick to retreat if their leader looks as if he is about to be killed. They will only fight for him if it involves making a profit. See table.
Level # of Underlings Level Die 1 +1d4 1d4 2 +2d4 1d4 3 +1d6 1d4 4 +2d6 1d6 5 +1d8 1d6 6 +2d8 1d6 7 +1d10 1d8 8 +2d10 1d8 9 +1d12 1d10 10 +2d12 1d10
Number of Underlings is cumulative.
For each underling, roll the Level Die when they begin following the character.
The Slave Trader
Class Level BAB Fort Save Ref Save Will Save Special 1 +0 +0 +2 +0 Renown, Slave Trader Spells 2 +1 +0 +3 +0 Weapons wielded become Subdual Weapons. 3 +2 +1 +3 +1 4 +3 +1 +4 +1 Weapons wielded have +10% chance of rendering the victim unconscious 5 +3 +1 +4 +1 6 +4 +2 +5 +2 Weapons wielded become Greater Subdual weapons. 7 +5 +2 +5 +2 Weapons wielded have +10% chance of rendering victim unconscious. 8 +6/+1 +2 +6 +2 9 +6/+1 +3 +6 +3 Weapons wielded have +10% chance of rendering victim unconscious. 10 +7/+2 +3 +7 +3 Weapons wielded have +10% chance of rendering victim unconscious.
Note for later editing: Slave Trader’s can cast the slave spells mentioned in this netbook. The table will be entered later.
Groups and Places
International Slavers Guild
The ISG is an international group of slavers. Nearly every civilized slaver is a member. The Guild was the first to set forth the Fair Price Act and revolutionized the business. Members will often not buy from or sell to non-members. This has caused most career slavers to sign up at the tune of 200 GP per year dues. Higher-ups are often charged more. The guild provides services for fledgling slavers such as a secure storage of funds, short-term stableage for slaves, physical and magical protection, and legal representation for slave trade matters. Their Official base of operations is an enclosed enclave the size of a small town known as “Jerry’s Town”, after the founder of the ISG.
Jerry’s Town is a single huge enclave spanning the size of a small town, that is home to a single, six-story tavern, “The Blue Rosette”, several inns (with stableage for mounts as well as slaves), Shops of all shapes, sizes, and inventory, the world’s largest auctioning block, and the only brothel (“Comfortable Times”) where all the ladies (and gentlemen) are provided by slavers staying in the town. Jerry’s Town also contains countless homes, most for rent on a daily basis.
The Blue Rosette
The Comfortable Times, (“The Comfy Times”)
Highly intelligent amorphous fleshy blob with ten tentacles. “Sees” through light receptors in the main blob’s skin, speaks telepathically and only to those who it wishes to hear it, is capable of maintaining several lines of thought at once. Enjoys close physical contact with creatures because of special nerves in skin. Has the ability to move internal material from the main body to the tentacles, enabling it to nearly double every aspect of it’s tentacles to nearly double their natural size; reduces the size of the main body, can be used instantaneously to dodge attacks or reduce damage. Absorbs food and drink through their porous skin (doubly susceptible to poisoning, but not from infections), are able to metabolize humanoid bodily waste, as well as just about anything organically based. If a tentacle is separated from the main body, in 1d4 days, it becomes round shaped and sprouts ten tentacles and a new Flesh Binder is born.