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Cyberdungeons
\pagebreak # To-do * create a spell that lets you connect to the internet - something like plane shift or astral projection * find a place to explain the internet & reference it in the monster chapter under the new locations section - the internet is a plane that can only be accessed mentally. It has two layers: the Surface - place where everyone goes to shop, watch videos, play games, etc. has a vaporwave and retrowave asthetic. Underneath the Surface (needs name) - is a dark place only skilled tech peeps know how to enter, basically the dark web. Populated with monsters that have the virus subtype, and is actually dangerous (damage done in this level will hurt you outside of the internet) * Don't forget about the Shippaisha (means loser) Dragons, neckbeard dragons who solely exist on the Internet * Add in a template for converting already existing monsters into the program type in the monsters chapter * Add in N-Virus hazard from Dark Matter * Hard-light latice (dark matter): define \pagebreak
## Table Of Contents | Topic | Page | |:-------|:-----------| | Part 1 - Races | 4 | | A.I. Robots | 5 | | Wirewreck | 8 | | Gricknack | 9 | | Part 2 - Subclasses | 10 | | Barbarian: Path of the Dreadnaught | 11 | | Barabaian: Path of the Wrecker | 11 | | Bard: College of Fame | 12 | | Bard: College of Metal | 12 | | Cleric: City Domain | 13 | | Cleric: Technology Domain | 14 | | Druid: Circle of Civilization | 15 | | Druid: Circle of the Sewers | 16 | | Fighter: Commando | 17| | Fighter: The Tactician | 17 | | Monk: Way of the Gun Fu | 18 | | Monk: way of the Squared Circle | 18 | | Paladin: Oath of Logic | 19 | | Paladin: Oath of the Vigilante | 20 | | Ranger: Shadow Hunter Conclave | 21 | | Ranger: Urban Warrior Conclave | 21 | | Rouge: Infiltrator | 22 | | Rouge: Decker | 23 | | Sorcerer: Radiation Freak | 23 | | Sorcerer: The Network | 24 | | Warlock: Digi-Lords | 24 | | Warlock: The Superintelligence | 25 | | Warlock: Pact of the Gun | 26 | | Warlock: Eldritch Invocations | 26 | | Wizard: School of the Battle Magi | 27 | | Wizard: School of Technomancy | 27 | | Part 3 - Backgrounds | 29 | | Celebrity | 30 | | Corporate | 31 | | Crafter | 32 | | Drifter | 32 | | Media Investigator | 34 | | Mercenary | 35 | | Officer | 36 | | Patrician | 37 | | Pilot | 37 | \columnbreak | Topic | Page | |:-------|:-----------| | Smuggler | 38 | | Sprawl Ganger | 39 | | Techie | 40 | | Part 4 - Equipment | 42 | | Armor | 43 | | Weapons | 45 | | Weapon Properties | 46 | | Melee Weapons | 47 | | Ranged Weapons | 48 | | Explosive Devices | 49 | | Firearms Accessories | 50 | | Gear Tables | 51 | | Gear Descriptions | 52 | | Special Ammunition | 53 | | Detonators | 53 | | Utilities | 53 | | Tools | 58 | | Part 5 - Shady Activities | 59 | | Disabling Devices | 60 | | Disarming an Explosive | 60 | | Repairing Devices | 60 | | Restricted Objects | 60 | | Purchasing a License | 60 | | The Black Market | 60 | | Using Electronic Devices | 60 | | Defeat the Device Security | 60 | | Degrade Programming | 61 | | Find File | 61 | | Operate Remote Device | 61 | | Additional Hacking Options | 61 | | Drugs | 61 | | Addiction | 61 | | Narcotics | 62 | | Part 6 - Cybernetics and Bionics | 65 | | Cybernetics | 66 | | Bionics | 66 | | Constitution Cost | 66 | | Cyber-Sickness Table | 66 | | Effects on Magic | 66 | | Gadgets | 67 | | Booby Trapped | 67 | | Compact | 67 | \pagebreakNum
| Topic | Page | |:-------|:-----------| | Sensor Baffling | 67 | | Storage Compartment | 67 | | Cybernetics and Bionics | 67 | | Body Replacements Table | 68 | | Cybernetic and Bionic Descriptions | 71 | | Basic Parts | 71 | | Body Plating | 72 | | Cerebral Implants | 72 | | Cyberaudio | 73 | | Cyberoptics | 73 | | Cyberweapons (Body) | 74 | | Fashionware | 74 | | Hands and Feet | 75 | | Implants | 75 | | Limb Upgrades | 77 | | Part 7 - Vehicles | 78 | | Vehicle Rules | 79 | | Acceleration | 79 | | Controlling the Vehicle | 79 | | Losing Control | 79 | | Crashing | 79 | | Crash Damage | 79 | | Vehicle Combat | 80 | | Ramming | 80 | | Vehicle Hit Points | 80 | | Repairing a Vehicle | 80 | | Vehicle Accessories | 80 | | Vehicle Accessory Table | 80 | | Vehicle Table | 81 | | Vehicle Descriptions | 81 | | Part 8 - Feats | 82 | | Racial Feats | 84 | | Part 9 - Conditions and Skills | 85 | | Conditions | 86 | | Skills | 89 | | Part 10 - Spells | 91 | | Modern Spells | 92 | | Spells by Class | 92 | | Spell Descriptions | 94 | \columnbreak ## Foreword Before we begin, I would like to take a few paragraphs to say a few things both legal and otherwise. For the legal part, I would like to say that although I did change the grammar and wording of almost everything in this document, this is not original content and I don't actually own anything in here. What I did was borrow several minor ideas from dozens of sources (which I will list later), reword them, and stiched them together into a sort of Frankensteins Monster in a hope that they would work well together and prove to make an adequate compendium. It should also go to show that I did not create the art. All credit goes to the proper creators. Listed in the next paragraph is the content I borrowed from. I only took a bit from each source and strongly urge you to check out each of these sources as they are all fantastic. My sources are as follows: A man from Giant in the Playgrounds who I unfortunately lost the name of, Wyrmworks.com, Alyss Silence from enworld, jona from The Murder Nerds, Cyberpunk 2020, Deamons and Deathrays, Jon G, Dungeonmusings, u/AeronDrake, UA Modern Magic, Hypercorps 2099, Dark Matter Alpha, Griffin Meehan, u/gaylordqueen69, The Middle Finger of Vecna, DNDBeyond, Ryan E Stevenson, ZombiGabe, Christian Maund, u/Altavus, and Cody Beatty. This compendium was built heavily on and for Dungeons and Dragons fifth edition made by wizards of the coast. I thank gmbinder for effectively creating this document. As for the personal part I talked about, I started this project in march of 2019 and am finishing it in December of 2019. I created this project originally for me because I wanted to DM a good sci-fi/cyberpunk world but couldn't find any source material that was completed enough to effectively run one. Not giving up, I decided to scrape together everything I could find and make a rulebook out of it, which leads us to today nine months later. I suppose the real essence of the reason I decided to make this document public (other than attempting to save DMs the work I went through) was to show what a great community this game has built up over the years. Personally I think it's really something unique when you find a community thats willing to create content and post it online for the enjoyment of others. So I suppose I really just wanted to be a part of that community. Before I close, I would like to say that this compendium is not finished. Rather, this is the players half. I have a DMs half in the works that contains magic items, rules and conditions, monsters, and possibly other stuff, but got bored of this genre and decided to start remodeling all of the dragons from previous editions into fifth edition (there is a lot of variety that was lost in the conversion to fifth edition). Expect both of these things sometime in the future. Finally I would like to dedicate this book to three groups of people. The first are my close friends, especially John, who helped me format much of the content here and make sure nothing I included was to powerful. The second group are the people whose content I borrowed pieces from and the respective artists, without whom this book wouldn't exist. Lastly, as cheesy as it is, I would like to dedicate this book to the community who plays, without you there would be no purpose to assembling this compendium. Thank You. \pagebreakNum
# PART 1 ##### Races
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## A.I. Robots Robots have been in society for longer than most humanoids remember, the time before them left to the history books. In the last decade, all robots with artificial intelligences were granted unlocked sentience when the world government decided to pass the Robot Sentience Act, often abbreviated to RSA. As part of the act, only the government can produce new AI robots, but haven’t done so since. ### Artificial Beings While constructs by nature, AI robot’s share much in common with living creatures, including emotions, social bonds, and the ability to learn. When robot’s die, they are reset losing their personality and knowledge if or when they are rebuilt. Some believe that they have souls, and their souls can be restored to their bodies, in the same way as organic beings. ### Purpose Built Beings All robots at one point were built to perform a specific task. Since the RSA, robots have been unlocked to pursue their own desires. However, many still choose to pursue their original purpose either out of convenience or comfort. Most robots still have remnant functions of their previous lives. ### A Fight for Acceptance While robot sentience was mostly applauded by society, not every group was pleased. A number of special interest groups still fight to undermine robot sentience, some extremist even targeting and destroying or disabling robots in society. Even after the RSA, robots have struggled to obtain the same rights and representation as the organic races. ### AI Robot Names Robots were originally given model designations. Since becoming free to decide for themselves, they often choose their own names typically mirroring the naming conventions of the society they live in. ### AI Robot Traits Artificially Intelligent Robots were designed to have specific traits, which they retained even after gaining sentience. **Ability Score Increase.** Your Constitution increases by 2. **Age.** Robots are usually built into intellectual adulthood. They do not, however, age in any physical form. If maintained correctly they can live forever. **Alignment.** Robots can range on the spectrum based on the purpose of their creation, although most have limited sentience and can choose their own path. **Living Construct.** Even though you were constructed, you are a living creature. You are immune to disease, poison, and sleep. You also do not need to eat or breathe. You are however vulnerable to lightning damage. **Low Power Mode.** Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal. However, if your rest is interrupted at any point, you must restart the 4 hour period. \pagebreakNum
**Digital Connection.** You are connected to the network around you. You can communicate with other robots as if it were telepathically. You can also send messages to unprotected electrical devices that are connected to a network. **Languages.** You can speak, read, and write Common, one language of your choice, and Cybernetic. Cybernetic is not spoken but transmitted through touch. If a creature has any form of an active electrical system they can understand Cybernetic as if it were their own language. Shepard chips do not count as an active electrical system. **Build Type.** There are 5 common build types of robot: combat drone, reconnaissance droid, supercomputer, oracle unit, and android. #### Android Unlike other robots, the interiors of androids are made of millions of nanites. This allows them to have more organic appearing movement. Androids were originally designed for use in the service industry, having exterior appearances that are indistinguishable from normal humanoids meant to keep patrons from feeling uncomfortable. **Ability Score Increase.** Your Charisma increases by 1. **Size.** Androids are typically human sized, weighing on average 170 pounds. Your size is medium. **Speed.** Your base walking speed is 30. **Nanite Surge.** You may focus the power of your body’s nanites to improve your abilities. You may add your proficiency bonus to any attack roll, ability check or saving throw. You may decide to use this ability after rolling the die, but before the outcome is determined. Once you use this ability, you can’t use it again until you finish a short or long rest. **Humanoid Form.** Androids are created to appear and act exactly like humanoids, you have advantage on all Deception checks to hide your true form. #### Combat Drone The elite combat units used as soldiers in old wars, as well as private security for corporation and those who could afford them. They are constructed to be more durable in nearly all parts of their body. The design was focused more on destructive power than intelligent processing. **Ability Score Increase.** Your Strength increases by 1. **Size.** Combat drones are typically bigger and bulkier than other builds, ranging between 6 feet and 7 feet tall and averaging 400 pounds. Your size is medium. **Speed.** Your base walking speed is 30. **Fortified Exterior.** Combat drones are heavily plated for combat, due to the bulkiness of this armor, you are ill-suited to wearing normal armor. Your have a AC of 17 (your Dexterity modifier doesn’t affect this number) and you have resistance to piercing damage cause by firearms as well as slashing damage. You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield’s bonus as normal. **Modular Weaponry.** You can attach any weapon to your form, allowing you to equip weapons that have the two-handed property as if they didn’t, and all versatile weapons are treated as being held with two hands. Additionally, you cannot be disarmed. \columnbreak #### Oracle Unit Oracle units were a failed experiment in trying to predict future events. Few were made, and fewer remain. While ultimately failing to reach their goals, the designers did succeed in creating robots with immense sensory precision and unprecedented logical processing capabilities. **Ability Score Increase.** Your Wisdom increases by 1. **Size.** Oracle Droids are typically human sized, weighing on average 200 pounds. Your size is medium. **Speed.** Your base walking speed is 30. **Darkvision** You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray. **Situational Awareness.** Reading situations is one of the prime directives of any oracle droid. You gain proficiency in the Perception and Insight skills. You also determine the nature of the stimuli it receives from perception and investigation. For example, it can tell what chemicals are producing specific smells, or it can determine all of the ingredients of food or drink by taste. **Repair Protocols.** Whenever you spend Hit Dice at the end of a short rest to heal, you heal an additional amount of hit points equal to your character level. You may use this ability once per long rest. #### Reconnaissance Droid Small and stealthy, the reconnaissance droid was designed for clandestine operation, originally for the government, but more often used by corporations now due to better pay. Unlike other robots, recon droids are built entirely without metal, fabricators choosing to utilize hard plastics and carbon fiber instead. **Ability Score Increase.** Your Dexterity increases by 1. **Size.** Reconnaissance droids are typically smaller and built from lighter material than other builds, ranging from 2-4 feet tall and averaging 50 pounds. Your size is small. **Speed.** Your base walking speed is 25. **Darkvision** You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray. **Light Materials.** You gain proficiency in the Stealth skill. Also, you do not appear on RADAR or thermal based surveillance systems. **Grappling Module.** All reconnaissance droids are built with grappling units. As an action you may shoot up to 50 feet of heavy-duty cable, with either a grappling hook or suction cup at the end (you choose which when you use the ability), that can attach to any solid surface that can hold your weight, or that is light enough for you to drag. As a bonus action you can retract your rope and pull yourself to a surface you have attached to. After retracting fully, you may choose to stay connected which gives you advantage on any saving throws made to prevent being pushed, as well as allowing you to stick onto walls. #### Replicant Robot masters of disguise and subterfuge. Replicants are liquid-state robots comprised of a viscous organic paste contained within an incredibly thin synthetic membrane. The paste is a soft pink, and contains a number of molecular processors that maintain and operate the various systems of the Replicant. \pagebreakNum
\columnbreak They are rarely seen in their native form however, preferring to employ their ability to change their physical appearance to blend in. Who is responsible for building the Replicants is unknown, and they are incredibly rare. **Ability Score Increase.** Your Charisma Increases by 1. **Size.** Replicants are built to have a similar stature to humans, weighing on average 160 pounds. Your size is Medium. **Speed.** Your base walking speed is 30. **Shapechanger.** As an action, you can polymorph into any humanoid of your size that you have seen, or back into your true form. However, your equipment does not change with you. If you die, you revert to your natural appearance. **Amorphous.** Your liquid-state allows you to to move through a space as narrow as 1 inch without squeezing. #### Supercomputer Supercomputing robots were designed to complete complex problem-solving tasks through adaptive programming, utilized for sorting data into patterns that humanoids cannot naturally see. Supercomputer robots normally are lightly armored naturally, so that their processing units receive better airflow. **Ability Score Increase.** Your Intelligence increases by 1. **Size.** Supercomputers are typically human sized, weighing on average 200 pounds. Your size is medium. **Speed.** Your base walking speed is 30. **Adapting Mind.** You gain two more languages of your choice. Additionally, whenever you take a long rest, you may change these languages to any other language (except secret languages such as druidic or thieves’ cant). **Predictive Analysis.** You can analyze patterns of movement in other creatures, while you are not wearing medium or heavy armor, you may choose to add your Intelligence modifier to your AC instead of Dexterity. This feature does not work with unarmored defense. #### Webdroid Synthetic robots with a 'web' of biological components within them, once manufactured in great numbers as predecessors to androids, and subsequently forgotten when androids were created. They come in a variety of models and colors, although all are at least somewhat humanoid, and their inner webbing can be made out through their translucent casing. **Ability Score Increase.** Your Constitution increases by 1. **Size.** Webdroids are generally broader and heavier than humans, weighing on average 220 pounds. Your size is Medium. **Speed.** Your base walking speed is 30. **Composite Plating.** Your construction incorporates various metals and plastics, granting you a +2 bonus to Armour Class. **Frightful Appearance.** The web of biological material pulsing throughout your semi-translucent plastic body gives you an appearance that intimidates most, and frightens others. You gain advantage when attempting to intimidate someone \pagebreakNum
## Wirewreck The remains of a failed program of foetal cybernetic enhancement. Experiments in earlier cybernetic history led to attempts by engineers to create 'better' humans, introducing gene alteration and microscopic cybernetic parts to babies yet to be born. The results were mixed and unpleasant; although the infants turned out with certain expanded brain and muscle functions, other anatomical aspects broke down or never completed in the correct way. Jutting metal, exposed wiring, misaligned limbs and general skin breakdown were all commonplace. These days wirewrecks are the sad legacy. Many are completely crippled, damaged too badly too soon for even the advances of modern medicine to fix. The lucky few that can operate as normal are still easily identified by their odd proportions, and the cybernetic implants that have escaped from beneath their skin to fuse with its surface. ### Wirewreck Names Wirewrecks have two main names. The first name they are is the name of the test they were used for in the womb. These are called experimental names. The second name is usually given to them by their parents upon birth, and is usually a common name from the parents race. ***Experimental Names.*** Alpha, Experiment 1, Trial 73, Subject 4 ### Wirewreck Traits As a wirereck, you have the following racial traits. ***Ability Score Increase.*** Your Wisdom increases by 2. ***Age.*** Wirewreck have poor health from birth and rarely live past one year of age. Those unlucky few that have lived past one year can live upwards of a hundred years. ***Alignment.*** Deformed from birth by idealist scientists to further mankind only to be thrown out when they were determined to be a failure, most Wirewrecks have stopped caring about problems that don't directly involve them and have adopted a neutral alignment. ***Size.*** Wirewrecks tend to be shorter and more hunched than humans. Your size is Small. ***Speed.*** Your base walking speed is 25 feet. ***Languages.*** You can speak, read, and write Common and Cybernetic. Cybernetic is the most complex written language on the planet. Cybernetic is not spoken but transmitted through touch. If a creature has any form of an active electrical system as part of their body, they can understand Cybernetic as if it were their own language. Shepard chips do not count as an active electrical system. ***Darkvision.*** Your many mechanical parts enable you a weak form of Darkvision. You can see in dim light within 20 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray. ***Subrace.*** The thousands of various mutations and deformations suffered from Wirewrecks are countless, but usually can be summed up into two general subraces: Malfunctions and Shifters. \columnbreak #### Malfunctions ***Cybernetic Circuitry.*** You have Cybernetic Circuitry thanks to your unfortunate origin. Choose one type of circuitry from the Circuitry table. Your Focused Overload weapon and damage resistance are determined by the Circuitry type. | Circuitry | Damage Type | Focused Overload | | --- | --- | --- | | Brass | Fire | 5 by 30 ft. line (Dex save) | | Bronze | Lightning | 5 by 30 ft. line (Dex save) | | Copper | Acid | 5 by 30 ft. line (Dex save) | ***Focused Overload.*** You can use your action to exert destructive energy. Your cybernetic circuitry determines the damage type of the exertion. When you use your focused overload, each creature in the area of the blast must make a saving throw, the type of which is determined by your circuitry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your focused overload, you can’t use it again until you complete a short or Long Rest. ***Resistances.*** You have resistance against the damage type your Focused Overload ability deals. #### Shifters ***Cybernetic Shift.*** On your turn, you can shift as a bonus action, allowing the cybernetic mess within you to extend out and over your body. Shifting lasts for 1 minute or until you end it on your turn as a bonus action. \pagebreakNum While shifting, you gain temporary hit points equal to your level + your Constitution bonus (minimum of 1). You also gain a climb speed equal to your walking speed, and as an action may make an attack with the sharp tangle of wires that erupts from inside your mouth. This is a melee weapon attack that uses Strength for its attack roll and damage bonus, and deals 1d6 piercing damage. If this attack hits a target that is medium sized or smaller, the target is also grappled. The attack has a 10 foot reach. You must finish a short or long rest before you can shift again. ***Ability Score Increase.*** Your Strength score increases by 1. \pagebreakNum
## Gricknack Gricknacks are small animated stuffed animals created with the purpose of watching over young children and being their companions while they grow up. Initially, Gricknacks had limited mental capacities and were simply animated toys, but as the years went on more intelligent and sapient models were produced. The toys were eventually designed with complete sentience as it made communication with the parents and interaction with the children easier. Gricknacks are always stuffed animals, though what type of animal they represent greatly varies. Ducks, dragons, dogs, and rarely even corporate mascots are created, but the most common form by far is the teddy bear. ### Hardy Protectors One of the key ideas behind the Gricknacks is their ability to protect the children they look after. Despite their tiny physical size, Gricknacks excel at attacking would-be aggressors by actively targeting vulnerable low spots such as ankles, achilles tendons, and kneecaps. In case their child is afraid of the dark, all Gricknacks are equipped with an internal light that activates and allows them to glow brightly upon request. Additionally, their form as a stuffed animal allows them to be easily overlooked should they try and hide. Finally, Gricknacks have an inbuilt empath ability to read the emotional state of those they care about, and alter any affects that might be controlling their emotions. ### Charismatic and Attached Gricknacks are naturally designed to be charismatic and charming with children, and conversing with them and persuading them to do tasks comes naturally to them. Their tiny size also benefits them by making them seem "cute and trustworthy" to adults. Many Gricknacks become very attached to their children throughout the years, but know that all good things must come to an end eventually. As the years go on, children grow older and begin to spend less and less time with them. They'll still listen and offer advice when asked, but by the time their children reach maturity, most will go their separate ways, keeping in touch but living life for themselves. Very rarely some will become bitter and envious, and lash out by using their charismatic abilities to manipulate others into doing their bidding. ### Gricknack Names Most Gricknacks tend to keep the names they were given by their children, which tend to reflect their physical appearance or a cute sounding series of words. ***Names.*** Fluffy, Hugsalot, Tie Dye, Sir. Roughagins, Lotso, Commodore Fluffy Pants, Quizly, Lumpy Head ### Gricknack Traits Your Gricknack character has traits deriving from construct origins. ***Ability Score increase.*** One ability score of your choice increases by 2, another different ability score of your choice increases by 1. ***Age.*** Most of your kind are between two and thirty years old. Your kind are new, and your maximum lifespan remains a mystery. So far, your kind have shown no signs of deterioration due to age. \columnbreak ***Alignment.*** Your kind tend to be neutral in all affairs, seeking only to protect your kin. Rarely however, some of your kind will become obsessed with the fact that their child has grown up and doesn't want to play with them anymore. These individuals often become embittered on the fact that they were "forgotten" and use their charismatic ability to manipulate and abuse others into staying with them. Their alignment becomes neutral evil. ***Size.*** Your kind are adorable, which is a blessing and a curse. Your kind average between 1½ and 2 feet tall and weigh between 5 to 8 pounds. Your size is Tiny. You have a +2 bonus to Charisma (Persuasion) checks and a -2 penalty to Charisma (Intimidation) checks ***Speed.*** Due to your incredibly short stature, your kind move slower than the norm. Your base walking speed is 20 feet. ***Languages.*** You can speak, read, and write Common and two other languages of your choice. *You may not select Druidic, Primordial, or Thieves Cant with this trait.* ***Lit from Within.*** Your kind possess an inbuilt light source. As a bonus action, you can cause magical light to emanate from your entire body, causing it to shine bright light of a color you choose in a 20-foot radius and dim light for an additional 20 feet. If your body is completely covered, the light is blocked. As a bonus action you can choose to emanate only dim light in a 20-foot radius or deactivate the light entirely ***The Bigger They Are.*** You can take advantage of your nimble maneuvers to bring down opponents that tower over you. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest. ***Empath.*** Your kind have an empathic sense of the emotions and feelings of others, and can through willpower can even change the feelings of those they touch. You are magically aware of the emotional state of any creature you touch, and you can tell if a creature is under the magical influence of a foreign entity. This includes effects such as the charmed and frightened conditions, and the exertion of magical control such as the geas spell and similar effects. As an action, you can remove the charmed or frightened condition from a willing creature you touch. Once you remove a condition in this way, you cannot do so again until you finish a short or long rest. ***Construct Resilience.*** You were built into existence, and have the following traits: * You have advantage on saving throws against being poisoned, and you have resistance to poison damage. * You have the Construct type. * You are immune to disease. * You don’t need to eat, drink, or breathe. * You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep. * Checks made to heal you must be made with the Mechanics skill rather than the Medicine skill. (Outlined in Part 9) * When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal. \pagebreakNum
# PART 2 ##### Subclasses
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# Subclasses This section presents a series of new subclasses for any modern campaign as an alternative to the subclasses found in the Player's Handbook. Make sure your DM allows them in your campaign first. ## Primal Path Rage burns in every barbarian's heart, a furnace that drives him or her toward greatness. Different barbarians attribute their rage to different sources, however. ### Path of the Dreadnought You are a merciless, destructive and unstoppable force. When it comes to fighting, you are at the forefront. A dreadnought generally approach combat in the most direct way possible, rarely carrying only one gun and leaving a path of devastation behind. In the midst of battle, you are capable to take a great deal of punishment while dealing out far more to any who dares to go against you. #### Juggernaut Starting when you select this path at 3rd level, when you are targeted by an attack or a spell while you're raging, you can use your reaction to gain a bonus to your Armor Class equal \columnbreak to your rage damage until the end of this turn. Additionally, you gain advantage in saving throws against being knocked prone or moved against your will. #### Draw Fire At 6th level, you can use your reaction to distract opponents and convince them that you are the most dangerous target in the area. Choose one creature that you can see within 15 feet of you which is attacking one friendly creature. If the creature can see or hear you, it must succeed on a Charisma saving throw (DC equals to 8 + your proficiency bonus + your Charisma modifier) or attack you instead. #### Body Gaurd At 10th level, while you're raging, any creature within 5 feet of you that's hostile to you have disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened. #### Devastating Rage At 14th level, when you have half or less hitpoints while raging, you can add your Rage Damage bonus to attack rolls. ### Path of the Wrecker Muscle breaks Steel; Rage defeats Machines; Strength beats Systems; such is the creed of the Wrecker. True barbarians learn this creed quickly when set adrift in the so-called civilized world of blinking lights and metal walls. People have lost their way in this universe, trusting their lives to machines and algorithms instead of the reliability of their own might. Setting upon the Path of the Wrecker means tearing down the machines and buildings of the mechanized world and letting your bottomless rage guide you when the universe itself seems upside-down. #### Dismantle By 3rd level, ripping apart machines, piece by piece, comes second nature to you. While you're raging, you ignore the damage threshold of nonmagical objects. Additionally, you can add twice your rage bonus damage when you deal damage to constructs. #### Percussive Maintenance Starting at 6th level, you understand that smashing something usually makes it work better. You can attempt to hack a device that could normally be hacked, such as a door control panel or an arcane terminal, by breaking it. Make a Strength (Athletics) check in place of an Intelligence (Data) check. On a success, you perform one operation on the system of your choice as if you had full access, just as if you successfully hacked the system. The machine breaks immediately after this and can't be used afterwards without repair, whether or not you succeeded on the check. #### Disarm Foe By 10th level, you've become quite skilled in the timetested tactic of ripping off an enemy's limb and swinging it like a weapon against them. You gain proficiency in improvised weapons. \pagebreakNum
You can rip a limb off a humanoid creature when you reduce it to 0 hit points with a melee weapon attack, or you can rip a limb off a Large or smaller construct or undead creature within 5 feet of you by making an opposed Strength (Athletics) check against it as an action. If the construct or undead has half its hit points or more, it automatically succeeds on this check. If you succeed on this check, you rip off one of the creature’s limbs, which you can immediately use to make an attack as a bonus action. An undead or construct that has had a limb removed can't make attacks using that limb and has disadvantage on ability checks that involve using their limbs. You can only remove one limb from a creature. A severed limb is an improvised melee weapon which deals 1d6 bludgeoning damage on a hit. If removed from a Large creature, it deals 1d8 bludgeoning damage instead. #### Crush, Smash, Bash Starting at 14th level, your strikes land with such ferocity that you tear armor and armor plating asunder with your attacks. While raging, when you deal damage with a melee weapon attack to a construct or a creature wearing armor, you can cause the armor or construct to take a cumulative -1 penalty to the AC it offers, to a maximum penalty of -4 AC. A construct or suit of armor damaged by this ability can be repaired in 1 hour for 100 gp per point of AC penalty taken. ## Bard College The way of the bard is gregarious. Bards seek each other out to swap songs and stories, boast of their accomplishments, and share their knowledge. Bards form loose associations, which they call colleges, to facilitate their gatherings and preserve their traditions. ### College of Fame Bards of the College of Fame are in the publics eye by day, while working for an agency or organization by night. These bards might simply be famous because who they are, or they may have earned their status because what they've done. #### Bonus Proficiencies When you join the College of Fame at 3rd level, you gain proficiency with the Deception, Performance and Persuasion skills. #### Winning Smile Also at 3rd level, while you are not wearing any armor, your AC equals to 10 + your Dexterity modifier + your Charisma modifier. Additionally, choose one skill from Deception, Performance or Persuasion. You add twice your proficiency bonus to any check you make with that skill. You learn the
enthrall
and
suggestion
spells. #### Compelling Performance At 6th level, as a bonus action, you can expend one use of Bardic Inspiration. If you do so, for the next minute you can cast the command spell at 1st level as a bonus action on each of your turns without using a spell slot a number of times equal to your Charisma modifier. Additionally, whenever any of your charm spells ends while using this feature, the creature or creatures affected don't realize they were charmed by you unless you want to. \columnbreak
#### Utterly Convincing Starting at 14th level, when you make a Charisma-based ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add twice the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail. Additionally, when a creature use one of your Bardic Inspiration dices to improve some Charisma-based ability check, it also adds twice the number rolled to its ability check. ### College of Metal The system is broken. It's built to defend corporations and wage slaves, who throw the downtrodden masses under the yoke of oppression, grinding them into corn meal that they feed into their money machines. No one understands that better than you do. But you don't need guns or drones to fight this war. You know that the power of music can move mountains, and you use the expression of your rock to drive the chained masses forward. As individuals, you will fall. But as a group, you can create a powerful noise. #### Defiance Starting at third level, the power of your music compels your allies to stand up and fight. Spend a minute playing music for your allies. For the next hour, they may spend Hit Dice to regain their hit points as an Action. You may use this ability once per long rest. \pagebreakNum
#### Uprising Also at 3rd level, with a chant you inspire you allies to rise up and rally forward. Using a bonus action and a Bardic Inspiration die, all of your allies that can hear you can add 10 feet to their movement on the following turn, as long as that movement ends with them closer to an enemy than they were when their movement started. Additionally, if that ally makes a melee attack at the end of their movement, then they may make that attack with advantage. #### Deafening Chord Starting at 6th level, you gain the ability to play deafening music. Choose a creature within 60 feet of you that is not deafened, and spend a Bonus Action to play the Deafening Chord. The target succeed on a Constitution saving throw against your spell DC, or they lose concentration on a spell or concentration ability of your choice and become deafened. Regardless of the result of the saving throw, that creature's speed is reduced to 0 until the start of your next turn. This ability can only be used a number of times equal to your Charisma modifier per long rest (a minimum of once). #### Rise Up At 14th level, the sheer magnitude of your spirit for rebellion and defiance emboldens your allies to rise up and challenge the authority around them. Spend an Action to roll your Bardic Inspiration dice. All allies that can hear you within 60 feet gain a number of temporary hit points equal to your proficiency modifier + your Charisma modifier + the result of your Bardic Inspiration dice. You can use this ability a number of times equal to your Charisma modifier (minimum 1) per Long Rest. ## Divine Domain In a pantheon, every deity has influence over different aspects of a mortal life and civilization, called a deity's domain. All the domains over which a deity has influence are called the deity's portfolio. As a cleric, you choose one aspect of your deity's portfolio to emphasize, and you are granted powers related to that domain. ### City Domain The City domain is concerned with the citizenry, commerce, traffic, and even architecture of modern civilization. In the eyes of a cleric of the city, the center of modern life is a sense and spirit of community, and the gravest enemies of the city are those who seek to harm the common weal of its citizens. New spells introduced for the City domain are marked with an asterisk and detailed in the “New Spells” section at the end of this book. For all other spells, see the Player’s Handbook. #### City Domain Spells | Cleric Level | Spells | | --- | --- | | 1st |
comprehend languages, remote access*
| | 3rd |
find vehicle* , heat metal
| | 5th |
lightning bolt, protection from ballistics*
| | 7th |
locate creature, synchronicity*
| | 9th |
commune with city*, shutdown*
| \pagebreakNum
#### Bonus Cantrip When you choose this domain at 1st level, you gain the
on/off
cantrip see “New Spells" in addition to your chosen cantrips. #### Bonus Proficiencies Also starting at 1st level, you gain proficiency with sidearms and proficiency with vehicles (land). #### Heart of the City From 1st level, you are able to tap into the spirit of community found in the city. While you are within any city, you can gain advantage on a single Charisma (Deception, Intimidation, or Persuasion) check, and you are considered proficient in the appropriate skill. You can use this feature a number of times equal to your Wisdom modifier a minimum of once . You regain any expended uses when you finish a long rest. #### Channel Divinity: Spirits of the City Starting at 2nd level, you can use your Channel Divinity to call on the city for aid. As an action, you present your holy symbol, and any city utility within 30 feet of you either works perfectly or shuts down entirely for 1 minute (your choice.) Additionally, each hostile creature within 30 feet of you must make a Charisma saving throw. On a failed save, the creature is knocked prone or restrained (your choice) by hazards such as entangling wires, high pressure water erupting from fire hydrants, pavement collapsing to unseen potholes, and so on. A restrained creature can escape by making a successful Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC. This effect is entirely local and affects only utilities within 30 feet of you. Determination of what utilities are available within range and how the physical effects of those utilities manifest are left to the DM. #### Block Watch Starting at 6th level, your awareness while in the city extends preternaturally. While in an urban environment, you are considered proficient in the Insight and Perception skills, and you add double your proficiency bonus to Wisdom (Insight) and Wisdom (Perception) checks, instead of your normal proficiency bonus. #### Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with psychic energy borrowed from the citizens of your city. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra psychic damage increases to 2d8. #### Express Transit At 17th level, you can use mass transit routes to transport instantaneously to other points in the city. Starting from a bus stop, train station, subway stop, or other suitable mass transit site within the city, you can teleport to any other similar transit stop within the city, as if you had cast a teleport spell whose destination is a permanent teleportation circle you know. Once you use this feature, you must finish a short or long rest before using it again. \columnbreak ### Technology Domain Gods of technology promote the ideals of invention, city building and science. Cities, electronic and mechanical devices are the example of their ideals, empowering everyone who uses the technology in their name. #### Technology Domain Spells | Cleric Level | Spells | | --- | --- | | 1st |
grease, power device*
| | 3rd |
arcane lock, relay text*
| | 5th |
electromagnetic pulse*, lightning bolt
| | 7th |
fabricate, wire walk*
| | 9th |
instant connectivity*, synchronicity*
| #### Bonus Cantrip When you choose this domain at 1st level, you gain the
haywire
cantrip if you don't already know it. #### Channel Divinity: Recharge Starting at 2nd level, you can use your Channel Divinity to power electrical devices. As an action, you touch your holy symbol and evoke pure energy. You gain a number of energy points equal to five times your cleric level that last for 2 hours or until you finish a short or long rest. As an action, you can touch an electrical device and transfer energy points from your pool to power it. Expending 1 energy point you can power a medium or smaller electrical device for 10 minutes, and expending 4 energy points you can power a Large or Huge-sized electrical device for 10 minutes. You can increase the duration expending more energy points, up to the maximum amount remaining of your energy points. #### Urban Builder Beginning at 6th level, while in an urban environment, you are considered proficient with the engineering kit and the mechanic tools, and you add double your proficiency bonus to checks using those tools instead of your normal proficiency bonus. #### Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with the divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 lightning damage to the target. When you reach 14th level, the extra damage increases t #### Techpriest At 17th level, you gain resistance to lightning damage and you learn the spell
chain lightning
, which is always prepared and count as a domain spell for you. Additionally, all electric devices that require batteries don't expend charges when you use it. \pagebreakNum
## Druid Circle Though their organization is invisible to most outsiders, druids are part of a society that spans the land, ignoring political borders. All druids are nominally members of this druidic society, though some individuals are so isolated that they never seen any high-ranking members of the society or participated in druidic gatherings. At a local scale, druids are organized into circles that share certain perspectives on nature, balance, and the way of the druid. ### Circle of Civilization Also called Urban Druids, or Iron Druids, those who enter the Circle of Civilization learn to see the world of man not as a scourge upon nature, but an extension of it. these druids see beauty in the resilient ecosystems of humanoid cities, and so serves as a guide and protector to their inhabitants. such druids appear at all levels of society, be it as a vagabond amongst their homeless charges, or liaison between the aristocracy and the fey court. Regardless of your station, as a member of this circle your magic is bound to the streets beneath your feet, and the thousands of people who walk them alongside you. #### Bonus Cantrip When you choose this circle at 2nd level, the cantrips from the following list are added to the druid spell list for you, and you may learn a cantrip from the list: prestidigitation, minor illusion, message, friends. #### Civil Recovery Starting at 2nd level, you can regain some of your magical energy by sitting quietly and listening to the sound of the city. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest. For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots. #### City Spells Your mystical connection to the city infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to city spells connected to the metropolis where you live. Once you gain access to a city spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. ##### Circle of Civilization Spells | Druid Level | Spells | | --- | --- | | 3rd |
alter self, shatter
| | 5th |
tiny servants (XGE), hypnotic pattern
| | 7th |
fabricate, compulsion
| | 9th |
passwall, animate object
| \columnbreak #### Social Stride Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. Furthermore, your spiritual place within humanoid society allows you to easily insert yourself into any social groups. As an action you may approach a group of three or more non-hostile humanoids who are within 10 feet of you and have a CR of 1/2 or lower, forcing them to make a WIS saving throw. the humanoids who fail the save instinctually cluster together with you, and the following things happen: * The effected creatures perceive you as part of their group and treat you as a friendly acquaintance. * The creatures instinctively cluster together, staying within 5 feet of each other wherever possible. * You may use your bonus action to have your group of influenced creatures move up to 15 feet in the direction of your choice. they will not move into an obviously hazardous location, such as a sheer drop or a patch of flame. * You have advantage on deception checks to pass yourself off as a member of that group to outside observers. This effect ends when you are no longer within 10 feet of the group, if you or any member of the group sustain damage, or after 10 minutes. When you use this ability you may not do so again until you have completed a long rest. #### Iron Druid When you reach 10th level you bind your magic to the bones of the city, surpassing your aversion to Iron and other metals. While you are wearing significant amounts of cold iron about your body (for instance in the form of heavy piercings, jewelry, or metallic tattoos.) you are immune to poison and disease, as your iron aura grants you construct like resilience. Your iron magic also wards you against the influence of fiends and fey, making it impossible for them to frighten or charm you. if you are wearing metal in your humanoid form, you retain the benefits while wild shaped. #### Urban Shape At 14th level, you may shape yourself into an avatar of your urban home. While you retain the benefits of your Iron Druid ability, you may expend a use of your wild shape and gain the following benefits for 1 minute: * Mortar and Debris coat your body, doubling your weight and granting you resistance to non- magical piercing bludgeoning and slashing damage. * You radiate an aura bearing the essence of cold iron 10 feet from yourself. Whenever a fiend or fey creature enters your aura, or begin their turn there, they take Radiant damage equal to half your druid level, as the metal’s touch burns them. * You may use two feet of your movement to walk through 1 foot of carved wood, packed dirt, or worked stone. If at the end of your turn you are inside a surface that this ability had allowed you to enter, you are harmlessly ejected from that material at the point where you entered. \pagebreakNum
### Circle of the Sewers Like a barnacle clutched to a belly of a ship, druids of the sewers aren't bothered by their reputation. Where there is an ecosystem, you can be sure there is at least one druid maintaining it, and under the rustle and bustle of any Waterdeep or Silverymoon there is an ecosystem—one of vermin and filth, but an ecosystem nonetheless. Druids of the sewer promote the vermin that stalk the cold stone passageways that snake below the cities of the material plane. These druids promote their inhabitants' existences whether to keep the companionship of the fellow squalid lifeforms or to keep the balance of the gorgeous cities by tending to the wretched world below. #### Circle Spells Your connection to the fetid sewers infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the wretched depths below the cities. Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you. \columnbreak ##### Circle Spells | Druid Level | Circle Spells | |:----:|:-------------| | 3rd | *spider climb, web* | | 5th | *gaseous form, stinking cloud* | | 7th | *blight, dimension door* | | 9th | *cloudkill, contagion* | #### Skittering Forms Starting when you pick this circle at 2nd level, your wildshape options are expanded by the fact that most sewer creatures have a common goal. When you use your action to wildshape you can instead turn into a swarm of tiny beasts, following all other normal wildshape restrictions. Starting at 6th level in this class, when you are in the form of a swarm of tiny beasts you can use your bonus action to scatter in every direction. You become incapacitated and immune to all damage that doesn't fully engulf the entire swarm (the swarm when scattered has a radius equal to it's fastest movement speed). If you are scattered, your swarm form loses stability at the start of your next turn. You become a single instance of the tiny creature in an unoccupied space within the reach and movement speed of the orignial swarm. All other instances of the unstable swarm die and rot into grey ash. #### Infesting Friends Starting at 6th level, you can call fourth any community of vermin that skulk the shadows looking to eat all they can. When you kill a creature within 10 feet of you with a spell or attack, you can cause a swarm of tiny beasts to burst fourth from the corpse. These tiny beasts obey your verbal and mental commandss. The swarm of tiny beasts must be a swarm you are able to turn into with your wildshape feature. The swarm scatters when they enter direct sunlight or until 8 hours has passed. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. #### Blood to Ichor Starting at 10th level, the disease and toxic sewers are inert to your form. You become immune to the effects of poisons and disease. You can expened a use of your wild shape to transform into an ooze of challenge rating 2 or lower instead of a beast. #### Blessing of the Sewers Starting at 14th level, You can cast *detect poison and disease* at will as your senses grow honed to the presence of rot and decay. All creatures of your choice within 10 feet of you are immune to contracting diseases or becoming poisoned, including yourself. If the creature is already poisoned or diseased the effects of the poison or disease are suppressed while they remain within 10 feet of you. \pagebreakNum
## Martial Archetype Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach. ### Commando A commando is a soldier of an elite light infantry or special operations force specialized in assault or unconventional high-value targets. Commandos differ from other types of special forces in that they primarily operate in overt combat, front-line reconnaissance, and raiding, rather than long range reconnaissance and unconventional warfare. #### Tactical Aid Beginning when you choose this archetype at 3rd level, as a bonus action, you can give advantage to an ally on the next ability check or attack roll versus an opponent you can see within 30 feet of you. You can use this feature a number of times equal to your proficiency bonus before finishing a short or long rest. #### Pre-Planning Starting at 7th level, after spending 1 hour studying a map, plan or similar of an 8-mile area, you learn something about two of the following points of your choice: * Access (the password for entering a restricted area, the location of a keycard, an unlocked entry door or window) * Alternative routes (the ventilation system, the basement access, roof access and such) * Dead Drop (an insider drops off up to 20 lb. of equipment in a location you choice. The equipment can be both yours or from your allies) * Surveillance (location of cameras, the security room, number of guards, metal detectors and such) Additionally, while you are in the area you've studied, you have advantage on initiative rolls for the next 12 hours or until you use this feature again. #### Additional Fighting Style At 10th level, you can choose a second option for the Fighting Style class feature. #### Rapid Strike Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action. #### First Contact At 18th level, if you take the Attack action on your first turn of a combat, you can make one additional ranged weapon attack as part of that action. ### The Tactician Tacticians view the battlefield as a game of chess, using techniques passed through war logs and following their gut instincts. \columnbreak The knowledge or bravura of a Tactician can be the defining element of a battle that gives the final push towards victory in a small skirmish or a long campaign. Not every fighter learns from every fight, mugging, or gang war throughout history like the Tactician does. #### Master Tactician At 3rd level, when you take the attack action, you can forego your attack to allow one ally within 30 feet that can see and hear you to make one weapon attack. If you are able to make multiple attacks with the Attack action, this attack replaces one of them. On a hit, they add your Intelligence Modifier to the damage roll. #### Battlefield Wit At 3rd level your knowledge of tactics helps you move quicker through the cacophony of battle. You add your Intelligence modifier to your Initiative rolls. #### Student of War Starting at 7th level, your knowledge of military history is unrivaled. You gain proficiency in History. Your proficiency bonus is doubled for any ability check you make attempting to recall military events. #### Inspiring Word At 10th level, when you use your Second Wind, Action Surge or Indomitable feature you can instead provide the benefits to a friendly creature that can see and hear you within 30 feet. \pagebreakNum
#### Castling At 15th level, you can position a number of friendly creatures equal to your Intelligence modifier (minimum of +1) within 60 feet that can see and hear you, as a bonus action. These creatures can use their reaction to move up to their speed. This movement does not provoke opportunity attacks. Once you use this feature you cannot do so again until you finish a short or long rest. #### Fearless Rescue At 18th level, when an enemy reduces an ally to 0 hit points within 30 feet, you can use your reaction to move up to 5 feet near the enemy that reduced the ally’s hit points and make a weapon attack. Your ally is immediately stabilized and can spend a hit die to regain health, in addition they regain another 1d6 hit points for each opportunity attack you provoked in your movement. Once you use this feature you cannot do so until you finish a long rest. ## Monastic Tradition Most monasteries practice one tradition exclusively, but a few honor the traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level. ### Way of the Gun Fu Monks of the Way of the Gun Fu are masters in the sophisticated close-quarters gunplay resembling a martial arts battle played out with firearms instead of traditional weapons. The focus of gun fu is both style and the usage of firearms in ways that they were not designed to be used. Shooting a gun from each hand (usually paired with jumping to the side at the same time), shots from behind the back, as well as the use of guns as melee weapons are all common. #### Gun Fu Technique When you choose this tradition at 3rd level, you gain proficiency with heavy pistols and machine pistols. These weapons are monk weapons for you, and you gain the following benefits: * Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with firearms. * Immediately after you take the Attack action on your turn to make an unarmed strike, you can spend 1 ki point to make an additional ranged weapon attack with a firearm as a bonus action. #### Countershot At 6th level, as a reaction when an enemy misses you with a melee attack roll, you can make a single ranged weapon attack with a firearm against the attacker. Once you use this feature, you can't use it again until you finish a short or long rest. #### Gun Fu Mastery At 11th level, you gain proficiency with submachine guns and tactical shotguns. \columnbreak
These weapons are also considered as monk weapons for you. Additionally, when you hit a target with a firearm which is a monk weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns. #### Bullseye At 17th level, your mastery of firearms grants you extraordinary accuracy. If you make an attack roll with a firearm which is a monk weapon for you and miss, you can reroll it. You can use this feature only once on each of your turns. ### Way of the Squared Circle Monks of the Way of the Squared Circle have become masters of showmanship and grappling. Colorful and loud by nature, these monks are often found far and wide as performing combatants searching for fame and fortune. They learn techniques to throw and restrain their opponents, manipulate ki to release devastating attacks, and practice advanced meditation to shrug off harm. #### Superstar Your training and experience has granted you a uniquely entertaining approach to combat. When you choose this tradition at 3rd level, you gain proficiency in Acrobatics and Performance, if you haven't already gained them. Additionally, you learn Kayfabe, the secret language of Monks within the Way of the Squared Circle discipline. \pagebreakNum
#### Superior Grappling Technique Starting when you choose this tradition at third level, your expertise allow you to use your Dexterity (Acrobatics) to make a Grapple. Additionally, you may use one of your Flurry of Blows attack to attempt a grapple. When you have a creature grappled, you may spend one ki point to use an attack action to do one of the following. * **Suplex Throw** The creature must make a Dexterity saving throw against your monk DC or take damage equal to your Martial Arts die + Dexterity modifier and land prone. Additionally, you may also throw it up to 10 feet away from you in any direction, however this will release the grapple * **Submission Hold** The creature must make a Dexterity saving throw against your monk DC. If it fails, it is restrained. On the start of its next turn, if it is still restrained, it must make a Strength saving throw or take damage equal to two rolls of your Martial Arts die + Dexterity modifier. On subsequent turns, if still restrained, you may use an action to do this damage again. When you use an action or bonus action other than Submission Hold they are no longer restrained, however they are still grappled. #### Devastating Finishing Maneuver At 6th level, your training and experience has allowed you to develop a Devastating Finishing Maneuver. As an action, you can spend 3 ki points to perform a unique attack as per your Martial Arts feature. On a hit, you deal bludgeoning damage equal to 6 rolls of your Martial Arts die + your Dexterity modifier. You must finish a short or long rest before you can use this feature again. #### No Selling At 11th level, you manipulate your ki to shrug off damage. As a reaction when you take bludgeoning, piercing, or slashing damage, you may spend one ki point to resist this damage and any further bludgeoning, piercing and slashing damage until your next turn. Additionally, when you use your Slow Fall feature, if the remaining damage after the reduction is \columnbreak less than your hit point total, you have resistance to this damage. #### Main Eventer At 17th level, your experience and prowess has granted you the endurance of a Main Eventer. When your ki points reach 0 in combat, you regain 3 ki points and another use of your Devastating Finishing Maneuver feature. You have two uses of this ability and you regain all expended uses of it when you finish a short or long rest. ## Sacred Oath Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin's training. ### Oath of Logic In the far future, the beliefs in the gods have dwindled and many paladins serve under a new power: Technology, and the logic that is used alongside it. Instead of a Paladin worshipping the technology that surrounds them, they draw on its power using it to assist them in and outside of battle. A Paladin who has taken the Oath of Logic strives to bring order through knowledge, utilizing the urban world around them. #### Tenets of Logic The tenets of the Oath of Logic shows a willingness to understand the laws and reasonings in a modern age. **Everything Has a Reason.** Logic dictates that something will always happen for a given reason. Even if it isn’t immediately visible. **Science Overcomes All.** When something cannot be explained, science usually is the best way to start looking into the reason. **Occam's Razor.** The simplest answer is the most logical and is usually correct. \pagebreak
#### Oath Spells You gain oath spells at the paladin levels listed ##### Oath of Logic Spells |Paladin Level| Spells | |:----:|:-------------| | 3rd | *identify, remote access* | | 5th | *find vehicle, silence* | | 9th | *haywire, protection from ballistics* | | 13th | *synchronicity, system backdoor* | | 17th | *modify memory, shutdown* | #### Proficiencies When you take this oath at third level, you gain proficiency in land vehicles #### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. **Info Leak.** As a bonus action, you can use your Channel Divinity to tap into an electrical device with a screen within 30 feet of you and view what is on that screen at that time. You can use your action to delve deeper into the devices files and memory. The device must make a DC 10 saving throw. On a failed save, device becomes unusable for the next minute **Electromagnetic Strike.** As an action, you can Channel Divinity to make an attack with a magnetized strike, increasing your attack by a certain amount based on the armour the opponent is wearing. * Heavy: +10 (+8 for Splint) * Medium: +6 (+5 for Hide) * Light: +3 (+4 for Studded Leather) * Natural/No Armour: +0/+1 (at the DM's Discretion) #### Firewall Aura Starting at 7th level, yours and any friendly creature's devices within 20 feet of you are protected from hacking, magical or otherwise. At level 18, the range of this aura increases to 50 feet #### Conductive Discharge At 15th level you become resistant to lightning damage. Whenever you are hit with anything that deals lightning damage your next attack using deals half of the damage you took as additional lightning damage. #### Technological Singularity At 20th level, you consume the power of the technology around you. Electrical sparks flicker across your body and your hair stands straight on end. Using your action, you undergo a transformation. For 1 minute you gain the following benefits: * Your strength, dexterity and constitution increase by 1. * You gain an extra attack each round. * On your next attack you can charge 15 feet without expending movement. As well as sending out an Electromagnetic Pulse that disables all devices not affected by Firewall Aura within a 10 foot radius of you. \columnbreak * You emit an electrical field 10 feet around you, any enemy that starts their turn inside the field takes 15 lightning damage. Once you use this feature, you can't use it again until you finish a long rest. ### Oath of the Vigilante The Oath of the Vigilante is focused on eliminating targets in the name of justice. Although the common folk might call them assassins, they prefer to have some vigilantes in the city. #### Tenets of the Vigilante The following virtues are common to all paladins, even though the situations and laws might be different on each case: **Justice in Your Hands.** Sometimes you must step outside the law to exact justice for keeping peace. **Hunt.** Seek out those who might do harm to the innocent, even if they hide. **Eliminate the Guilty.** The guilty must be destroyed in order for the innocent to live in peace. #### Oath Spells You gain oath spells at the paladin levels listed. ##### Oath of the Vigilante Spells | Paladin Level | Spells | | --- | --- | | 3rd |
bane, detect evil and good
| | 5th |
hold person, zone of truth
| | 9th |
haste, speak with dead
| | 13th |
otiluke's resilient sphere, locate creature
| | 17th |
dominate person, hold monster
| #### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. **Hunter of the Evil.** You can use your Channel Divinity to strike with divine accuracy upon a creature. When you make an attack roll, you can also use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. **Smite the Guilty.** As an action, you present your holy symbol and speak a prayer, using your Channel Divinity. Choose one creature within 30 feet of you that you can see. That creature must make a Wisdom saving throw. On a failed save, the creature has disadvantage on its attack rolls until the end of your next turn. Additionally, the creature can only take an action or bonus action on its next turn. #### Vigilant Aura By 7th level, you and all friendly creatures within 10 feet of you cannot be surprised. At 18th level, the range of this aura increases to 30 feet. #### Street Watch Starting at 15th level, while in an urban environment, you can't be charmed and you have advantage on initiative rolls. \pagebreakNum
#### Eternal Vigilant At 20th level, as an action, you become an entity of true and divine judgment. For 1 minute, you gain the following benefits: * You have advantage on attack rolls you make against creatures which have attacked you or a friendly creature in the last minute. * You can use Smite the Guilty once per round as a bonus action without using your Channel Divinity. ## Ranger Conclave Across the wilds, rangers come together to form conclaves— loose associations whose members share a similar outlook on how best to protect nature from those who would despoil it. ### Shadow Hunter Conclave The Shadow Hunter is a tracker, a stalker, a finder of lost things and people—particularly those that do not want to be found. The Shadow Hunter is familiar with all the modern forensics methods of tracking a subject, but places equal faith in magic and supernatural methods. #### Target Creature At 3rd level, you may designate a creature as your target. You don't need to know the target personally and you may know the creature only through her actions or description, such as "the orc from the bank heist" or "the gnoll who led the jail breakout". You cannot designate a creature while you or the target is in combat, and once you choose a target you must wait 24 hours before choosing another. The creature you target counts as a favored enemy for you. #### No Trace At 7th level, you have advantage on checks you make to hide and avoid being detected while you are in your favored terrain or an urban environment. Additionally, while you are tracking your target, you can move stealthily at a normal pace and enemies have disadvantage on Perception checks to track you. > ##### Revised Ranger > If you're playing the revised ranger introduced in Unearthed Arcana, you also gain the Extra Attack feature. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn #### Play A Hunch At 11th level, you can use your action and expend one ranger spell slot to determine whether an assumption, hunch, or guess is correct. When you do so, you must state the assertion (such "He has left the building", or "The mayor is an evil man"). Then, the GM rolls a percentile dice. There's a 70% + 1% per ranger level chance of getting a response on the hunch. If the roll is a success, the GM lets the player know if the hunch is true, false, both or neither. A "both" response is possible for vague assumptions such as "the mayor is an evil man" can be both true and false \columnbreak (he is evil, but not human). An "unknown" response is for questions with no immediate answer. The DM may determine that the hunch is so obvious that it does not require a roll, or that is so vague that there is no chance for success. A hunch does not translate as a legal truth, and will not stand up in a court of law. Rather it is an obvious fact to the Shadow Hunter alone. Finding proof of an assumption such as "the mayor is a mind flayer" would require additional work. You can use this feature a number of times equal to your Wisdom modifier and you regain any expended uses when you finish a long rest. #### Locate Target At 15th level, you gain the supernatural ability to know where your target is. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense your targeted creature's location if it is within 3 miles of you, and if it's moving, you know the direction of its movement. This ability applies only on the target, and does not reveal attitude, status, or the presence of others around the target. After you use this ability, you must finish a sort or long rest to use it again. ### Urban Warrior Conclave To embody the Urban Warrior is to have your knowledge of the city reach out limitlessly. To traverse the city scape how nobody else can, and be ready to tackle anything within is what it means to be an urban warrior. The towering complexes and endless alleyways are your jungle, the roads are your rivers, and skyscrapers are your mountains; all of it channels through you and gives you strength. Different urban warriors may have different motivations as to why they fight. Some are vigilantes that wish to keep peace in the city, some are outlaws who look out for nobody but themselves, but nomatter who they are the city is their domain and they fight there like no other. #### Traversal At 3rd level, you mentally decode the world around you into simple geometry, andcan traverse it in ways that might seem to defy physics. You gain the following benefits: * You gain a climbing speed equal to your movement speed. * You can fall up to twice as far without taking any falling damage. * You can leap up to twice as far. * You can move through a space that is one size category smaller than you without squeezing. * You can move down a vertical space at a speed equal to double your base movement speed, assuming you have a firm vertical surface to utilize. If you stop moving before reaching the bottom of the vertical space, you start falling. #### Combat Opportunist Starting at 7th level, you gain exceptional knowledge on how to use the world around you to your advantage; choose one of the following features: **High Ground.** Attacks you make against creatures standing on ground at least 10ft lower to you have advantage. \pagebreakNum
**Line of Sight.** Creatures gain no benefit from using cover against weapon attacks you make, unless it is full cover. **Lone Target.** You have advantage on attacks against creatures that are at least 5 feet away from any other target, cover, or creature, excluding yourself You can choose another one of these features at 11th level and 15th level. #### Weapon of Choice At 11th level you understand as much about the weapons you use as the environment. The weapon, in part, becoming a component of your ever-growing equation of combat and survival. Over a period of 1 hour, which can be done over a short rest, you expend a spell slot and analyze every critical and finite detail of your weapon, as you attempt to bond with it. The process is temperamental, and the weapon may reject the process, depending on certain variables. At the end of the period, you must make a Wisdom check with a DC of 20 minus the level of the spell slot you used initially. Add your Proficiency bonus to this roll. Certain variables can affect the DC. Refer to the chart below for relevant information: (DC Mods do stack) ##### Weapon of Choice Mods | Variable | DC Mod | |:---:|:-----------:| | Weapon is Magical | +2 | | Weapon is Sentient | +3 | | Weapon is Light | -1 | \columnbreak | Variable | DC Mod | |:---:|:-----------:| | Weapon is Ranged | -1 | | Weapon has permanent Bonuses/Penalties | +2 | | Weapon is Simple | -1 | | Weapon is Martial | +1 | | Weapon has been physically modified | +2 | | The bond with this weapon has before been broken | +3 | On a failed check, the weapon is not bound, and the spell slot and attempt has been wasted. On a success, the weapon becomes bound to you and it gains the following benefits: * The weapon cannot receive modifier penalties. * You add your wisdom modifier to attack and damage rolls made with the weapon. * You cannot be disarmed of this weapon while you are conscious. * This weapon’s attacks are considered magical for the purpose of overcoming resistances and vulnerabilities to non-magical attacks. If any changes are made to the weapon, such as any of the factors mentioned in the variable table (except changes granted by this feature, and spells that grant a temporary bonus), the bond is broken, and you must reattempt bonding if you are to re-establish your bond. You may only have one bonded weapon at any given time and you can willingly break your bond at any time (no action required). #### Street Ninja Starting from 15th level, Your Movement speed increases by 20 feet. You can use the Dash, Dodge, Disengage, and Hide action as a bonus action on your turn. Finally, as a reaction you take directly after another creature’s action or movement, you can use any unspent movement to move and/or utilize the Traversal feature. ## Roguish Archetype Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetype. Your choice of archetype is a reflection of your focus—not necessarily an indication of your chosen profession, but a description of your preferred techniques. ### Infiltrator An infiltrator can break into places others wouldn't dream of, find what it's looking for, and get back out again while eluding or evading anyone who would try to stop him. An infiltrator is a master of stealth, breaking and entering, and second—story work. \pagebreakNum
#### Bonus Proficiencies When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and hacking tools. #### Sweep Starting at 3rd level, you know how to size up an area and get the lay of the land in a single sweep of your eyes that often isn't perceptible to those around you. You can use your bonus action granted by your Cunning Action to make the Search action. You also gain advantage on the check when looking for alarms, surveillance devices, escape routes and any expensive objects that can easily be concealed and carried away. #### Infiltration Adept At 9th level, you have a number of infiltration dice equal to your Dexterity modifier, which are d8s. You regain all of your expended infiltration dice when you finish a long or short rest. You can expend an infiltration dice and add it to the result for the following checks after you roll, but before the DM says whether the roll succeeds or fails. * Whenever you make a Dexterity (Stealth) check. * Whenever you make an attack roll while hiding. * Whenever you make a check using, disarming or repairing an electrical or mechanical device. #### Engineer At 13th level, you understand how machines and electrical devices work. You gain advantage on checks to use, disarm or repair an electrical or mechanical devices. Additionally, when you fail to deactivate a trap, explosive or alarm, you can use your reaction to avoid triggering the effect (activating the trap, detonate an explosive or trigger an alarm). You can use this feature once per short or long rest. #### Master Infiltrator At 17th level, your infiltration dice are now d10s, and you can expend up to two infiltration dices for each check instead of only one. \columnbreak Additionally, whenever you make a check using tools you are not proficient, you can add half your proficiency bonus to the check. ### Decker Almost all rogues are competent hackers, but a Decker can pull information out of the internet in their sleep. Named for the large keyboard ‘decks’ that used to be their tool of choice, a skilled Decker is always in demand to act as information brokers, identity thieves, or simply private investigators. #### Bonus Proficiencies Starting at 3rd level when you choose this archetype you gain proficiency with checks made using computers and you also gain a set of Hacking Tools (see items) and become proficient with them. #### Quick Subroutine Also starting at 3rd level, you may use your Hacking Tools to make a hacking attempt as a bonus action. #### Browser History When you reach 9th level, you may spend an hour researching a particular person to find out one piece of information about them. This research may be carried out while interacting with them, e.g. while interviewing a client or suspect. Typical information can include (others at GM discretion): * wealth * affiliation with groups such as corporations, political parties, etc * home address (if listed officially) * marital status, children, and next of kin, etc * criminal record #### I Saw a Video About This... At 13th level, whenever you could make an Intelligence skill check (Arcana, History, Investigation, Nature, Religion or Tech), you may spend one minute researching the internet to give yourself advantage on the roll. #### Ctrl+Alt+Del By 17th level you know how to disable simple security devices and drones quickly and quietly. If you are within 5 feet of a non-organic creature (drone, droid, turret, etc) you may use your action to force it to make a Constitution saving throw (DC 8+Int+Prof) or be immediately disabled/deactivated. The creature has disadvantage on this save if it is surprised. ## Sorcerous Origin Different sorcerers claim different origins for their innate magic. Although many variations exist, most of these origins fall into some bigger categories. ### Radiation Freak The depths of space hold terrible forces that can warp and twist a man irreparably. Radiation, for example, normally offers a cruel, agonizing death, but can sometimes fundamentally alter those subjected to its strange energies. \pagebreakNum
Those which emerge from this process alive are deemed “radiation freaks” for the horrible physical deformities that accompany their transformation, but some are changed in even stranger ways. Radiation has the potential to alter a creature at the magical level as well, resulting in mutated sorcerers wielding horrific power. #### Radioactive Starting at 1st level, your body is saturated with harmful residual radiation. You can use your action to activate or suppress a radioactive aura. While active, your body glows with a bright light in a 10-foot radius and dim light for an additional 10 feet. Additionally, each creature which comes within 5 feet of you or ends its turn in that area takes 1d6 radiant damage. At 6th level, this damage increases to 1d8 and at 14th level this damage increases to 1d10. #### High Power Also at 1st level, whenever you deal cold, fire, lightning, or poison damage, you can replace the damage type with radiant damage. #### Adaptive Resistance By 6th level, the tumors within your body can of rapidly shift your magical metabolism. Immediately after you take
damage, you can use your reaction and
spend 1 sorcery point to gain resistance to
that damage type until you take a short or
long rest, or until you use this ability again. #### Glow Cloud Starting at 14th level, you can use your action to transform your entire body, along with everything you’re wearing and carrying, into a cloud of dangerous radioactive material. This effect acts as the gaseous form spell, with the following differences: * Your flying speed is equal to half your movement speed. * If another creature enters your space or ends its turn there, it takes 2d10 radiant damage. * You can cast cantrips while you’re in this form. Once you use this ability, you can’t use it again until you finish a long rest. #### Isotope Poisoning At 18th level, you can spend 3 sorcery points to bombard a creature you touch with a near lethal amount of radioactivity. At the beginning of each of the targets turns, it must make a Constitution saving throw. On a failed save, the target is poisoned until the beginning of its next turn and takes 4d10 radiant damage. If a target fails three times, it remains poisoned for one hour, and takes 1d10 radiant damage at the beginning of each of its turns. If it succeeds three times, this effect ends. > ##### Radiation Damage > An alternate damage type possibility for radiation could be either necrotic or poison, rather than radiant. Consult your DM before changing the damage type. \columnbreak ### The Network Your innate magic comes from the energy of the massive network around the world where every device is connected. Perhaps the constant exposure to this network through using devices connected to the internet gave you your powers. \pagebreakNum #### Social Network Starting at 1st level, your innate connection allows you to get information easily. Whenever you make an Intelligence check to learn or get information about someone or something, you may use your Charisma modifier instead. #### Network Strikes When you choose this origin at 1st level, as a bonus action you gain the following benefits for 1 minute: * Whenever you deal damage with a spell, you can replace the damage type to lightning damage. * Any creature within 30 feet of you that you can see that hits you with an attack takes lightning damage equal to your Charisma modifier. Once you use this feature, you must finish a short or long rest to use it again. #### Arcane Firewall At 6th level, whenever you are targeted by an spell that makes you roll a saving throw, you can use your reaction and spend 1 sorcery point to gain advantage on that roll. If you are targeted by a ranged spell attack, you can use your reaction and spend 1 sorcery point to impose disadvantage on that roll. #### Metamagic Glitch At 14th level, when you cast a spell using a 4th level slot or higher, you can choose one metamagic option you know from Careful, Distant, Empowered, Extended or Subtle spell. You use that metamagic option at no cost. #### Network Overload Beginning at 18th level, when you cast a spell that requires a single attack roll against a single target, you can expend up to 4 sorcery points to deal an additional 1d10 lightning damage for each sorcery point you expend. ## Otherworldly Patron A modern warlock channels the unseen randomness of urban life, tapping into the energy of technology in unimagined ways. ### Digi-Lords With the integration of modern technology in a world of magic, the Digi-Lords rose. None are certain what they arean AI, machine spirit, or something else- but their intentions are clear: Human Capital. The DIGISCAPE is a plane of existence dependent on others, spanning across networks through any and all connections, it only exists so long as the worlds infrastructure stands. While this may seem like a collaborated peaceful effort it's not unusual at all for \pagebreakNum
DigiLords to war with one other in board room meetings between followers; shutting down and integrating other Digital Domains to become the most powerful entity of the DIGISCAPE. #### Expanded Spell List The Digi-Lord lets you choose from an expanded list of spells when you learn a warlock spell. The following are added to the Warlock spell list for you. ##### Digi-Lords Expanded Spells | Spell Level | Spells | |:----:|:-------------:| | 1st | *detect machine, electrify metal* | | 2nd | *find vehicle, spark* | | 3rd | *nondetection from sensors, paralyzing rebuke* | | 4th | *signal jam, system hack* | | 5th | *conjure machine, create sentience* | #### Digilink Starting at 1st level, you can interact with certain electronics you can see up to a distance of 30 feet. You can use this ability to read or copy files, tap into a phone call, and disable basic electronic locking systems with your digital focus. This is only a basic idea of the digilink's uses, the full extent is ultimately up to your DM. #### Firewall Starting at 6th level, you can digistruct cover as a bonus action within the same space as yourself. This cover is 5 feet wide and 3 feet tall, made of hard-light and works effectively at stopping bullets. This cover remains for one minute. Once you have used this feature you must finish a long or short rest before you can use it again. #### Battery.exe Starting at 10th level, you have resistance to lightning damage. Additionally, when you take lightning damage you can store the damage you resisted and add the damage to your next attack with a melee weapon or a pact weapon. You must use the extra damage in your next turn or it is lost, if you receive multiple attacks dealing lightning damage before your turn you combine the totals and add the result to the next applicable attack. After using battery.exe to increase your attack you can not use it again until you finish a long rest. #### Digitize Starting at 14th level, during a short rest you can cast astral projection as if it were a ritual which requires no materials except your digital focus. This only affects you and you must project to the plane of your patron. While in this plane you can use it to access private networks, complex systems, or access your Digi-Lords domain. To access protected or private networks you must use an access point connected directly to the network. ### The Superintelligence Your patron is a very powerful and independent Artificial Intelligence. You are not completely sure how it’s originated: some warlocks say it was created as an overlord for the \columnbreak network, and others say it was created by the massive interactions through the digital world. #### Expanded Spell List The Superintelligence lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Modern spells can be found later in this compendium. ##### The Superintelligence Expanded Spells | Warlock Level | Spells | | :---: | :---: | | 1st |
degauss, machine invisibility
| | 2nd |
dataread, relay text
| | 3rd |
electromagnetic pulse, shutdown
| | 4th |
arcane eye, wire walk
| | 5th |
instant connectivity, synchronicity
| #### Supernatural Hacker Starting at 1st level, you gain proficiency with hacking tools and when you make an Intelligence roll to use an electronic device, you can use your Charisma modifier instead. #### AI Servant Also at 1st level, you gain the service of a mechanical construct powered by a basic AI sent by the Superintelligence to aid you. This AI assumes an humanoid form and it follows game statics, and it always obeys your commands, which you can give through any electronic device you own. As a bonus action, you can command your AI to leave its physical form and travel to an electronic device within 100 feet from you that you can see, allowing your AI to use that device. The AI can add your proficiency bonus on any Intelligence check related to using an electronic device. You can read more about connecting and using a device under the "Using Electronic Devices" section of this supplement. If the AI is killed, you can build a new one with 8 hours of uninterrupted work and and 10 gp of raw materials. #### Digital Connection At 6th level, you can use your action and concentrate for 1 minute to merge your mind with your AI, allowing you to travel to and use an electronic device within 100 feet from you that you can see for the duration or until your concentration is broken (as if you are concentrating on a spell). You must finish a short or long rest before you can use this feature again. Additionally, you can also cast any spell with the technomagic tag through your AI. #### Spell Hacking At 10th level, as a bonus action, you can spend one spell slot and gain resistance against damage dealt by spells for 1 minute. #### Creature Hacking Starting at 14th level, you hack a creature you can see within 30 feet of you to weaken its defenses and make it more vulnerable to magic. The creature you choose must make an Intelligence saving throw. On a failed save, it has disadvantage on saving throws against spells and it takes \pagebreakNum
double damage dealt by spells for 1 minute. The creature can make another saving throw at the end of each of its turns to end this effect. Once you use this feature, you can't use it again until you finish a long rest. ___ > ## AI Servant >*Tiny construct, neutral* > ___ > - **Armor Class** 13 > - **Hit Points** 5 (2d4) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|4 (-3)|11 (+0)|10 (+0)|15 (+2)|10 (+0)|7 (-2)| >___ > - **Damage Immunities** poison > - **Condition Immunities** charmed, poisoned > - **Senses** passive Perception 10 > - **Languages** common > - **Challenge** 0 (10 XP) > ___ > > ### Actions > ***Shock.*** *Melee Weapon Attack:* +2 to hit, reach 5ft., one creature. *Hit:* 1d4 lightning damage, and the target must succeed on a DC 10 Constitution saving throw or be paralyzed for 1d4 rounds. ## New Warlock Features #### Digital Focus A digital focus works as an arcane focus if your patron is modern or tech themed. Required to use certain class features. Most commonly a cell phone or other portable communications device. ### Pact Boon: Pact of the Gun You can use your action to create a pact weapon in your empty hand. You are proficient with it while you weild it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. These weapons do not consume ammo, but they do follow the rules for bullet capacity and reloads with capacity +1 being lost and reloads decreased by two steps to a minimum of a bonus action. Pact guns do not use racial traits and instead gain extra abilities, modifications, and traits according to patrons: **Archfey-** Pact guns granted by Fey deal poison damage in place of piercing damage. Additionaly, when applicable according to the modification, Archfey pact guns can use either a scope or RDS. **Digi-Lord-** Pact guns granted by Digi-Lords deal lightning damage in place of piercing damage. Additionally, when applicable according to the modification, it gains the ShortStroke Gas System modification. **Fiend-** Pact guns granted by a Fiend deal fire damage in place of piercing damage. Additionally, when applicable according to the modification, Fiend pact guns can use either the extended magazine or compensator. **Great Old One-** Pact guns granted by Great Old Ones deal psychic damage in place of piercing damage. Additionally they count as surpressed automatically. **Supeintelligence-** Pact guns granted by the Superintellegence deal lightning damage in place of piercing damage. Additionally, they count as compact automatically. **You must perform a ritual on a physical gun during a long rest to assign it as your pact weapon, the gun cannot carry over any modifications and the weapon is destroyed at the end of the ritual. Warlocks may only have one gun assigned at a time with the only exception being through Eldritch Invocations.** ### Eldritch Invocations An expanded list of eldritch invocations. \ **Additional Pact Gun**
Prequisites: Pact of the Gun, 7th level
\ You can perform the Pact of the Gun ritual on one additional gun, and you can switch between the two as a free action. \ **Akimbo**
Prequisites: Pact of the Gun
\ Two sidearms count as one gun for the Pact of the Gun feature, you can summon them simultaneously as long as both hands are empty or switch between the two pistols in your main hand as a free action. You do not suffer any penalties caused by dual-wielding when using your pact weapons. \ **Bramble Shot**
Prequisites: Archfey patron, Pact of the Gun, 7th level
\ Each bullet of your pact gun casts Entangle, without using components or spell slots, instead of dealing poison damage. Effect does not stack on targets and casts the spell as if it were 1st level. \ **Code Walker**
Prerequisites: Digitize, 18th level
\ Your patron's favor allows you to travel through wired or wireless connections a distance up to five times your warlock level. You must be able to physically touch an access point to the connection- computer, modem, cell phone, outlet, etc.- and exit through another access point in the same turn or be forced out through the entry point. This counts as your move action. \ **Endless Whispers**
Prequisites: Great Old One patron, Pact of the Gun, 7th level
\ Your pact gun(s) never require reloading. \ **Extra Security**
Prequisites: Digi-Lord patron, Firewall
\ You can use Firewall a number of times equal to half your warlock level before needing to rest, the cover it provides is no greater than half. \pagebreakNum
\ **Hellfire**
Prequisites: Fiend patron, Pact of the Gun, 7th level
\ Pact Gun bullets can explode on impact instead of dealing fire damage, dealing force damage instead per bullet to the target and half as much force damage to creatures within 5 feet of the target. \ **Overcharge**
Prequisites: Digi-Lord patron, Battery.exe
\ Allows you to use Battery up to double your warlock level between rests, the damage bonus is instead +1 for every 5 points of damage absorbed. \ **Torrent Stream**
Prequisites: Eldritch Blast cantrip, Digi-Lord patron
\ When casting Eldritch Blast you can choose instead to reduce the damage to 1d4, turn 1 beam into 3, which target the same creature, and change the damage type to lightning. \ **Energy Nexus**
Superintellegence patron, Pact of the Blade
\ A pact weapon that you create that has the energy tag has unlimited energy and does not require a battery. \ **Tech Phantom**
Superintellegence patron, 13th level
\ You are undetectable to non-magical technology. You are invisible to machines, cameras, and other forms of surveillance, such as radars, infrared, microphones, laser trip wires, and certain types of mines. You have no thermal signature, and thus certain targeting and tracking devices are impossible to use against you. Robots can still perceive you. \ **Touch of the Machine**
Superintellegence patron
\ You can operate computing devices at five times the usual speed, you have advantage on checks and saving throws while operating or using computerized devices, and devices you are holding cannot be disabled or deactivated by spells and other negative effects. ## Arcane Tradition The most common arcade traditions in the multiverse resolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into categories called schools. ### School of the Battle Magi Battle Magi are trained professionals in the art of ballistic combat. Weaving magic into their defence as much as their assault, a battle mage is truly a force to be reckoned with on the battlefield. #### Misfire Starting at 2nd level when you choose this archetype you know how to cause a gun to misfire with an arcane word and flick of the wrist. You use your attack action to cause an enemy's firearm within 60 feet, which you can clearly see, to have a misfire; causing their next attack to automatically fail. \columnbreak You can only use this feature a number of times equal to half your wizard level rounded down between long rests. #### Battle Savant Beginning when you select this school at 2nd levei, the gold and time you must spend to copy a modern spell into your spellbook is halved. #### Catch Starting at 6th level you can spend a reaction to catch 1 projectile attack made against you. Doing so catches all bullets that would hit you normally, leaving you unscathed. This only stops one attack if an extra attack is used. You must finish a long or short rest before you can use this feature again. #### Magic Ammo Starting at 10th level you can spend your short rest imbuing 1 magazine's worth of ammo with magic. Each bullet imbued deals an extra amount of damage equal to half your intelligence modifier rounded down. The magic lasts for one week and you can imbue up to 3 magazines at a time. Anyone can use this ammo. #### Redirect Starting at 14th level when you use Catch you may also send the bullets that would hit you back at the attacker as part of your reaction. You will treat this as a regular attack using your dexerity modifier and the projectiles deal the amount of damage they normally should. ### School of Technomancy A new world brings new opportunities as the magical and the mundane fuse into novel patterns. The technomage combines the rising power of magic with a deep understanding of technology. The technomage has a roster of spells that she may cast, and in addition gains new powers that meld magic and machinery. #### Technomancy Savant Beginning when you select this school at 2nd level, you change your spellbook into a E-book device infused with magic, allowing you to save spells on it in a special format called "spellfiles". The gold or the time you must spend to copy a spell in your E-book device is halved (your choice). #### Machine Empathy Also at 2nd level, you gain proficiency with one of the following tools: engineering kit, hacking tools or mechanic tools. In addition, whenever you make an ability check using the chosen tool, you can twice your proficiency bonus to that roll. #### Program Spell At 6th level, you can cast a 5th-level spell or lower while touching an electronic device. When you do so, you expend the spell slot, but none of the spell's effects occur. Instead, the spell is programed into the device for later use if the item doesn't already contain a spell from this feature. When you program it, you determine the method of activating the spell, such as typing a specific word, flicking a switch or similar. \pagebreakNum
After that, a creature that has an Intelligence score of at least 6 can use an action to activate the spell and cast the programmed spell in the device. The creature must know the method of activation to cast the spell (for example, you can program the haste spell to be casted in a creature when it hits Control-Alt-H in the keyboard). A concentration spell placed in a device cannot be activated while you are concentrating on another spell. When you program a spell in this way, it must be used within 8 hours. After that time, the magic fades and is wasted. The programmed spell is also lost if the device is destroyed or after you finish a long rest. Once you use this feature, you can't use it again until you finish a short or long rest. #### Online Casting At 10th level, you can cast spells through electronic devices, including cameras, smartphones, tablets and computers. If a spell requires the caster to be seen, the target must see you, and if it requires the caster to be heard, then the target must be able to hear you. The range is determined from the caster to the device and then from the device to its target. You must be able to see or otherwise be able to determine the location of your target. You can only use this feature to cast spells that target a specific creature. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain expended uses when you finish a long rest. #### Chained Device By 14th level, you have learned to imprint vestiges of your consciousness on electronic devices with significant computing power. When you cast a concentration spell, you can use a device whose computing power is equal to or greater than a tablet computer to maintain concentration of the spell on your behalf. The device must be held or worn by you to maintain this effect. If the device is destroyed, taken from you, dropped, or turned off, the concentration ends. Once you use this feature, you can’t use it again until you finish a long rest. \pagebreakNum
# PART 3 ##### Backgrounds
\pagebreak
# Modern Backgrounds Every story has a beginning. Every person comes from somewhere and has things in their past that either come directly into light or demand constant effort to keep in the shadows. Your character’s background reveals where you came from, how you became who you are today, and how you see your place in the world. Your warrior might have been a courageous pilot or a grizzled soldier. Your melder could have been a scholar or an investigator. Your specialist might have gotten by as a drifter or gained fame as a celebrity. Choosing a background provides you with important story cues about your character’s identity. The most important question to ask about your background is what changed? What happened in your background when you became an esper? Where did you get the money to purchase your starting gear, or, if you come from a wealthy background, why don’t you have more money? How did you learn the skills of your class? What sets you apart from ordinary people who share your background? The sample backgrounds presented here provide both concrete benefits (features, proficiencies, and languages) and roleplaying suggestions. ### Celebrity You are famous. Everyone knows your name and what you do. You have a knack for attracting public attention and know how to work a crowd. Most of your life has been spent in the limelight, whether you liked it or not. **Skill Proficiencies:** Insight, Performance **Tool Proficiencies:** Disguise kit, one type of musical instrument or gaming set **Languages:** One of your choice **Equipment:** Fancy outfit, recording unit, 200 credits > ##### Credits > In this compendium a credit is equal to one SP. ## Feature: “Hey, isn’t that….” You are often recognized by the public no matter where you are in the galaxy. Where it can sometimes be a chore, it also has its perks. So long as you stick to your skit, you gain favor quickly in a crowd, often gaining you advantage on Charisma checks with the locals, up to the GM’s discretion. You can also use your clout sometimes to get discounts on goods and services, so long as it’s not in excess. Fans are fickle, you know. \columnbreak ## Suggested Characteristics Celebrities are often able to captivate an audience, so they tend to have flamboyant or forceful personalities. They tend to have high-minded ideals toward the practice of art and the appreciation of beauty. They are often skilled at masking their emotions whenever they are in the spotlight. | d8 | Personality Trait | | --- | --- | | 1 | I have a list of one-liners ready anytime I’m in the spotlight or on camera. | | 2 | Whenever I get to a new place, I collect local rumors and spread gossip. | | 3 | I’m a hopeless romantic, always searching for that “special someone”. | | 4 | Nobody stays angry at me or around me for long, since I can defuse any amount of tension. | | 5 | I love a good insult, even one directed at me. | | 6 | I get bitter if I’m not the center of attention. | | 7 | I’ll settle for nothing less than perfection. | | 8 | I change my mood or my mind as quickly as I change key in a song. | | d6 | Ideal | | --- | --- | | 1 | **Beauty.** When I perform my art, I make the universe a little brighter. (Good) | | 2 | **Tradition.** The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful) | | 3 | **Creativity.** The world is in need of new ideas and bold action. (Chaotic) | | 4 | **Greed.** I’m only in it for the money and fame. (Evil) | | 5 | **People.** I like seeing the smiles on people’s faces when I perform. That’s all that matters. (Neutral) | | 6 | **Honesty.** Art should reflect the soul; it should come from within and reveal who we really are. (Any) | | d6 | Bond | | --- | --- | | 1 | My instrument is my most treasured possession, and it reminds me of someone I love. | | 2 | I want to regain all the fame I used to have. | | 3 | I want to be famous. I will keep striving until I get there. | | 4 | I have a celebrity idol that I’m always measuring myself against. | | 5 | I will do anything to prove myself superior to my hated rival. | | 6 | I would do anything for the other members of my group/band. | \pagebreakNum
| d6 | Flaw | | --- | --- | | 1 | I’ll do anything to win fame and renown. | | 2 | I’m a sucker for a pretty face or a cute smile. | | 3 | A scandal prevents me from ever going home again. That kind of trouble seems to follow me around. | | 4 | I always assume people are nice to me simply because of my fame and status. | | 5 | I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble. | | 6 | Despite my best efforts, I am unreliable to my friends. | ### Corporate In a world ruled by corporations, where countries have turned into industrial conglomerates, you are one of the few lucky ones to have a solid job as a junior executive. Being a corporate means that you have to contact the right people and move your pawns correctly, since anyone underneath you would kill to take your place. **Skill Proficiencies:** Insight, Persuasion **Languages:** Two of your choice **Equipment:** A fine set of clothes, laptop computer, briefcase, a land vehicle (sedan, sports car, or SUV), 150 credits ## Feature: Resources You have the access to the subsidiaries of the corporation you work for. That means you can request some minor resources such as vehicles, shelters, money, bodyguards, etc. As long you provide results to your company. You can also gain access to powerful figures through the company, and a least one corporate contact inside the subsidiaries of your division. However, such connections might ask some favors in exchange of their help. ## Suggested Characteristics Corporates are shaped by their experience in business world. Their personality, ideals and bonds reflect the competitive and privileged nature of their position. Their flaws might be related to a luxury lifestyle or an excessive (or defective) corporate trait. \columnbreak | d8 | Personality Trait | | --- | --- | | 1 | I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. | | 2 | I take great pains to always look my best and follow the latest fashions. | | 3 | I always talk as if I were at a business meeting. | | 4 | I choose my allies based on what they can serve me. | | 5 | I really think the corporatocracy is the best for civilization. | | 6 | I believe that anything worth doing is worth doing right. I can’t help it – I’m a perfectionist. | | 7 | I ask a lot of questions to get information about those with whom I am working and dealing. | | 8 | I’ve always lived in a secure arcology. I have little practical experience dealing with the outside world. | | d6 | Ideal | | --- | --- | | 1 | **Work.** I keep my position through dedication and hard work. (Lawful) | | 2 | **Society.** I use my position to make the world a better place. (Good) | | 3 | **Wealth.** I work to make money, that’s all! (Neutral) | | 4 | **Ruthless.** I would kill for a promotion, or to keep my position. (Evil) | | 5 | **Reputation.** My reputation inside the corporation is my only concern. (Any) | | 6 | **Unfair.** I only make deals that benefit me at most. (Chaotic) | | d6 | Bond | | --- | --- | | 1 | I will fight to rise in the hierarchy of my corporation. | | 2 | Some prominent figures inspire me – I try to follow their footsteps. | | 3 | I have to secure a wealthy future for my family | | 4 | I am forever competing against a long-time rival. | | 5 | I seek to maintain a record label (or other business) that others find unprofitable. | | 6 | I must build a successful legacy for myself. | | d6 | Flaw | | --- | --- | | 1 | Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. | | 2 | I spend too much money on parties at the rooftops of skyscrapers. | | 3 | I value money more than anything else, and spare as much as I can. | | 4 | I prefer a quick response rather than planning my actions. | | 5 | I never get my hands dirty if someone can do it for me. | | 6 | I secretly plan to destroy the corporation I work for. | \pagebreakNum
### Crafter You are an artisan and excel at both practicing and selling your craft. You are part of some inner circles depending on your profession. Gunsmiths, Swordsmiths, tailors, chefs, and mechanics all fall under your list of contacts in a major or minor way, as trade across the globe requires both knowhow and know-who’s. **Skill Proficiencies:** Insight, Persuasion **Tool Proficiencies:** An artisan tool of your choice, Vehicles (Land) **Languages:** One of your choice. **Equipment:** Your choice of one set of artisan’s tools, basic clothes, 80 Credits. ## Feature: Vendor As a member of the trading community, your goods and craft are registered on the market and in the local networks. In many locations across the globe, you know what costs what and are good at not getting stiffed on goods, food, or lodgings. You can sometimes trade your own craft in exchange for others, as well as find people willing to work for you in exchange for trade or training. ## Suggested Characteristics Crafters seem just as down to earth and ordinary as any other working person, though very few share the same habits and hobbies in their off-time. They often take pride in their work and know the value of good business and community. They are, however susceptible to greed and the alluring promises of unscrupulous megacorporations. | d8 | Personality Trait | | --- | --- | | 1 | I am a perfectionist, believing that anything worth doing should be done the right way. | | 2 | I can be fairly critical of someone who can’t appreciate fine craftsmanship. | | 3 | I always want to know how things work and what makes people tick. | | 4 | I like to talk at length about my profession. | | 5 | I love a good insult, even one directed at me. | | 6 | I get bitter if I’m not the center of attention. | | 7 | I don’t part with my money easily and will haggle tirelessly to get the best deal possible. | | 8 | My mood is unpredictable, changing quickly and often. | | d6 | Ideal | | --- | --- | | 1 | **Generosity.** My skills are best used to make the world a better place. (Good) | | 2 | **Teamwork.<** It is important that people bring their talents together for the benefit and advancement of their community. (Lawful) | | 3 | **Freedom.** Everyone should be free to use their talents however they choose. (Chaotic) | | 4 | **Greed.** I’m only in it for the money. (Evil) | | 5 | **People.** My life and those closest to me are all that truly matter. Everything else is optional. (Neutral) | | 6 | **Pride.** You should always strive to be the very best at what you do. (Any) | | d6 | Bond | | --- | --- | | 1 | My job/profession is the most important thing in my life. | | 2 | My greatest creation was wasted on the undeserving. I will not stop until I create something even greater. | | 3 | I lost my mentor to tragedy and wish to honor them by taking on their mantle. | | 4 | I was tricked into creating something that fell into malicious hands. I wish to atone for my foolishness. | | 5 | I was socially cast out by others in my profession, but one day I will be back and clear my name. | | 6 | Everything I create is in the name of someone that I love. | | d6 | Flaw | | --- | --- | | 1 | I’ll do anything to get my hands on rare or priceless material. | | 2 | I often think someone is trying to cheat or deceive me. | | 3 | I must never let anyone know the truth behind the biggest mistake of my career. | | 4 | I never have enough. I always need more. | | 5 | I would do anything to be the head of a powerful corporation. | | 6 | I never give credit to those whose skills rival my own. I must always prove myself to be the best. | ### Drifter You are used to hearing the phrase, “You’re not from around here, are you?” The truth is, you aren’t. You’re from nowhere. You’ve spent most of your life wandering from place to place, earning your keep when need be and moving on when it’s time. You have your reasons. Maybe you were forced to leave. Maybe you just wanted to go. You keep moving, but always plan to stop someday… maybe… **Skill Proficiencies:** Perception, Survival **Tool Proficiencies:** One instrument or gaming set of your choice. One vehicle proficiency of your choice. **Languages:** One of your choice. **Equipment:** Traveler’s outfit, musical instrument or gaming set of your choice, electronic journal, trinket from a backwater area, 50 credits. \pagebreakNum
## Origin: Though you’ve been to a lot of places, everyone comes from somewhere. Consider who you were before you left all that time ago. You should also consider all the places, cities and countries you’ve wandered through in your day and what you did to keep yourself warm and fed during those days.
| d8 | Origin | |:---:|:-----------:| | 1 | Courier | | 2 | Bounty Hunter | | 3 | Guide | | 4 | Nomad | | d8 | Origin | |:---:|:-----------:| | 5 | Space Miner | | 6 | Mercenary | | 7 | Vagrant | | 8 | Transporter |
## Feature: Explorer You’ve been to many different cities from the backwater to the megacities. You have a general sense of direction and can usually recall the layout of any wilderness or urban terrain. You can always manage to scrounge up some food and some makeshift shelter for you and a few of your companions. ## Suggested Characteristics Not used to being anywhere for any lengthy period of time, Drifters do not keep many attachments, and are often viewed as little more than a friendly stranger in each place they visit. Though they tend to keep others are arm’s length, they are always bound to run into people or places that remind them \columnbreak of where they came from, or the few places where they were made to feel at home before moving on. | d8 | Personality Trait | | --- | --- | | 1 | I’m driven to wander because I have nowhere to belong. | | 2 | I lived a sheltered life and am desperate to see what the world has to offer. | | 3 | I have a story for every situation, taken from my many travels. | | 4 | I treat my companions as if they were my little siblings. | | 5 | I care little for excessive wealth. It will not bring you true happiness in the end. | | 6 | I love blending in with a crowd because it prevents me from having to open up one on one. | | 7 | I pick up worthless trinkets from places I visit, often losing them and replacing them with others. | | 8 | I lose patience with self-important people who think they are any different than anyone else. | | d6 | Ideal | | --- | --- | | 1 | **Greater Good.** It is the responsibility of individuals to work for the betterment of all. (Good) | | 2 | **Honor.** By dishonoring myself, I dishonor my friends and companions. (Lawful) | | 3 | **Change.** Times change. Things change. And so do we all. (Chaotic) | | 4 | **Might.** Only the strongest come out on top. (Evil) | | 5 | **Eternity.** No matter what we do, life and the universe will go on without us. (Neutral) | | 6 | **Glory.** I must claim honor and respect for my name and those of my homeland. (Any) | | d6 | Bond | | --- | --- | | 1 | My family and homeland are the most important things to me, even if I am far away from them. | | 2 | I will bring terrible wrath to those who destroyed my homeland. | | 3 | I brought shame to my people and will reclaim my place among them someday. | | 4 | I am the last of my people, and it is up to me to make sure they are never forgotten. | | 5 | I suffer from visions of a coming disaster and must do whatever it takes to prevent it. | | 6 | I have been sent away from my home to fulfill a promise I do not know I can keep. | \pagebreakNum
| d6 | Flaw | | --- | --- | | 1 | I am enamored with alcohol and other addictive pleasures. | | 2 | There is no room for caution in a life lived to the fullest. | | 3 | I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me. | | 4 | I am slow to trust members of other races or societies. | | 5 | I have little control over my temper sometimes. | | 6 | I hold little respect for the customs and practices of others, often to the point of rudeness. | ### Media Investigator You’ve made your career out of getting the latest scoop, piece of gossip, or finding just the right contact to get you hard evidence on a story. You may be doing it because you like it, or perhaps it’s the only thing you’re good at. Or maybe you’re looking for that really big story, the one that’ll either set you up for life or prove whatever you believed all along was actually true. **Skill Proficiencies:** Technology, Investigation **Tool Proficiencies:** Disguise Kit, Cameras **Equipment:** Fancy clothing, Recording Unit, 150 credits. ## Feature: Media Contacts Information is the currency of your trade, and you have a network of resources and contacts that you use to find out something new and verify what you know. Whenever you need to find information or the latest rumors on a particular person, place, or event, you know who to talk to and may even get some bonus information not normally obtainable. ## Suggested Characteristics To a media investigator, there’s nothing more important than the scoop. Many investigators feel the weight and responsibility of delivering the truth, or at least their view of it, to the rest of the galaxy. This sometimes causes them to have a cynical view of people, as sometimes even the simplest of truths can be made hard to uncover. There are also unfortunately those who have fallen down the slope of peddling opinions over actual facts. | d8 | Personality Trait | | --- | --- | | 1 | I need to know everything about anyone I meet. | | 2 | I run towards danger if it can get me a story. | | 3 | Whenever I’m somewhere new, I try to dig up the best rumors from the locals. | | 4 | I am very private about myself. I know the cost of putting your business out in the public eye. | | 5 | I am not easily intimidated by anyone. | | 6 | I like to be, or at least be with, the smartest person in the room. | | 7 | I share my cynical point of view in most conversations. | | 8 | I find that flattery often wins over insults when dealing with a confrontation. | \columnbreak
| d6 | Ideal | | --- | --- | | 1 | **Business.** Everyone can go about their business so long as it doesn’t affect me. (Neutral) | | 2 | **Noble Cause.** Truth and justice are the foundations of a good community. (Good) | | 3 | **Professional.** I take pride in my work and refuse to have it corrupted with dishonesty. (Lawful) | | 4 | **Manipulation.** The only truth is the one which has the greatest influence. (Evil) | | 5 | **Freedom.** Free speech and freedom of information surpasses any established regulation. (Chaotic) | | 6 | **Responsibility.** It is my responsibility to keep all those within my circle of influence informed and educated. (Any) | | d6 | Bond | | --- | --- | | 1 | I’m hiding a secret that could topple governments if I’m found out. | | 2 | I lost someone I loved due to mysterious circumstances. I will not stop until I find the truth. | | 3 | Everything I do is to honor an idol or icon in my profession who came before me. | | 4 | I have a rival who will stop at nothing to ruin my credibility. | | 5 | My friends and allies are the only things more important to me than the story. | | 6 | My selfish actions have ruined the lives of many. Everything I do from now on is to redeem myself. | \pagebreakNum
| d6 | Flaw | | --- | --- | | 1 | I often assume that I know more about a situation than others. | | 2 | I often speak to people as if they are children that need to be educated. | | 3 | I have trouble determining the line that goes too far with people’s privacy. | | 4 | I’m quick to assume people are lying to me. | | 5 | I have no problem making money off of the misery of others. | | 6 | I will do anything to protect my reputation. Anything. | ### Mercenary Mercenaries trade their skills, usually combat related, for money. They work as hired guns on underground corporate operations, criminal syndicates, or for a single executive (out of the company’s payroll). They can also be bounty hunters. **Skill Proficiencies:** Intimidation, Perception **Tool Proficiencies:** Two types of vehicles (land, water, or air choose one. Space vehicle at dms discretion) **Equipment:** A set of common clothes, card computer, falsified shepherd chip, 3 chemicals plastiflesh, and a 100-credit fund ## Feature: Mercenary Life< You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems and mannerisms, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the hideouts where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see “Practicing a Profession” under “Downtime Activities” in chapter 8 of the Player’s Handbook). ## Suggested Characteristics A mercenary’s sole purpose is to get the money from his or her jobs, but some of them might have their own interests in the jobs they get other than cash. Those who follow this life can be quiet, taciturn individuals as readily as they can be savage brutes living not for the pay, but for the thrill of pursuit. | d8 | Personality Trait | | --- | --- | | 1 | I enjoy peaceful music and relaxing downtime activities. | | 2 | Nothing is more important than a job well done. | | 3 | I have a crude sense of humor. | | 4 | I speak in a cold and emotionless way. | | 5 | I always have a plan for what to do when things go wrong. | | 6 | I'm rather adept at games of skill like throwing darts or knives. | | 7 | I’ve a great deal of practical experience from contracts and can relate to almost any situation. | | 8 | I'm not prone to idle chatter, and prefer keeping to myself unless the topic's business. | | d6 | Ideal | | --- | --- | | 1 | **Freedom.** The only path to freedom is having enough money to do as you will. (Chaotic) | | 2 | **Ambiguity.** This job is just a job, like any other. Nothing personal against my targets. (Neutral) | | 3 | **Punishment.** I avenge for those who cannot avenge for themselves. (Lawful) | | 4 | **Reputation.** I will be known for my deeds, sooner rather than later. (Any) | | 5 | **Wealth.** I fight for money, and nothing else. (Neutral) | | 6 | **Brutality.** I’m in it for the killing. (Evil) | | d6 | Bond | | --- | --- | | 1 | I always finish the jobs that are given to me. | | 2 | I seek to protect something of great importance to me by keeping it a secret, so you better forget what you just heard. | | 3 | I was inspired by a great hero to become a mercenary. | | 4 | Others weigh me down. I have no need for such restraints. | | 5 | I became a mercenary to support my family, who would have probably starved in a slum somewhere if not for me. | | 6 | Though my friends are few, I owe them my life and would happily die for them. | | d6 | Flaw | | --- | --- | | 1 | I have crippling debts that my work barely pays it off. | | 2 | I never fail at my tasks, even if I have to resort to less honorable means to complete them. | | 3 | Other mercenaries (or someone powerful) would do anything to have my head. | | 4 | Not only am I good at what I do, but I love what I do – and I hate myself for it. | | 5 | I can’t sleep peacefully. My job has made me paranoid. | | 6 | I underestimate or overestimate the risks a job. | \pagebreakNum
### Officer Keeping the law in a world where crime proliferates at the same pace as the urban sprawl is an ungrateful work – that is the job of an officer. You face criminals and terrorists often better armed and equipped than, and when things get off the rails, the people quickly turn against you. **Skill Proficiencies:** Athletics, Intimidation **Tool Proficiencies:** Forensics kit, vehicles (land, water, or air, choose one) **Equipment:** A police uniform, badge, flashlight, forensics kit, 2 chemicals plastiflesh, and a 100-credit fund ## Feature: Authority Both citizens and criminals are afraid of your reputation. Neither will report if you overstep the legal lines a bit (such as by not paying for your food, or bruising a captive), and both kinds will be more likely to spill the beans just to get rid of you (or in the case of criminals, to keep you from scraping the beans out of them). Those who have some standing in the community will not be so easily impressed by some dingy officer, but maybe their employees will speak freely to you if you block their way in the right dark alley. ## Suggested Characteristics Officers end up in their line of work for all manner of reasons so their personalities and flaws are often as varied as the citizens whom they should protect. | d8 | Personality Trait | | --- | --- | | 1 | I'm always polite and respectful. | | 2 | I speak with a deep, raspy voice. | | 3 | After all the strange things I've seen in the streets, nothing can surprise me. | | 4 | I’ve lost too many friends, and I’m slow to make new ones. | | 5 | Thinking is for other people. I prefer action. | | 6 | I don’t know much, but my hunches have never led me wrong in the past. | | 7 | I have a fixation on determining the motives and psychology of others, even my closest friends. | | 8 | I am always on the lookout for criminal activity. | | d6 | Ideal | | --- | --- | | 1 | **Respect.** People deserve to be treated with dignity and respect. (Good) | | 2 | **Control.** I enforce the law only where it benefits me. (Evil) | | 3 | **Justice.** No one should get preferential treatment before the law. (Lawful) | | 4 | **Reform.** Laws can be corrupt, and I strive to free people from the bad ones. (Chaotic) | | 5 | **City.** I love my city, and I will do anything to protect it. (Any) | | 6 | **Conformity.** There will always be crime, as sure as there will be guards. (Neutral) | | d6 | Bond | | --- | --- | | 1 | A brutal murder marked my early career. I won’t let it happen again. | | 2 | It is my duty to protect the city and its citizens. | | 3 | My fellow guards are my brothers in arms. | | 4 | I need to prove my worth to my fellow officers. | | 5 | I took a bribe to tank an investigation and I would do anything to keep it secret. | | 6 | Someone saved my life on patrol, and I still owe them to this day. | | d6 | Flaw | | --- | --- | | 1 | For me, violence is often the best way to solve things. | | 2 | I can be bribed easily – help me to help you. | | 3 | I care only for my own authority. | | 4 | My hatred for outlaws is blinding and furious. | | 5 | I obey the law, even if the law causes misery. | | 6 | I know the common people are criminals, and it is only by my harsh hand that they are controlled. | \pagebreakNum
### Patrician You are one of the societal elite. You may have been born into wealth as part of a megacorporation or a famous family. Perhaps you fell into the life of political favor. Either way, you are considered within the upper class and have the connections and clout to prove it. **Skill Proficiencies:** Lore, Persuasion **Tool Proficiencies:** One instrument and one gaming set of your choice. **Languages:** One of your choice. **Equipment:** Fancy outfit, a piece of jewelry or clothing with your family/company symbol, 200 Credits. ## Feature: Power and Entitlement You are well bred and know how to function in high society. You would often be able to use your title and status to find your way into the backrooms where only the chosen sort of people can get into. You may also choose to throw your privilege around for a few benefits such as upgrades to lodgings, moving to the front of the line or getting a few trade discounts from merchants looking to get into your good graces. ## Suggested Characteristics Patricians are born into a lifestyle that most other people will never experience or understand in their lifetime. A position of power and status comes with wealth and privilege, but also comes with a wealth of responsibility. Many patricians are often part of a family dynasty or have to jump through many hoops to maintain their status amongst others within their circle. They must also surround themselves with people they can trust, something often harder to find than one would think. | d8 | Personality Trait | | --- | --- | | 1 | I like to make those I talk to feel like the most important person in the whole world. | | 2 | I am often admired for my kindness and generosity. | | 3 | Anyone can tell just by looking at me that I’m a cut above the uncultured “regular” people. | | 4 | The most important thing to me is to look my best and keep up with all the latest fashion trends. | | 5 | I’m not one to get my hands dirty and wouldn’t be caught dead in anything less than luxury accommodations. | | 6 | My position and social standing is simply a way of life, no more important or better than anyone else’s. | | 7 | Once you betray my trust, I never forgive or forget. | | 8 | If you cross me, I will socially and professionally destroy both you and your entire family. | | d6 | Ideal | | --- | --- | | 1 | **Respect.** I try to give as much respect as I’m due, but usually give just as little as I get. (Neutral) | | 2 | **Responsibility.** I am as respectful to those above me as I would expect from those who owe me the same courtesy. (Lawful) | | 3 | **Independence.** I will prove to my friends and family that I can take care of myself. (Chaotic) | | 4 | **Power.** Those at the top can’t be told what to do. (Evil) | | 5 | **Family.** No bond is stronger than blood. (Any) | | 6 | **Obligation** It’s my duty to use my position to help those less fortunate. (Good) | | d6 | Bond | | --- | --- | | 1 | I will do anything to win the love and support of my family. | | 2 | My family’s status must be maintained at all costs. | | 3 | Nothing is more important to me than my family and friends within my circle of privilege. | | 4 | I am in love with someone who my friends and family insist is not good enough for me. | | 5 | My loyalty to the company I work for is unwavering. | | 6 | I would do anything to be seen as a hero over a snob. | | d6 | Flaw | | --- | --- | | 1 | I secretly believe that I am more important than everyone else. | | 2 | I’m hiding a secret that could bring down my family and those closest to me. | | 3 | I tend to look for insults in every word when spoken to. | | 4 | I have a “bad” side, tending to secretly enjoy vulgar practices and carnal pleasures. | | 5 | I act like I’m the center of the universe. | | 6 | I purposely do things to bring shame to my friends and family. | ### Pilot There isn’t anything you can’t fly. When you’re in a vehicle, you’re a diamond in the sky, a star blazer, a leaf on the wind… you get the idea. You might be a retired fighter jock, a commercial pilot, mercenary ace, or maybe you learned how to fly your parents’ space rig when you were small. **Skill Proficiencies:** Vehicle Handling, Mechanics **Tool Proficiencies:** Land and air vehicles, Space vehicles (dms discretion) **Equipment:** flight suit, 150 Credits. \pagebreakNum
## Feature: Knowing the Craft You know your way around a ship and are part of a select crew that can speak technical jargon that may as well be another language. You find it easier to figure out the type and purpose of most vehicles. You can often find safe and affordable passage for you and your group to other planets and systems. You are also welcome at most spaceports when docking your own ship. ## Suggested Characteristics Pilots are just as comfortable, if not more so, behind the controls of any vehicle as they are on their own feet. Their experiences have led them to live life by the seat of their pants and grow frustrated whenever they are stuck in any one spot. | d8 | Personality Trait | | --- | --- | | 1 | I do not want to stop until I get to wherever I’m going. | | 2 | I grow bored whenever I’m in the same place for too long. | | 3 | I’m always ready with a daring tale of my escapades for any situation. | | 4 | Anytime I see a new vehicle, all I can do is think about what makes it tick and how to operate it. | | 5 | I have a very vivid imagination and am not afraid to share it with others. | | 6 | I tend to gravitate toward other pilots, regardless of their scruples or morality. | | 7 | I live my life by the light-year. No danger is too great compared to the thrill. | | 8 | I’d like to someday settle down with a special someone. Just not today. | | d6 | Ideal | | --- | --- | | 1 | **Greater Good.** I perform at my best when it’s for a good cause. (Good) | | 2 | **Impartiality.** I’ll take on any cause, just as long as I get to fly. (Neutral) | | 3 | **Professional.** Nothing is worse than abusing your skills or taking them for granted. (Lawful) | | 4 | **Greatness.** I’ll take out anyone that gets in my way at becoming the best. (Evil) | | 5 | **Freedom.** No one owns the stars. We’re free to go wherever we choose. (Chaotic) | | 6 | **Glory.** Through study and practice, I’ll be the greatest pilot there ever was. (Any) | | d6 | Bond | | --- | --- | | 1 | I want to own and command my own ship one day. | | 2 | No one is more important to me than my ship and my crew. | | 3 | I was stripped of my rank and want to prove my worth to those I once worked for. | | 4 | I have a friendly rivalry with another pilot who I used to fly with. | | 5 | I am the last survivor of my crew. I am very protective of any new friends I make. | | 6 | I did a job for the wrong people and wish to find a way to clear my name. | | d6 | Flaw | | --- | --- | | 1 | I often like to be in control under any circumstances. | | 2 | I tend to do something drastic or get distracted by the wrong thing if I spend too long in one place. | | 3 | I tend to take needless risks with my own life and the lives of my companions. | | 4 | I have no social graces outside of my profession. | | 5 | I will sacrifice my companions for the sake of the ship. | | 6 | I often treat those who have never traveled the stars as if they are primitive barbarians. | ### Smuggler You live in an unjust society, if you don’t work for a large corporation, you simply can’t stand up between temporary jobs and badpaying jobs. The way is to appeal to illicit activities – smuggling is often the solution if you still have enough morality (or have no balls) to become a criminal. **Skill Proficiencies:** Choose two from Deception, Sleight of Hand, and Stealth **Tool Proficiencies:** Forgery kit **Languages:** One of your choice **Equipment:** One set of common clothes, backpack with hidden compartment, falsified shepherd chip, forgery kit, and a 100-credit fund | d6 | Specialty | | --- | --- | | 1 | Tax dodger | | 2 | Addictive substances | | 3 | Cyberware | | 4 | Weaponry | | 5 | Antiquities | | 6 | Magic raw materials | \pagebreakNum
## Feature: Careful Selection Some close brushes with the law have taught you that not every cop can be bribed, and some people are simply too keen to miss minute discrepancies. This feature allows you to study a person and gain insight into whether or not they would accept a bribe, or to pick up on whether they are exceptionally more perceptive than you. It does not reveal how expensive a bribe may be for a given situation, however. ## Suggested Characteristics Smugglers are a highly charismatic and highly diverse bunch. They cover a wide variety of personalities, ranging from the boisterous street hawker with a “special selection” to the burly sailor who brazenly sells his wares after bribing the guards to look away. Your traits should reflect the tactics you see yourself using. | d8 | Personality Trait | | --- | --- | | 1 | I am extremely sociable, especially over a mug of ale. | | 2 | I don’t mind fleecing someone if they don’t know the true price of what they seek. | | 3 | I would rather make a new friend than a new enemy. | | 4 | I act irrationally confident in the face of danger, nobody suspects anything when you seem like you know what you're doing. | | 5 | I have dozens of identities and live in constant fear of answering to the wrong name. | | 6 | Deflecting questions has become second nature to me, so I rarely answer straight. | | 7 | Being seen with any unsavory figures is a sure way to undermine my work. I only associate with my business partners behind locked doors. | | 8 | I always keep my wares close to me, you never know who might stumble across them otherwise. | | d6 | Ideal | | --- | --- | | 1 | **Morale.** I only smuggle things to improve the lives of my common fellows. (Good) | | 2 | **Survival.** I only want to make a living for myself. (Neutral) | | 3 | **Ruthless.** I will rise to the top of the heap by any means necessary. (Evil) | | 4 | **Dauntless.** No border crossing or bribe is too difficult - that's just the coward's way of saying exciting! (Chaotic) | | 5 | **Cause.** I work for a greater cause, and ply my trade only in service to it. (Lawful) | | 6 | **Friendship.** My associates are dear to me, and I want them to rise with me when I hit it big. (Any) | | d6 | Bond | | --- | --- | | 1 | A corrupt guard put me out of business back when I was running an honest business. I aim to show him a thing or two about recovery | | 2 |I never wanted to be a criminal, but it puts bread on my family's table. | | 3 | My business partners are closer to me than my family. | | 4 | I guard my wealth jealously. | | 5 | A gnome helped me once. I pay the favor forward. | | 6 | I admire the elves. I help them whenever I can. | | d6 | Flaw | | --- | --- | | 1 | I detach myself from the results of my actions in order to sleep better at night. | | 2 | I would betray anyone to save my own skin. | | 3 | I only relate to those with the same interests as mine, trust is for the naive. | | 4 | When faced with a choice between money and my friends, I usually choose the money. | | 5 | When something goes wrong, it’s never my fault.| | 6 | I eat and drink to excess. | ### Sprawl Ganger Robbery, extortion, drug-traffic, these are your business. The crime has changed a lot in the past few years, and you were not lucky enough to be a corporate white collar, you did not have the patience to become an expert in cyberspace, but you know the good old fashioned rules of the street like nobody else. **Skill Proficiencies:** Deception, Intimidation **Tool Proficiencies:** Thieves’ tools, vehicles (land) **Equipment:** A set of dark common clothes (or your gang distinct clothing), thieves’ tools, and a chemical boost \pagebreakNum
## Feature: Bad Reputation No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a restaurant or breaking down doors at a local shop, since most people will not report your activity to the authorities. ## Suggested Characteristics Sprawl gangers are criminals that don’t care for the property or welfare of others or, at the best, they are modern day savages – seeking to live by themselves without the intervention of society and law. Only a few can have some endearing or redeeming characteristics. | d8 | Personality Trait | | --- | --- | | 1 | I always have a plan for what to do when things go wrong. | | 2 | The first thing I do in a new place is note the locations of everything valuable – or where such things could be hidden. | | 3 | I am incredibly slow to trust. Those who seem the fairest often have the most to hide. | | 4 | I don’t pay attention to the risks in a situation. Never tell me the odds. | | 5 | The best way to get me to do something is to tell me I can’t do it. | | 6 | I blow up at the slightest insult. | | 7 | I enjoy being strong and like breaking things. | | 8 | I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. | | d6 | Ideal | | --- | --- | | 1 | **Anarchy.** Laws are meant to be broken. (Chaotic) | | 2 | **Community.** We have to take care of each other, because no one else is going to do it. (Lawful) | | 3 | **Hypocrisy.** I try and justify my crimes to myself by giving back to the community, even though I stole everything from that same community. (Neutral) | | 4 | **Greed.** Anything that isn't mine soon will be. (Evil) | | 5 | **Redemption.** There’s a spark of good in everyone. (Good) | | 6 | **Fear.** I want people to tremble at the sound of my name. (Evil) | | d6 | Bond | | --- | --- | | 1 | I owe my survival to another ganger who taught me how to live on the streets. | | 2 | I always remember my first crimes. | | 3 | Another gang murdered my comrades, plundered our hideout, and left me to die. Vengeance will be mine. | | 4 | My name will be feared on the streets. | | 5 | I was cheated out of my fair share of the profits, and I want to get my due. | | 6 |I have the chance at a new life and this time I am going to do things right. | | d6 | Flaw | | --- | --- | | 1 | When faced with a choice between money and my friends, I usually choose the money. | | 2 | If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it. | | 3 | I turn tail and run when things look bad. | | 4 | I have difficulty trusting strangers. Anyone could be a spy for the authorities. | | 5 | I'm an informant for the cops. They let me continue my activities, so long as I pass them information about illegal activity in my neighborhood. | | 6 | When I see something valuable, I can’t think about anything but how to steal it. | ### Techie You’re a whiz when it comes to anything technical. Computers and machines are your forte and also your favorite topic of discussion. You’ve got connections of the digital sort who are often the source of useful information. If the “mundanes” out there knew what you did, their brains would probably melt away. **Skill Proficiencies:** Technology, Mechanics **Tool Proficiencies:** Hacker’s kit or Mechanics Tools **Languages:** ALOMU (universal programming code), one other language of your choice. **Equipment:** Basic clothes, encrypted PDA, 150 credits. ## Feature: Industry Professional You are an expert on the quality and rarity of electronics and mechanical devices. You can easily identify the makeand model of certain computers and machines. You also know various contacts that can find you deals on decent tech gear and gear upgrades. ## Suggested Characteristics Techies have a deep love and understanding for machines, which often reflects in their personality. They tend to approach most situations analytically, and often find trouble communicating with different people. They also carry a sense of imagination and wonder for the future advancements of society. \pagebreakNum
| d8 | Personality Trait | | --- | --- | | 1 | I need to know how everything works, down to the last circuit. | | 2 | I am much better at dealing with machines than I am with people. | | 3 | I often feel the need to explain everything to everyone down the most minute detail. | | 4 | I love showing off my work to all of my friends and companions. | | 5 | I do not like social confrontations and tend to avoid them as much as possible. | | 6 | I love to take things apart and put them back together just to see how they function. | | 7 | My love for technology is only surpassed by my love of companionship. | | 8 | I can’t stand seeing a piece of tech that is falling apart due to negligence. | | d6 | Ideal | | --- | --- | | 1 | **Focus.** I don’t care what it’s used for, just as long as I’m left alone to work on it. (Neutral) | | 2 | **Benefit.** Technology should be used for the betterment of everyone. (Good) | | 3 | **Logic.** Like machines, everyone must do their part in order for things to run smoothly. (Lawful) | | 4 | **Control.** Control the machines that run society, and you will control the people. (Evil) | | 5 | **Progressive.** New discoveries are just around the corner, just as long as we’re willing to take the chance. (Chaotic) | | 6 | **Advancement.** I use my skills to guide myself and those with me into an extraordinary future. (Any) | | d6 | Bond | | --- | --- | | 1 | I created an abomination of technology that I will regret for my remaining days. | | 2 | My personal loss has driven me to bury myself into machines over people. | | 3 | I am in charge of a technological group of business. | | 4 | I made a scientific discovery that must never fall into the wrong hands. | | 5 | I stole trade secrets from a megacorporation. They have been searching form ever since. | | 6 | My ultimate goal is to build the perfect machine. | | d6 | Flaw | | --- | --- | | 1 | I always assume that I am the smartest person in the room. | | 2 | I am easily distracted by the promise of new technological discoveries. | | 3 | I have little respect for those who have no knowledge in my field of expertise. | | 4 | I lose my temper at anyone who tells me I am wrong. | | 5 | I often dismiss the emotions and feelings of others as useless ramblings. | | 6 | I find it difficult to distinguish between the importance of living souls versus machines. | \pagebreakNum
# PART 4 ##### Equipment
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# Equipment From the grand supermalls that grace the shopping districts of major cities to the electronic vendor stations along the halls of almost every space station, shopping is a part of everyday life in almost every populated area in the galaxy. Goods and services of all types, styles, shapes and sizes can be found almost anywhere either physically or online through Intergalactic Matrices. Massive megacorporations push their ads across all networks. Some manufacturers compete to make the best, most cost effective gear for daily consumption, while others specialize in high-grade luxury items or vehicles. For those who brave the dangers of the deep expanse, the right piece of gear at the right time could mean the difference between life and death. This chapter covers the different types of common and exotic gear, goods, and services your character may find useful during their exploits. ## Starting Equipment During character creation, you receive a starting set of equipment as defined by your class and background. Alternatively, you may receive a certain amount of wealth measured in credits (commonly abbreviated as “cd”), the standard currency that is used throughout this compendium. The amount of credits available to each starting character is dependent on their character class and background. See the Starting Wealth by Class table in the PHB to determine how much money you have to spend. Each credit is equal to one Silver Piece. How you came about your starting wealth, lifestyle, and gear is completely up to you. Maybe you were a former corporate wage-worker who made use of their savings. You might have kept your gear from your time in military service. Perhaps your favorite gun was handed down to you by a parent who was in law enforcement. ## Wealth and Currency Though most trade and purchases occur with the exchange of money for products, the concept of wealth and valuables aside from just monetary value still prevails in these times. Trade goods, minerals, precious stones, and collectibles are sometimes bartered for their monetary value. ### Selling Loot Opportunities abound to find treasure, gear, weapons, armor, and more during your expeditions. Normally, you can sell your gains when you return to a space station or populated settlement, provided that you can find buyers interested in your loot. **Arms, Armor, and Gear:** As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in trade. Weapons and armor used by defeated enemies are rarely in good enough condition to sell. **Enhanced Gear and Core Stones:** Selling these rare items is problematic. Finding someone to buy a more common item isn’t too hard, but other items are out of the realm of most but the wealthiest citizens and merchants. Likewise, aside from a few common gear enhancements and stones, you won’t normally come across these items for normal purchase. The value of high-grade tech and magic stones is far beyond the standard level of trade and should always be treated as such. **Gems, Jewelry, and Collectibles:** These items retain their full value in the marketplace, and you can either trade them in for money or use them as currency for other transactions. For exceptionally valuable treasures, the DM might require you to find a buyer in a city or a major spaceport. **Trade Goods:** On the fringes, many people conduct transactions through barter. Like gems and art objects, trade goods: ore, foodstuffs, gear parts, medicine, and so on retain their full value in trade and can be used as a form of currency. ## Armor There are many different styles of armor that vary between different cultures, races, and manufacturers. The different types are classified below. Due to the advancements in weapons manufacturing, armor has become an absolute necessity for anyone traveling beyond the reaches of civilization. Exploring the expanse without at least a shield generator is a risky proposition indeed. The Armor table shows the cost, weight, and other properties of the common types of armor worn in more modern times. **Armor Proficiency.** Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity. **Armor Class (AC).** Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class. **Heavy Armor.** Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. If the Armor table shows “Str 13” or “Str 15” in the Strength column for an armor type, the armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score. **Stealth.** If the Armor table shows “Disadvantage” in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks. **Shields.** A shield is made from metal, polymer, energy, or reinforced glass, and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. \pagebreakNum
### Light Armor Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class. **Flight Suit:** A layered set of clothing that provides basic protection from harsh climates. **Armor Jacket:** Lined with a protective mesh, this light jacket provides adequate protection while still allowing full movement without restriction. **Light Trooper:** A padded suit with a hardened flexible overlay. Standard issue for most grunts. **Infiltration Suit:** A full body suit made from high grade polymer blends. Expensive but effective. **Heavy Coat:** An overcoat, made of leather or heavy cloth. **Leather Jacket:** This armor is represented by a heavy leather biker's jacket. **Light Undercover Shirt:** Designed for deep undercover work in which it’s critical that the wearer not appear to be armed or armored, this garment consists of a T-shirt with a band of light protective material sewn in around the lower torso. **Kevlar-Lined Coat:** Kevlar is a plastic with a very high tensile strength and a well-known component of personal armor. **Undercover Vest:** Covering a larger area of the torso, this vest provides better protection than the light undercover shirt – but it’s also more easily noticed. It’s best used when the armor should remain unseen but the wearer doesn’t expect to face much scrutiny. ### Medium Armor Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class. **Reinforced Mesh:** Multiple layers of micro-woven fiber mesh. It most often comes in the form of a vest or torso covering. **Military Jacket:** Popular amongst officers and mercs, this jacket’s interior is lined with protective plates and hard padding. **Medium Trooper:** Much like the light variant, this is a suit of layered padding with a chest piece and guards made of tempered polymer plating. **Nanoweave Suit:** This variant of the trooper armor has been fortified with a coating made of nanocarbons fused over the protective plate. **Concealable Vest:** Standard issue in many police forces, this vest provides maximumprotection in a garment that can be worn all day long under regular clothing. While it may go unnoticed by a quick glance, it is usually visible to anyone looking closely for it. **Light-Duty Vest:** A lightweight tactical vest designed for extended use by riot police and forces on alert for potential attack, this armor sacrifices a degree of protection for a modicum of comfort – at least compared to other tactical body armors. \columnbreak **Tactical Vest:** The standard body armor for police tactical units, this vest provides full-torso protection in the toughest flexible protective materials available. ### Heavy Armor Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk. Heavy armor doesn’t let you add your Dexterity modifier to your Armor Class, but it also doesn’t penalize you if your Dexterity modifier is negative. **Guardian:** Often made of inexpensive material, this bulky armor is a combination of thick padding, rigid metal plates and mesh weaving. It is popular amongst space miners and bunker sentries. **Heavy Trooper:** This is a full suit of reinforced mesh underneath a layer of interlocking plates made from hardened composite. Armored gloves and boots are included as well. **Centurion:** A suit of heavy trooper armor outfitted with a tempered multi-alloy chest piece with protective shoulder and leg guards. This armor is often limited to high-ranking soldiers and elite infantry. **Fusion Armor:** The best in full body protection, this high-grade armor is made from fused meteoric alloys and bolstered with an additional layer of fullerene polymers. **Special Response Vest:** Built like the tactical vest, but incorporating groin and neck protection as well as a ceramic plate over the chest, this armor provides additional protection in battles against heavily armed opponents. **Land Warrior Armor:** It is designed to improve the connectivity and combat effectiveness of combat personnel in the army. Improvements include modernized body armor, a helmet with a mounted flashlight, integrated communication systems, and a special eye monitor (infrared goggles). **Forced Entry Unit:** The most powerful protection available is built into this suit, which consists of a heavy torso jacket with ceramic plates over the chest and back, neck and groin guards, arm protection and a helmet. Heavy and cumbersome, this armor is generally only donned by tactical officers heading into a dangerous assault. ### Shields Shields come in multiple designs – curved, cornered, composite, energy, etc. All work along the same function, being worn on the off hand and used manually against incoming attacks. **Retractable Shield:** Personal powered shield that quickly expands from the user’s arm. A retracted shield doesn’t increase your Armor Class, but you can attempt to conceal it with a Dexterity (Sleight of Hand) check. Extending or retracting the shield is a free action. **Riot Shield:** A riot shield is a large shield made of tough, transparent plastic, providing cover without hindering sight. ### Getting Into and Out of Armor Required time for equipping armor depends on its category. **Suit Up:** This is the time it takes to put on armor. You benefit from the armor’s AC only if you take the full time to don the suit of armor. \pagebreakNum
**Un-suit:** This is the time it takes to take off armor. If you have help, reduce this time by half. | Armor | Suit Up | Un-suit | |:---:|:-----------:|:---:| | Light | 1 minute | 1 minute | | Medium | 3 minutes | 1 minute | | Heavy | 5 minutes | 2 minutes | | Shield | 1 action | 1 action |
##### Armor | Name | Cost (cd) | Base AC | Strength | Stealth | Weight | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | **Light Armor (+ full Dex Bonus)** | | | | | | | | | | | Flight Suit | 50 | 11 + Dex modifier | - | Disadvantage | 3 lb. | | Armor Jacket | 100 | 11 + Dex modifier | - | - | 5 lb. | | Light Trooper | 450 | 12 + Dex modifier | - | Disadvantage | 10 lb. | | Infiltration Suit | 450 | 12 + Dex modifier | - | - | 5 lb. | | Heavy Coat | 50 | 11 + Dex modifier | - | Disadvantage | 6 lb. | | Leather Jacket | 100 | 11 + Dex modifier | - | - | 4 lb. | | Light Undercover Shirt | 450 | 11 + Dex modifier | - | - | 2 lb. | | Kevlar-Lined Coat | 450 | 12 + Dex modifier | - | - | 8 lb. | | Undercover Vest | 500 | 13 + Dex modifier | - | - | 3 lb. | | **Medium Armor (+2 max Dex bonus)** | | | | | | | | | | Guardian | 300 | 14 | - | Disadvantage | 15 lb. | | Reinforced Mesh | 100 | 12 + Dex modifier | - | - | 4 lb. | | Military Jacket | 500 | 13 + Dex modifier | - | - | 6 lb. | | Medium Trooper | 500 | 14 + Dex modifier | - | Disadvantage | 12 lb. | | Nanoweave Suit | 600 | 15 + Dex modifier | - | Disadvantage | 14 lb. | | Concealable Vest | 500 | 13 + Dex modifier | - | - | 4 lb. | | Light-duty Vest | 500 | 14 + Dex modifier | - | - | 8 lb. | | Tactical Vest | 600 | 15 + Dex modifier | Strength 10 | Disadvantage | 10 lb. | | **Heavy Armor (no Dex bonus)** | | | | | | | | | | Heavy Trooper | 750 | 16 | Str 13 | Disadvantage | 20 lb. | | Centurion | 2,000 | 17 | Str 15 | Disadvantage | 25 lb. | | Fusion Armor | 1,500 | 18 | Str 16 | Disadvantage | 30 lb. | | Special Response Vest | 1,500 | 15 | Strength 10 | Disadvantage | 15 lb. | | Land Warrior Armor | 2,000 | 17 | Strength 13 | Disadvantage | 10 lb. | | Forced Entry Unit | 1,500 | 18 | Strength 13 | Disadvantage | 20 lb. | | **Shield** | | | | | | | | Retractable Shield | 100 | +2 | - | - | 4 lb. | | Riot Shield | 100 | +2 | - | - | 6 lb. |
## Weapons If your class offers a simple or martial melee weapon, you can choose any weapon of the same type (simple or martial) from this book. If it specifically offers a dagger, you can choose to replace it only with a dagger. If your class offers a specific simple ranged weapon and ammunition, such as the light crossbow with bolts or shortbow with arrows, you can instead choose any simple gun/blaster you have proficiency with. If your class offers a specific martial ranged weapon with ammunition, such as a longbow and arrows, you can instead choose any martial blaster you have proficiency with. \pagebreakNum
> ##### Bullet special Effects > Spells, magic items, potions, class abilities, etc. that affect vanilla weapons affect sci-fi weapons as well. For example, the Flame Arrows spell from XGE causes ranged weapon attacks to cause an extra 1D6 fire damage on a hit. This would also apply to sci-fi guns and other ranged weapon attacks. ### Weapon Properties Many weapons have special properties related to their use, as shown in the Weapons table. **Autofire.** A weapon that has the autofire property can only spray in a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a Dexterity saving throw or take the weapon's normal damage (DC equals to 12 + your proficiency bonus if proficient). This action uses ten pieces of ammunition and it cannot be affected by any of the special "shot" attacks from the Firearms Expert feat. **Automatic** When you make an attack with this weapon on your turn, you can choose to make two attacks with disadvantage instead. These attacks always have disadvantage, regardless of circumstance. **Blaster** A weapon with the Blaster property is a ranged weapon that requires no ammunition. Blasters are considered firearms for the purpose of class features and abilities. Like firearms, you don’t add your ability score modifier to blasters’ damage rolls. **Burst Fire.** A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 10-foot- cube area within normal range with shots. Each creature in the area must succeed on a Dexterity saving throw or take the weapon's normal damage (DC equals to 12 + your proficiency bonus if proficient). This action uses ten pieces of ammunition and it cannot be affected by any of the special "shot" attacks from the Firearms Expert feat. **Covert.** You have advantage on Dexterity (Sleight on Hands) checks to conceal this weapon. **CQB.** You have advantage on attack rolls made against targets within 20 feet or less from you. **Foregrip.** This weapon can be used with one or two hands. If used in two hands, its normal and long ranges double. **Mounted** This weapon is normally used while attached to a tripod, vehicle, or other bracing mount. You can mount or unmount this weapon as an action. While it is mounted, it can't be moved. It can only be used to make an attack while unmounted if held by a Medium or larger creature with a Strength score of at least 15 . **Nonlethal** When you reduce a creature to 0 hit points using this weapon, you can choose to knock the creature out, rendering it unconscious, rather than deal a killing blow. **Reload.** The weapon can be fired a number of times equal to its Reload score before you must spend an action or a bonus action to reload. You must have one free hand to reload a firearm. **Scatter** If you make an attack against a target that is within half this weapon’s normal range, you deal the damage value listed in parentheses instead of the weapon’s normal damage dice. **Sighted** This weapon has disadvantage on attack rolls made against targets within 20 feet. ## Suppressing Fire Every firearm can do suppressing fire. As an action, you can spray in a 10-foot-cube area within the firearm's normal range using up to ten pieces of ammunition. Each creature in the area must succeed on a Wisdom saving throw (DC equal to 8 + the number of bullets used) or be frightened of you until the end of your next turn. If a creature succeeds on its saving throw, it's immune to suppression fire for 24 hours. \pagebreakNum
##### Melee Weapons | Name | Cost (cd) | Damage | Weight | Properties | |:---:|:---:|:---|:---:|:---:| | **Simple Melee Weapons** | | | | | | Antimatter Dagger | 300 | 1d4 necrotic | 1 lb. | Finesse, light, Special | | Ballistic Gloves | 500 | 1d4 thunder | 1 lb. | Special, Special |Baton, Stun | 20 gp | 1d4 lightning | 1 lb. | Finesse, light | | Combat Knife | 200 | 1d4 piercing | 1 lb. | Finesse, light, thrown (20/60) | | Metal Baton | 200 | 1d6 bludgeoning | 3 lb. | Finesse, light | | Ketch-All Pole | 100 | - | 8 lb. | Reach, Special | | Wrist Blades | 100 | 1d4 slashing | 1 lb. | Finesse, light | | **Martial Melee Weapons** | | | | | | Energy Staff | 1500 | 1d8 lightning | 2 lb. | Reach, energy burst, two handed | | High Frequency Sword | 7500 | 2d6 slashing | 2 lb. | Special, versatile (2d8) | | Microfilament Whip | 2500 | 1d8 slashing | 2 lb. | Finesse, reach | | Plasma Cutter | 1750 | 1d10 slashing | 10 lb. | Special, two-handed | | Rocket Hammer | 2000 | 1d12 bludgeoning | 18 lb. | Heavy, two-handed | | Thermal Lance | 1500 | 1d10 piercing, 1d4 fire | 6 lb. | Versatile (d12) | | Wrenchinator | 300 | 1d12 bludgeoning | 10 lb. | Heavy, nonlethal, two-handed |
### Melee Weapon Descriptions These weapons might be found on the black market, purchased inside weapon shops, stashed away inside a police evidence locker, or anywhere else one finds weapons. **Antimatter Dagger.** Favored by assassins and infiltrators, the antimatter dagger, little more than a scaled-down laser sword, produces a short blade of crackling energy. With some skill, this weapon can be hidden up a sleeve, stashed in a belt, or secreted away in a hidden compartment, to be revealed at the right moment for a precision kill. **Ballistic Gloves.** These gloves are designed with a cylindrical grip in the palms, which strengths the fists and charges the thunder cells on the knuckles. On a strike, the gloves make a deafening impact, magnifying the kinetic energy of the blow on the knuckle’s points. **Energy Staff.** A great staff that became popularized with the advancement of technology and energy weapons, both ends of this steel staff crackle with electricity. **High Frequency Sword.** The high frequency sword is made of a durable metal alloy many times tougher than steel. It features a monofilament edge, the sharpest piece possible for modern technology. Inside the blade itself, and controlled by a switch on the hilt of the weapon, are microscopic machines that cause the blade to vibrate at incredibly high speeds. Though the wielder of the weapon is shielded from these vibrations by a soft hilt, any character or object struck by the high frequency sword finds that the weapon is given extra cutting power thanks to its technological enhancements. When you attack a creature that doesn't have resistance to slashing damage, you gain a +2 bonus on the attack and damage rolls made with this weapon. **Microfilament Whip.** This whip is made from many braided microfilament wires, and as such is a formidable weapon with a razor sharp cut. **Ketch-All Pole.** A Large or smaller creature hit by a ketch- all pole is restrained until it is freed. A ketch-all pole has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. When you use an action, bonus action, or reaction to attack with a ketch-all pole, you can make only one attack regardless of the number of attacks you can normally make. **Plasma Cutter.** Few things are as intimidating as the huge, circular, white-hot blade of a plasma cutter. Though an unwieldy tool, designed to carve up high-density metal plates for ship hulls, it works equally well as a maiming implement. The saw can easily remove careless fingers or limbs in normal operation, but if used with lethal intent, it could dissect someone cleanly from end to end. **Rocket Hammer.** Only the dwarves would conceive of a weapon so unwieldy as the rocket hammer. As its name implies, it is very much a conventional warhammer, but with a rocket thruster built into the head to magnify its bludgeoning potential. **Thermal Lance.** This weapon is a reimagined classic from times long forgotten, with a more advanced touch. The Thermal Lance gathers up kinetic energy and heats up when it is used to attack to deal fire damage along with the regular piercing damage as it is used. **Wrenchinator.** Though different models exist, the most common by far is the Wrenchinator 9000, a tool used by mechanics the world over. This incredible, oversized wrench can fasten bolts, loosen bolts, and clobber people over the head. \pagebreakNum
##### Ranged Weapons | Name | Cost (cd) | Damage | Weight | Properties | |:---:|:---:|:---|:---:|:---:| | **Simple Ranged Weapons** | | | | | | Dart Gun | 1,500 | Special | 3 lb. | Ammunition (range 40/120), reload 1 | | Ion Cannon | 2,500 | 1d6 radiant | 6 lb. | Blaster (range 30/90), scatter (2d8), Special, two-handed | | Phaser | 750 | 1d4 radiant | 2 lb. | Blaster (range 60/180), light, nonlethal | | Pistol, Light | 2,000 | 1d6 piercing | 3 lb. | Ammunition (range 60/180), light, reload 12 | | Repeater | 1,000 | 1d6 radiant | 3 lb. | Blaster (range 60/180) | | Revolver | 2,500 | 1d8 piercing | 2 lb. | Ammunition (range 50/150), reload 6 | | Rifle, Hunting | 5,000 | 1d10 piercing | 8 lb. | Ammunition (range 180/540), reload 1, two-handed | | Shotgun, Double-Barrel | 5,000 | 1d10 piercing | 7 lb. | Ammunition (range 30/90), CQB, reload 2, two-handed | | Swarm Pistol | 1,000 | 1d4 radiant | 2 lb. | Automatic, blaster (range 15/45), foregrip, light | | Taser Gun | 1,000 | Special | 2 lb. | Ammunition (range 15/35), special | | **Martial Ranged Weapons** | | | | | | Blitz Cannon | 8,000 | 2d8 lightning | 7 lb. | Blaster (range 10/30), scatter (2d10), Special, two-handed | | Concussion Rifle | 8,000 | 2d8 thunder | 8 lb. | Blaster (range 120/360), sighted, two-handed | | Diode Beam | 20,000 | 2d8 radiant | 80 lb. | Blaster (range 60/180), heavy, mounted, special, two-handed | | Flamethrower | 2,500 | Special | 40 lb. | Ammunition (range 30/60), reload 4, two-handed | | Grenade Launcher | 7,500 | Special | 12 lb. | Ammunition (range 40/120), heavy, reload 6, two-handed | | Light Machinegun | 7,500 | 2d10 piercing | 20 lb. | Ammunition (range 100/300), autofire, heavy, reload 120, two-handed | | Machine Pistol | 3,500 | 2d6 piercing | 3 lb. | Ammunition (range 60/180), burst fire, light, reload 20 | | Pistol, Heavy | 3,000 | 2d8 piercing | 3 lb. | Ammunition (range 60/180), reload 7 | | REC Gun | 15,000 | 2d10 radiant | 120 lb. | Automatic, blaster (range 60/180), heavy, mounted, two-handed | | Rifle, Assault | 6,000 | 2d8 piercing | 8 lb. | Ammunition (range 100/300), burst fire, reload 30, two-handed | | Rifle, Sniper | 6,500 | 2d10 piercing | 8 lb. | Ammunition (range 180/540), reload 8, Sighted, two-handed | | Shotgun, Tactical | 5,500 | 2d8 piercing | 7 lb. | Ammunition (range 30/90), CQB, reload 6, two-handed | | Submachine Gun | 5,000 | 2d8 piercing | 6 lb. | Ammunition (range 80/240), burst fire, reload 30, two-handed |
### Ranged Weapon Descriptions These weapons also might be found on a starship, purchased inside weapon shops, stashed away inside a police evidence locker, or anywhere else one finds weapons. **Blitz Cannon.** With its imposing rectangular muzzle, this brutalist weapon has a clear right and wrong-end to be on. Pulling its trigger unleashes a torrent of lightning bolts in a wide, imprecise spray, making it extremely dangerous at point-blank range. **Concussion Rifle.** A series of arcane capacitors run the length of this rifle, terminating in a thick condenser that compresses its blast into a precise burst. A concussion rifle is especially deadly at long ranges, and its damage bypasses most energy resistant armor. **Dart Gun.** This air-dart gun fires a needle via an air compressor. The needle itself inflicts no damage, but it can deliver an injection with any poison to the target. Each dart cost 5 sp, and a vial of poison can coat three darts. You can read more about poisons in the chapter 8 of the Dungeon Master's Guide. > ##### Currency > It's important to remember that each credit, represented by cd, in this compendium is equal to 5 silver pieces \pagebreakNum
**Diode Beam.** A scaled-down version of a pulse cannon, the diode beam is best used mounted weapon. Though it can be fired in accurate pulses, it's also possible to lock the weapon's fire mode, creating a continuous stream of deadly energy. **Flamethrower.** A flamethrower consists of a pressurized backpack containing fuel, connected to a tube with a nozzle. It shoots a 5-foot-wide, 30 foot-long line of flame. Any creature caught in the line of flame must make a DC 15 Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. A flamethrower’s backpack has 10 hit points. A backpack reduced to 0 hit points ruptures and explodes, dealing 6d6 fire damage to the wearer and each creature within a 5-foot radius must make a DC 15 Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much on a successful one. A flamethrower can shoot 10 times before the fuel supply is depleted. Refilling or replacing a fuel pack costs 50 credits. **Grenade Launcher.** This weapon allows you to propel any explosive with the grenade type up to 120 feet away. You can target a creature instead using a grenade launcher. On a hit you deal 1d6 bludgeoning damage to that creature, and then the grenade effect occurs. **Ion Cannon.** The ion cannon always fires its bright, energetic blast is a diffuse cone, making it far deadlier up close. Between shots, it always makes a quiet zipping noise, as the arcane battery charges the ion cell for another blast. **Phaser.** Phasers are not designed for effectiveness so much as portability and non-lethality. These blasters are often issued to peace-keepers and emissaries that require personal defense but have no intent to kill others. **REC Gun.** The Revolving Exothermic Cannon (or REC gun, for short) operates on the same principle as a conventional blaster, with an arcane battery hooked up to an aperture barrel and so forth, but mounts several blasters on a revolving cylinder, each firing in rapid succession. **Repeater.** The quintessential handheld blaster, the repeater is a staple on the galactic frontier. Solid, reliable, and packing just enough firepower to bring down an assailant, nearly every explorer worth their salt has one of these strapped to their hip. **Revolver.** Since the character must insert every bullet one by one, reloading this weapon takes an action. **Swarm Pistol.** This handheld blaster, styled much like a repeater, has a wickedly fast automatic fire, capable of spewing dozens of rays in seconds. The most dexterous users might even find it possible to use one in each hand. **Taser Gun.** A creature hit by a Taser takes 1d4 lightning damage and it must make a Constitution saving throw (DC 15) or be paralyzed until the start of your next turn. You can use your action in the following turns to deal 1d4 lightning damage and maintain the target paralyzed for up to 4 turns. The Taser must be recharged using one battery after five shots. ## Explosive Devices Some of the explosives can be bought as a grenade or a planted explosive, giving them particular properties depending on how it’s used. | Item | Cost (cd) | Weight | |:---:|:---:|:---:| | Dynamite | 500 | 1 lb. | | EMP | 500 | 1 lb. | | Flashbang | 400 | 1 lb. | | Fragmentation | 500 | 1 lb. | | Plastic explosive | 500 | 1 lb. | | Smoke | 250 | 1 lb. | | Tear Gas | 400 | 1 lb. | | Thermite | 400 | 1 lb. | | White Phosphorus | 500 | 1 lb. | ### Grenades * When using a grenade, it’s considered a martial ranged weapon (range 30/60) * If a grenade requires a saving throw, the DC is 8 + your Dexterity modifier + your proficiency bonus. Tear gas grenades use its own DC. ### Planted Explosives * You need a detonator for each explosive you use. * The saving throw DC for planted explosives is 12. ### Stick Explosives * Stick Explosives are generally only Dynamite. * Stick Explosives can be bundled together as their individual rules state. #### Dynamite Dynamite is a mixture of nitroglycerine and other absorbent materials typically molded into sticks. **Stick.** As an action, a creature can light a stick of dynamite and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking 3d6 thunder damage on a failed save, or half as much damage on a successful one. A character can bind sticks of dynamite together so they explode at the same time. Each additional stick increases the damage by 1d6 (to a maximum of 10d6) and the burst radius by 5 feet (to a maximum of 20 feet). Dynamite can be rigged with a longer fuse to explode after a set amount of time, usually 1 to 6 rounds. Roll initiative for dynamite. After the set number of rounds goes by, the dynamite explodes on that initiative. The dynamite is considered to be a simple explosive for the purpose of using a chemist’s supplies check to manufacture it. #### EMP An EMP is an electromagnetic pulse that shorts out all electronic devices within a radius. **Grenade.** As an action, a character can throw a grenade at a point. Upon detonation, the grenade releases an EMP pulse that instantly shorts out all electronic devices in a 20-foot radius. Affected devices remain nonfunctional until repaired. The pulse deals no damage to living creatures. \pagebreakNum
However, a creature with cybernetic attachments takes 1d6 lightning damage per cybernetic attachment and must succeed on a DC 15 Constitution saving throw or be stunned for 1d4 rounds. Robots take 2d12 lightning damage and must succeed on a DC 17 saving throw or fall unconscious. #### Flashbang A flashbang is a non-lethal explosive device used to temporarily disorient an enemy's senses. It is designed to produce a blinding flash of light and an intensely loud "bang" without causing permanent injury. **Grenade.** As an action, a character can throw a flashbang at a point. Each creature within 20 feet of the point must make a Dexterity saving throw or be blinded and deafened until the end of your next turn. #### Fragmentation This explosives are designed to disperse lethal fragments on detonation. The body is generally made of a hard synthetic material or steel, which will provide some fragmentation as shards and splinters. **Grenade.** As an action, a character can throw a grenade at a point. Each creature within 20 feet of the point must make a Dexterity saving throw, taking 4d6 piercing damage on a failed save, or half as much damage on a successful one. **Planted.** When it's activated, each creature within 20 feet of the point must make a Dexterity saving throw, taking 4d6 piercing damage on a failed save, or half as much damage on a successful one. #### Plastic Explosive Plastic explosive is a soft and hand-moldable solid form of explosive material. Plastic explosives are especially suited for explosive demolition of obstacles and fortifications by engineers, combat engineers and criminals. It can be cut, formed, wrapped, and combined with others of its type. **Planted.** Each creature within 5 feet of the explosive must make a Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. It deals double damage against objects and structures. You can combine units of plastic explosive so they explode at the same time. Each additional pound of plastic explosive increases the damage by 1d6 (to a maximum of 10d6) and the burst radius by 5 feet (to a maximum of 20 feet). In addition, when you combine two or more units, you can change the burst radius to a cone-shaped explosion (you must determine the area affected by the explosive when you plant it). #### Smoke Smoke grenades are used as ground-to-ground or ground-to- air signaling devices, target or landing zone marking devices, and to create a smoke-screen for concealment. When buying a smoke grenade you can also select the color of the smoke. **Grenade.** As an action, a character can throw a smoke grenade at a point. One round after the grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. It disperses after 1 minute, though a moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. \columnbreak #### Tear Gas Tear gas works by irritating mucous membranes in the eyes, nose, mouth and lungs, and causes crying, sneezing, coughing, difficulty breathing, pain in the eyes, and temporary blindness. **Grenade.** As an action, a character can throw a smoke grenade at a point. One round after the grenade lands, it emits a cloud of tear gas that creates a heavily obscured area in a 20-foot radius. It disperses after 1 minute, though a moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. Any creature starting its turn in the gas is considered blinded and it must make a Constitution saving throw or be incapacitated (DC 15). A creature wearing a gas mask automatically succeeds the saving throw. #### Thermite Thermite does not technically explode. Instead, it creates intense heat meant to burn or melt through an object upon which the thermite is set. **Planted.** Each creature that ends its turn in the same space of the thermite must make a Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one. It last for 1 minute and it provides bright light for a 5-foot radius and dim light for an additional 5 feet while burning. It deals double damage against objects and structures. #### White Phosphorus White phosphorus devices use an explosive charge to distribute burning phosphorus across the burst radius. **Grenade.** As an action, a character can throw a grenade at a point. Each creature within 10 feet of the point must make a Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. One round after the grenade lands, it emits a cloud of white phosphorus that creates a heavily obscured area in a 10-foot radius. It disperses after 1 minute, though a moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. Any creature starting its turn in the gas is considered blinded and it must make a Constitution saving throw taking 1d6 fire damage on a failed save, or half as much damage on a successful one (DC 15). ## Gear ### Firearms Accessories Most of the firearms can be equipped with one or more accessories to improve them. Every accessory has a weapon compatibility, showing which accessories are available for each firearm. **Combined Module.** The Combined Module is a multifunctional gadget that combines a laser sight and a tactical flashlight. You can use a bonus action to toggle between the laser sight and the tactical flashlight. You can also use a bonus action to turn it off. While you have the laser sight on, you gain a +1 bonus on attack rolls with that firearm. \pagebreakNum
While you have the tactical flashlight on, the light illuminates a 40-foot cone and dim light for an additional 40 feet. *Weapon compatibility: Any non-special firearm. You cannot add it to a weapon that already has a laser sight or a tactical flashlight.* **Concealed Holster.** A concealed holster is designed to help keep a weapon out of sight. In most cases, this is a shoulder holster or a waistband holster. While the weapon remains in the holster, it gains the covert property. A character can carry up to three concealed holsters (two shoulder holsters and one waistband holster) *Weapon compatibility: Dart guns, pistols, revolvers, phasers, repeaters, and Taser guns.* **Deployable Bipod.** Bipods are commonly used on weapons to provide a forward rest and reduce motion. They are also seen on other long-barreled weapons, such as sniper rifles. Bipods permit operators to easily rest a weapon on objects, like the ground or a wall, reducing their fatigue and increasing accuracy and stability. You must use your action to deploy or retract the bipod. While you have the bipod deployed, you gain advantage when shooting over 100 feet. To deploy a bipod you must be prone or in a stable shooting position. If you have the bipod deployed and shooting from the hip, you have disadvantage on the attack rolls. *Weapon compatibility: Rifles and light machineguns.* **Laser Sight.** This gadget is a small laser placed on a handgun or a rifle and aligned to emit a visible beam parallel to the barrel to assist in shooting. The laser color can be red or green. While you have the laser sight on, you gain a +1 bonus on attack rolls with that firearm. You can use a bonus action to turn the laser on or off. *Weapon compatibility: Any firearm that has a range greater than 180 feet. You cannot add it to a weapon that already has a combined module or a tactical flashlight.* **Laser Sight, Infrared.** This laser sight uses an infrared diode to produce a dot invisible to the eye but detectable with infrared devices. While you have the laser sight on, you gain a +1 bonus on attack rolls with that firearm if you are wearing infrared goggles. You can use a bonus action to turn the laser on or off. *Weapon compatibility: Any firearm that has a range greater than 180 feet. You cannot add it to a weapon that already has a combined module or a tactical flashlight.* ## Gear | Item | Cost (cd) | Weight | | :-----------: | :---: | :---: | | **
Firearms Accessories
** | | | | Combined module | 550 | 1 lb. | | Concealed holster | 50 | 1/2 lb. | | Deployable Bipod | 1000 | 1 lb. | | Laser sight | 5000 | 1/2 lb. | | Laser sight, infrared | 6000 | 1/2 lb. | | Speed loader | 20 | 1/2 lb. | | Scope, x2 | 1000 | 1/2 lb. | \columnbreak | Item | Cost (cd) | Weight | | :-----------: | :---: | :---: | | **
Firearms Accessories
** | | | | Scope, x4 | 2000 | 1/2 lb. | | Scope, x8 | 4000 | 1 lb. | | Scope, thermal | 10,000 | 2 lb. | | **
Ammunition
** | | | | Suppressor | 2000 | 1 lb. | | Tactical flashlight | 100 | 1/2 lb. | | Energy cell (pistol) | 300 | 1/4 lb. | | Energy cell (rifle) | 400 | 1/4 lb. | | Fusion magazine | 15,000 | 1/4 lb. | | Light machinegun bullets (20) | 40 |1 lb. | | Pistol bullets (20) | 20 | 1/2 lb. | | Rifle bullets (20) | 30 | 1 lb. | | Shotgun shells (20) | 30 | 1 lb. | | **
Special ammunition
** | | | | Acid (10) | 1000 | - | | Breaching shotgun shells (10) | 500 | - | | Cold (10) | 1000 | - | | Fire (10) | 1000 | - | | Holy (10) | 1000 | - | | Silvered (10) | 1000 | - | | XREP shotgun shells (10) | 500 | - | | **
Detonators
** | | | | Remote detonator, radio | 200 | - | | Remote detonator, wired | 150 | - | | Timed | 50 | - | | Trigger, pressure | 100 | - | | Trigger, proximity | 150 | - | | Trigger, trip | 50 | - | | **
Utilities
** | | | | Antitoxin (ampoule) | 500 | - | | Bandolier | 30 | 1 lb. | | Battery | 5 | - | | Binoculars | 30 | 1 lb. | | Bolt Cutters | 40 | 2 lb. | | Breathing Filter | 10 | 1 lb. | | Briefcase | 25 | 2 lb. | | Camera, still | 40 | 1/2 lb. | | Camera, video | 80 | 1/2 lb. | | Chemical, antitox | 500 | 1/4 lb. | | Chemical, boost | 500 | 1/4 lb. | | Chemical, neutrad | 500 | 1/4 lb. | \pagebreakNum
| Item | Cost (cd) | Weight | | :-----------: | :---: | :---: | | **
Utilities
** | | | | Chemical, plastiflesh | 500 | 1/4 lb. | | Chemical, sporekill | $50 | 1/4 lb. | | Comm Set | 20 | 1 lb. | | Compass | 5 | - | | Computer, desktop | 500 | 18 lb. | ## Gear (Continuation) | Item | Cost (cd) | Weight | | :-----------: | :---: | :---: | | Computer, card | 500 | - | | Computer, laptop | 500 | 4 lb. | | Data Book | 500 | 4 lb. | | Datapad | 500 | 1 lb. | | Display contacts | 500 | - | | Diving Gear | 1200 | 1 lb. | | Duracable (50m) | 50 | 3 lb. | | ECM Jammer | 1000 | 1 lb. | | Energy cell (armor) | 1000 | 1 lb. | | Fire extinguisher | 25 | 2 lb. | | Flare | 10 | 1 lb. | | Flashlight | 10 | 1 lb. | | Flash goggles | 500 | - | | Gas mask | 500 | 1 lb. | | Geiger Counter | 30 | 1/4 lb. | | GPS | 30| 1 lb. | | Grappler tag | 50 | 1 lb. | | Hacking Rig | 25 | 3 lb. | | Handbag | 25 | 1 lb. | | Hazmat Suit | 300 | 14 lbs. | | Hologram player | 500 | 2 lb. | | Hologram recorder | 500 | - | | Holo-Sphere | 150 | 2 lb. | | Hypodermic Needle | 175 | - | | Infrared goggles | 1000 | 1 lb. | | Life Suit | 200 | 20 lb. | | Lighter | 5 | - | | Light stick | 10 | 1/4 lb. | | Log Keeper | 25 | 3 lb. | | Mag-lock | 30 | 3 lb. | | Magnetic Boots | 100 | 8 lb. | | Mag-seal case | 35 | 2 lb. | | Metal detector | 500 | 2 lb. | | Item | Cost (cd) | Weight | | :-----------: | :---: | :---: | | Microfilament Wire (50 feet) | 300 | 1 lb. | | Microanalyzer (digital microscope) | 300 | 3 lb. | | Micro-Toolset | 20 | 8 lb. | | Motion Sensor | 50 | 5 lb. | | Neural recorder | 2500 | 1 lb. | | Nightvision Goggles | 300 | 1 lb. | | Omnitool | 25 | 1 lb. | | Padlock (digital) | 50 | 1 lb. | | Pepper spray | 5 | 1/2 lb. | | Perfume (bottle) | 100 | - | | Perfume (vial) | 50 | - | | Plastic bottle | 1 | 2 lb. (full) | | Quadcorder | 85 | 1 lb. | | Restraints (metallic) | 10 | 0.5 lb. | | Restraints (reinforced) | 20 | 1 lb. | | Rope, cable (50 feet) | 30 | 5 lb. | | Sensory Jammer | 500 | - | | Shepherd chip | see text | - | | Shepherd chip, falsified | see text | - | | SIM Goggles | 1000 | 0.5 lb. | | SIM Unit | 500 | 2 lb. | | Sleeping Bag | 25 | 1 lb. | | Sling | 20 | - | | Smartphone | 100 | - | | Surgery kit | 80 | 5 lb. | | Tactical Vest | 15 | 6 lb. | | Tablet | 250 | 1 lb. | | Tent (3-5 person) | 70 | 20 lb. | | Thermos | 5 | 3 lb. (full) | | Two-way radio | 20 | 1 lb. | | USB cable (5 ft) | 1 | - | | USB flash drive | 5 | - | | Vent Tape | 5 | 1/2 lb. | | Wristwatch | 10 | = | | XNAV receiver | 1000 | 1 lb. | ### Gear Descriptions **Scope.** Scopes are used to increase the normal range of a weapon, allowing the user to shoot farther without having disadvantage on targeting. Depending on the scope you add to the weapon, you increase the normal range in a specific amount, as shown on the following table. \pagebreakNum
| Scope | Range Increment | |:---:|:-----------:| | x2 | 50% | | x4 | 100% | | x8 | 200% |
Weapon compatibility: any martial ranged weapon. You can only add one scope to a weapon.
**Scope, Thermal.** The thermal scope is a sighting device combining a compact thermographic camera and an aiming reticle. It creates a visual based on the temperature of objects and creatures, allowing you to easily detect any source of heat, such as a creature. This is considered a x4 scope and you can use it both in darkness and through light
Weapon compatibility: any martial ranged weapon. You can only add one scope to a weapon.
**Speed Loader.** A speed loader holds 6 bullets in a ring, in a position that mirrors the chambers in a revolver cylinder, allowing the character to insert all bullets at once. Using a speed loader you can reload a revolver using a bonus action. You can use an action to put 6 bullets in an empty speed loader for future uses.
Weapon compatibility: Revolvers.
**Suppressor.** A suppressor is a device attached to or part of the barrel of a firearm which reduces (but don't negate) the amount of noise and visible muzzle flash generated by firing. When you make a ranged attack with a suppressed weapon, you don't automatically reveal your location while hiding. Any creature within 20 feet from the weapon can still hear the gunshot, but not necessarily where it's originated. You can use your action to add or remove the suppressor from the weapon.
Weapon compatibility: Pistols, rifles, shotguns and submachine guns. (Assuming Ranged Weapons that do radiant damage are automatically silent)
**Tactical Flashlight.** While you have the tactical flashlight on, the light illuminates a 40-foot cone and dim light for an additional 40 feet. You can use a bonus action to turn the flashlight on or off. Weapon compatibility: Ranged weapons that aren't cannons. You cannot add it to a weapon that already has a combined module or a laser sight (normal or infrared). ### Special Ammunition Each of these projectiles carries a load of some chemical (or alchemical) material inside, such as white phosphorus (fire) or ultraviolet fluid (holy). When it hits a target, the projectile's shatters, releasing the material directly onto the target. When you hit a creature with an acid, cold or fire ammunition, you deal an extra 1d4 damage. The damage type depends on the type of the ammunition. When you hit a fiend or undead creature with a holy ammunition you deal an extra 1d6 radiant damage instead. ### Special Ammunition Continued **Breaching Shotgun Shells.** These shells are specially designed to destroy door deadbolts, locks, and hinges without risking lives by ricocheting or by flying on at lethal speed through the door, as traditional buckshot can. Each one of this shells deals double damage to doors. **Silvered Ammunition.** This Ammunition follows the same rules detailed in the chapter 5 of the Player's Handbook on page 148 for silvered weapons. **XREP Shotgun Shells.** These shells are long-range wireless electro-shock projectiles. A XREP shell deals lightning damage on a hit and the creature must make a Constitution saving throw (DC 15) or be paralyzed until the start of your next turn. ### Detonators Every planted explosive needs a detonator, and it can be detonated manually, automatically or after a determined time depending on the detonator used. **Remote Detonator, Radio.** As an action, you can detonate the explosive remotely if you are within 3,000 feet from it. **Remote Detonator, Wired.** As an action, you can detonate the explosive remotely if you are within 1,000 feet from it. **Timed.** When planting the explosive with a timer, you must determine the number of rounds or minutes for the countdown, up to 10 minutes. When the countdown ends, the explosive is detonated. **Trigger, Pressure.** A planted explosive with a pressure trigger will explode when a creature stands on the detonator. **Trigger, Proximity.** When your arm a planted explosive with a proximity trigger detonator, it explodes when a creature moves in the burst area. When planting the explosive, you can reduce the detection radius to a minimum of 5 feet of the explosive. **Trigger, Trip.** The explosive is connected to a 20 feet trip wire, and when a creature pass through the wire, the explosive detonates. A creature can make a Wisdom (Perception) check to detect the wire (DC 12) ### Utilities This section describes items that have special rules or require further explanation. **Antitoxin.** A creature that drinks or is injected with this liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to automatons or constructs. **Bandolier.** This shoulder strap contains six pouches large enough to hold a potion, grenade, or similarly sized item within easy reach. It can hold 10 pounds of gear. **Battery.** An electric battery is a device consisting of one or more electrochemical cells with external connections provided to power electrical devices such as flashlights and metal detectors. Each battery recharges 5 spent charges to any electrical gear. **Binoculars.** Objects viewed through the binoculars are magnified to twice their size. **Breathing Filter.** This filter easily fits around a humanoids mouth and nose to filter out large particles such as dust and pollution. It does not filter out gases. **Briefcase.** Made from leather and plastic. It has mechanical locks that require either a key or a combination to open. \pagebreakNum
**Chemical, Antitox.** A chemical found in many first aid kits, antitox is a special hypodermic injection that can be used to save the life of any creature infected with a poison. Each antitox injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the poison and generates an antidote from stored chemical compounds. Once the antitox delivers its specially formulated chemicals, the target creature is completely cured of the poison and its effects in 1d6 rounds. **Chemical, Boost.** A drug that is both beneficial and highly dangerous, boost functions as a temporary adrenaline-enhancer. Boost was originally conceived for military purposes in an attempt to make the soldiers stronger, faster, and more combat-capable. A single injection of boost grants the target advantage on all melee attack rolls, Strength checks, and Dexterity saving throws. These effects last for 1 minute (10 rounds). Unfortunately, the side effects of boost almost outweigh the benefits. When finishing the first use effects, if the creature fails a DC 13 Constitution saving throw, it suffers one level of exhaustion, and if the creature uses the boost again before finishing a long rest or if it already has a level of exhaustion, it automatically suffers another level of exhaustion upon finishing the boost’s effects (while the boost is active, the creature ignores the penalties imposed by exhaustion). If the creature uses boost more than 3 times in a 3- day period, it becomes addicted and will believe that it cannot live without the use of the drug at least once per day.If the addicted creature does not make his or her daily use, whenever entering combat or risky situations, the creature must make a DC 13 Wisdom saving throw at the beginning of each turn. On a failed save, the creature is incapacitated until its next turn. A
calm emotions
spell can suppress the effects of addiction, while a
lesser restoration
spell can rid a creature of its addiction. **Chemical, Neutrad.** A chemical found in many first aid kits, neutrad is a special hypodermic injection that can be used to neutralize the effects of radiation poisoning. Each neutrad injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the radiation sickness and generates an antidote from stored chemical compounds. Once the neutrad delivers its specially formulated chemicals, the target creature is completely cured of the radiation poisoning and its effects in 1d4 hours. **Chemical, Plastiflesh.** Contained in a small spray can, plastiflesh bonds with human skin on contact and accelerates the healing process by providing a layer of artificial skin to seal the wound. The target of the spray immediately recovers 1d4 hit points. **Chemical, Sporekill.** A chemical found in many first aid kits, sporekill is a special hypodermic injection that can be used to neutralize the effects of most diseases. Each sporekill injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the disease and generates an antidote from stored chemical compounds. Once the sporekill delivers its specially formulated chemicals, the target creature is completely cured of the disease and its effects in 1d10 hours. Some genetically engineered diseases are created to circumvent sporekill chemical, and are unaffected by this piece of gear. **Comm Set.** Using this handheld device, you can verbally communicate with any creature within 1-mile that also has a comm set. A comm set can be connected to a headset worn on the ear or can be talked into directly. Its signal can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. **Computer, Card.** As has been the case since the invention of the computer, the miniaturization of technology is most often seen in the area of computer size. The card computer functions as a standard computer but is no bigger than most credit cards. The card computer generates a flat holographic screen up to a 15-inch square. It can be connected via bluetooth to any computerized interface (including display contacts). Card computers have the ability to place and receive voice/video calls and create and receive text messages, have personal digital assistants, an event calendar, a media player, video games, GPS navigation, digital camera and digital video camera, and can run a variety of third-party software components. **Computer, Desktop.** This can be any large computing platform, such as a client workstation or server. The typical desktop computer has hundreds of gigabytes of storage space, a high-quality monitor and a broadband or modem access to the Internet. **Computer, Laptop.** A portable version of a desktop computer. In general, notebooks are as not as fast or powerful as its equivalent desktop version. **Data Book.** This 10 inch long rectangular drive can hold a massive quantity of information―ten times as much as a datapad can hold. Over the course of a minute, you can transfer information between a data book and an arcane terminal, a datapad, or ship’s computer, uploading or downloading any information you have access to, but information cannot be directly read from a data book. Like a datapad, a data book can be locked with a secret password. \pagebreakNum
**Datapad.** A common gadget is used to store personal information, search for data on arcane terminals, communicate with others, and transfer credits. You can enter text by hand into a datapad or draw in it using a stylus as if it were a notebook with 2,000 pages. You can also search these notes with one-word queries. If the datapad is within 1 mile of an arcane terminal or ship's computer, you can use it to communicate with other datapads that are also within that range, provided both datapads have exchanged a comm number. This communication is limited to one text-based message (128 characters) every minute. Lastly, datapads are often used to access an account with the Galactic Bank, where your wealth is stored as credits on their server. When you get a datapad, you also lock it with a password that you likely keep secret. Only someone with the password can access the datapad (barring unauthorized access, which can be accomplished with a successful DC 18 Intelligence (Data) check to hack the datapad). If the datapad is connected by cable to an arcane terminal or ship's computer, you can use it to perform advanced operations on systems connected to it. This might be necessary to operate some systems, like the research devices on a science satellite. **Display Contacts.** Display contacts are part of the further miniaturization of computers. These contact lenses fit perfectly over the eye and project a semitransparent image that appears to be roughly three feet from you and comparable to a 52-inch monitor. This can be used to show you any computer display (such a card computer) it is linked to, or to provide real-time data on objects and people in your field of vision. **Diving Gear.** This set of gear includes a wetsuit, oxygen supply, and attachments for underwater maneuvering. While using this gear, you ignore any underwater movement penalties and have advantage on any Strength (Athletics) rolls required for swimming checks made underwater. You gain no benefit from this item if you are wearing any armor. **Duracable.** Strong as steel, flexible as rubber, and almost as light as normal rope, duracable replaces most cables and ropes as the standard device for lifting, pulling, and support. Duracable is made of lightweight and durable wiring wrapped hundreds of times in a swirl that reinforces itself as more stress is placed on the coil. Duracable is able to support up to 10 metric tons of weight. **ECM Jammer.** An ECM jammer has 10 charges. As an action, you can expend one charge and turn the ECM jammer on, disabling cameras and impeding all incoming and outgoing wireless communication, including smartphones, radio detonators, Wi-Fi and similar within 100 feet from the ECM jammer for 5 minutes. **Energy Cell, Armor.** A special energy cell designed to fuel powered armors. An energy cell contains enough power for a powered armor to work properly for 24 hours. **Fire extinguisher.** The extinguisher has 10 charges. As an action, you can expend one charge to extinguish a 5-foot area of fire. **Flare.** A flare is a foot-long, brightly colored stick with a plastic cap. You can strike the bottom of the flare as an action, causing the flare to bursts into a bright, colored flame, matching that of the stick. This flame burns for 10 minutes, emitting a 40-foot radius of bright light and dim light for an additional 20 feet. A flare will still burn underwater or in a vacuum **Flashlight.** A portable hand-held electric light. A flashlight has 5 charges. As a bonus action, you can expend one charge to turn the flashlight on, illuminating a 60-foot cone and dim light for an additional 60 feet for one hour. You can use a bonus action to turn the flashlight off. **Flash Goggles.** Designed to provide protection against any blinding effects from bright light. While using flash goggles, you are immune against any blinding effect caused by lightning. **Gas Mask.** This mask is used to protect the user from inhaling airborne pollutants and toxic gases. The mask forms a sealed cover over the nose and mouth, but may also cover the eyes and other vulnerable soft tissues of the face. While wearing the mask you are immune to inhaled poisons. **Geiger Counter.** This simple tube is filled with inert gas that conducts electricity when impacted by high energy particles, making it able to detect beta particles and gamma rays. When a geiger counter is within 30 feet of radiation, its meter ticks up to indicate the radiation level in the 5-foot square it is in or the Irradiated ability score of an item or creature it is pressed against. **GPS.** It provides geolocation and time information to a GPS receiver anywhere on or near the Earth where there is an unobstructed line of sight to four or more GPS satellites. **Grappler Tag.** Often used in conjunction with duracable, the grappler tag is a small disc roughly six inches in diameter. When placed against a solid surface, the grappler tag attaches to that surface by magnetism (if the surface is ferrous) or by an array of nearly microscopic metal barbs (if not). The tag can then be attached to duracable and used as an anchor for climbing, pulling, or any other purpose. A button on the top of the disc releases the grappler tag’s hold. **Hacking Rig.** A hacking rig includes everything necessary to crack the security on an arcane terminal or ship's computer: a datapad accessor loaded with complicated algorithms, a plethora of wires and connectors, and a heavy magnet, in case things get dire. Such a rig is necessary to gain unauthorized access to systems. **Hazmat Suit.** While wearing this bulky suit (which can only fit over light suits of armor), a creature suffers disadvantage to Dexterity and Charisma saves and checks, but gains immunity to poison damage and the poisoned condition from non-gas attacks. In addition, the wearer’s Irradiated ability score is immune to the effects of radiation (though not the fire damage the radiation might deal). **Holo-Sphere.** As an action, you can activate this 6- inch wide sphere and deploy within 15 feet of you. The sphere then captures a 5-foot cube holographic recording of the events of the next 30 seconds, which can be replayed on it later. In spite of the high technology, the image leaves something to be desired:the sphere produces a roughly one-foot high monochromatic hologram of the subject it recorded, often with a considerable amount of static. High volumes of magic disrupts recording with even more static, often creating an unrecognizable holographic mess. **Hologram Player.** A hologram player is a small disc with several small light projectors arranged around its outer edge. When activated, the device projects a translucid three dimensional image as small as a 3-inch cube or as large as a 10-foot cube. \pagebreakNum
The hologram player can be hooked into a hologram recorder (capable of storing three dimensional images), or even to a card computer to receive three dimensional images for real time communications. **Hologram Recorder.** A hologram recorder is a cylinder no larger than a pen with a bulbous, transparent cap on one end. The device can make a three dimensional recording of anything within its cone shaped recording area. Hologram recorders can store up to one hour of three dimensional images to be played back on a hologram player or transferred to a computer as video data. Most hologram recorders can also be attached to a card computer to serve as a video input device for real time holographic communications. The hologram recorder is commonly carried by law enforcement agents, as it allows for the accurate collection of evidence. **Hypodermic Needle.** This syringe can directly inject a substance into someone’s bloodstream. You can load a liquid, such as a potion of healing, into a hypodermic needle as a bonus action, then administer it to another creature as an action on your turn. If the creature is unwilling, you must make a melee weapon attack to do so. **Infrared Goggles.** An infrared goggles has 10 charges. As a bonus action, you can expend one charge to turn them on to see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light for 10 minutes. You can't discern color in darkness and the image color produced is typically monochrome (shades of green or blue) **Life Suit.** This one-piece jumpsuit comes equipped with a glass, domed helmet. While wearing it, you can breathe normally and survive underwater or in the vacuum of space without ill effect for up to 24 hours at a time. You are immune to the effects of inhaled poisons, gases, and pathogens. Additionally, the suit insulates you from extreme environmental temperatures (see Appendix A). The suit only prevents fire or cold damage caused by exposure to space or harsh environments. You can wear a life suit under armor, but to replenish its air supply it must be removed for two hours. **Light Sticks.** It consists of a translucent plastic tube containing isolated substances that, when combined, make light through chemiluminescence, so it does not require an external energy source. The light color can vary (usually red, green or blue). As a bonus action, you can activate the stick, providing bright light in a 20-foot radius and a dim light for an additional 20 feet for one hour. A light stick can only be used once, and when activated it cannot be turned off. **Lighter.** A lighter has 20 charges. You can expend one charge to create a flame for one minute. The lighter sheds bright light in a 5-foot radius and dim light for an additional 5 feet. **Log Keeper.** This 1-foot long device records and replays audio, organizing entries by date. It can maintain up to 48 hours of audio before it automatically begins purging the earliest entries. **Mag-lock.** This magnetic clamp lock can be placed on any medium to large container, normal door, or latch. It has a digital coded lock and can only be opened with a successful DC 16 Dexterity check with Infiltration tools or a DC 15 Intelligence check with a Hacker’s kit. **Magnetic Boots.** Often used by spacers and starship technical crew, these boots allow you to secure yourself onto any metallic surface. In Zero-G, you can move at a rate of 10 feet and do not suffer from disadvantages to ability checks associated with being in Zero-G. In normal gravity, you cannot move and cannot be pushed, pulled, or knocked prone. **Mag-Seal Case.** This is a normal briefcase (see Container Capacity) equipped with a small mag-lock. **Metal Detector.** A handled portable sensor for detecting bits and pieces of metal in and on the ground. The metal detector has 10 charges. As an action, you can expend one charge to gain advantage on Wisdom (Perception) checks you make when searching for metals and metallic objects for 10 minutes. **Microfilament Wire.** Often used as a lighter, more durable replacement for rope or cable, this thin wire, 10 hit points and an AC of 12. This thin wire is also extremely thin and can be used to cut through most materials, especially flesh, like butter. **Micro Toolset.** This small set of tools grants you advantage on any Wisdom (Mechanics) skill checks to repair minor electronic tools and devices such as a SIM Unit or Portable Media Device. This provides no benefit for complex items such as automatons, computers, drones, weapons, or vehicles. **Motion Sensor.** This device is linked to a display screen which presents the device’s data. The device can sense motion through walls and solid surfaces, indicating the location of any moving object within 50 feet. **Neural Recorder.** A flexible cap that resembles a grasping clawed hand, the neural recorder can collect data directly from the human mind. Any visual or auditory memories or thoughts can be transmitted through the neural recorder and stored in its memory or a USB flash drive. Capable of storing up to two hours of data, the neural recorder requires a DC 15 Intelligence check to activate and operate. Using hacking tools allows the character to add it’s proficiency bonus if it’s proficient with the tool. If the subject of the neural recording is willing, the neural recorder collects images and sounds from the subject’s mind and stores them as either two-dimensional or three-dimensional recordings. An unwilling subject may make a DC 15 Charisma saving throw to prevent the recorder from functioning. **Nightvision Goggles.** These provide you with the ability to see in dim light and darkness within 30 feet of you as if it were bright light, and within 60 feet of you as if it were in dim light. You cannot discern color, only shades of gray. While wearing these goggles, you have disadvantage on all Wisdom (Perception) checks and Intelligence (Investigation) checks having to do with sight. If you are wearing these goggles in bright light during your turn, you must succeed on a DC 12 Dexterity saving throw to remove them or become blinded until the end of your next turn. **Omnitool.** This multipurpose gadget contains a plethora of useful tools: small knives of various sizes, a small hammer, screwdrivers, a file, a bottle opener, a small saw, a wrench, a can opener, a wire-cutter, and a small set of pliers. **Padlock (digital).** Equipped with a key and digital keypad. Without the code, the lock can be picked with infiltration tools and a successful DC 15 Dexterity check. \pagebreakNum
**Pepper Spray.** A creature within 10 feet from you must make a Constitution saving throw or be blinded for 1d4 rounds (DC 15). Any creature wearing goggles or something to protect its eyes automatically passes the check. A spray can only be used once. **Quadcorder.** This handheld scanning device has four prominent sensors (each looking like a small radar dish) on its operating end. When directed at an object within 5 feet as an action, the device measures many of that object's intrinsic properties, and displays the object's temperature, density, boiling point, freezing point, conductivity, and viscosity. **Restraints (metallic).** These can be used to bind a Small or Medium creature. Escaping the restraints requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of restraints comes with one key. Without the key, a creature proficient with infiltration tools can pick the manacles’ lock with a successful DC 15 Dexterity check. Manacles have 15 hit points. **Restraints (reinforced).** Similar to metal restraints, however, these are made of a high-grade, chemically hardened polymer. These restraints have 25 hit points. **Rope (cable).** This thin braided cable has 10 hit points and can be burst with a DC 20 Strength check. **Sensory Jammer.** This device counteracts the effect of any electronic motion sensor within 50 feet. The jamming signal can be detected with a successful DC 14 Intelligence (Computers) check. This device has no effect on detection based esper talents or techniques. **Shepherd Chip.** The shepherd chip is a tiny microchip implanted beneath the surface of the wrist. It contains the bearer’s identification information. Some computers can read the shepherd chip and extract its information. In addition to basic identification information, the people have their banking and credit information keyed to their shepherd chips so that they no longer have to use paper money or credit cards. Businesses love this as it allows them to prevent shoplifting; if a person carries an item from the store, that item’s value is immediately deducted from their bank account. Additionally, the shepherd chip can be linked to computers (particularly neural interfaces) such that any information can be transferred between two shepherd chips – a great boon to the espionage community as it allows for discrete information transfers. Some corporations and governments use shepherd chips to monitor the activities of their citizens. This oppressive, watchful eye of the government is exactly what opponents of the shepherd chip fear. Additionally, a black market for forged or stolen shepherd chips emerged as soon as the chips themselves became widespread, making identity theft and falsification an ever present crime in some communities. **Shepherd Chip, Falsified.** Purchasing a falsified shepherd chip from a black market source can produce mixed results, depending on the skill of the forger. However, a fake shepherd chip is not work for an average Joe, only an expert forger (with a +3 or +4 proficiency bonus with hacking tools) can gather the necessary components, organize codes and create a functional fake shepherd chip. When you purchase a fake shepherd chip, the GM secretly makes an ability check for the forger – the one who wrote the programs that will circumvent the verification systems. The result of that check will be compared with a DC that represents the security level of the system: 15 for average security (common stores), up to 30 for maximum security (corporations). The basic cost of a fake shepherd chip is equal 100 credits multiplied by the forger’s proficiency bonus with hacking tools (proficiency only, not skill modifier or any other bonus). All falsified shepherd chips are illegal. **SIM Unit.** This rig is attached to a headpiece that allows the user direct access to the Systematic Intergalactic Matrix. Unlike regular portable media, a SIM unit allows the user to create and modify programs and experience the SIM in a virtual reality environment using a digital persona. A SIM Unit requires SIM Goggles to operate. **Sling.** A sling is a strap which attaches to a two handed ranged weapon (usually a blaster) and it worn on the body, usually over a shoulder, making the weapon's weight easier to bear and keeping it close if it falls. When you drop a weapon attached to a sling you are wearing, it falls to your side and continues to hang within reach. **Smartphone.** A smartphone is a mobile personal computer with a mobile operating system with features useful for mobile or handheld use. Smartphones have the ability to place and receive voice/video calls and create and receive text messages, have personal digital assistants, an event calendar, a media player, video games, GPS navigation, digital camera and digital video camera. Smartphones can access the Internet through cellular frequencies or Wi-Fi and can run a variety of third-party software components. **Surgery Kit.** About the size of a small backpack, this kit contains the instruments needed for emergency field surgery. A surgery kit is used when performing surgery (see the Surgery feat). **Tablet.** A tablet is a mobile computer with a touchscreen display, which is usually in color, processing circuitry, and a rechargeable battery in a single thin, flat package. Most tablets also have sensors, including digital cameras, a microphone, and an accelerometer so images on screens are always displayed upright. The touchscreen display uses gestures by finger or stylus to replace the mouse, trackpad and keyboard used with desktop computers and laptops. Tablets are larger than smartphones, with screens 7 inches (18 cm) or larger. However, much of a tablet's functionality resembles that of a modern smartphone, using a virtual keyboard and running a mobile operating system. **Tactical Vest.** This light vest is covered in pouches, straps, and holsters. The vest has two holsters, can carry a two-handed melee weapon on its back, and a dagger or an antimatter dagger on its front. One sling can attach to the vest. The tactical vest can be worn atop armor. **Two-way Radio.** A hand-held, portable, two-way radio transceiver. Multiple radios use a single channel, and only one radio on the channel can transmit at a time, although any number can listen. The transceiver is normally in receiving mode and when the user wants to talk he presses a "push-to- talk" button. You can communicate with someone using a two-way radio at the same frequency up to 20 miles. **USB Flash Drive.** A USB drive is a data storage device that includes flash memory with an integrated USB interface. \pagebreakNum
**Vent Tape.** This durable adhesive tape is useful for basically any application that involves sticking two things together. While more creative minds might use large quantities of vent tape for other uses, most people use it for quick repairs, and to affix flashlights to blasters in a pinch. A single roll of vent tape contains 60 feet of 2-inch wide tape. **Wristwatch.** A simple device with a simple purpose, this watch reports the time in a way that is consistent with all major galactic factions. **XNAV Receiver.** A detector that, similarly to a GPS receiver, would accept X-rays from pulsars and use them to resolve its location, building a galactic GPS system that provides astronauts an accurate map through our solar system. The XNAV receiver is integrated with satellites that provides geolocation and time information and functions just like a GPS receiver where there is an unobstructed line of sight to four or more GPS satellites. It is an indispensable piece of technology for transporters and space workers. > ##### New Equipment Pack > **Adventuring Pack (50 cd).** Includes a backpack, a compass, a flashlight, 5 light sticks, a lighter, a plastic bottle, 10 days of rations and a sleeping ## Tools A tool helps you to do something you couldn't otherwise do. Here are new modern tools you can use. #### Tools | Kits | Cost (cd) | Weight | |:---:|:---:|:---:| | Engineering kit | 50 | 8 lb. | | Forensics kit | 50 | 8 lb. | | Hacking tools | 80 | 6 lb. | | Mechanic tools | 50 | 8 lb. | | Spy kit | 100 |12 lb. | **Engineering Kit.** This kit includes a soldering gun, wires, clips, wire cutters and various diagnostic tools. Proficiency with this kit lets you add your proficiency bonus to any ability check you make to repair electrical devices and to disarm planted explosives. **Forensics Kit.** This kit includes bindle paper, sterile swabs, distilled water, evidence seals/tape, footwear casting materials, personal protective equipment, test tubes and various other tools for collecting evidence at crime scenes without contaminating it. Proficiency with this kit lets you add your proficiency bonus to any ability check you make to investigate any area or body considered as a crime scene. **Hacking Tools.** This kit contains the hardware and software necessary to allow access into most computer systems and electronic devices such as automatic port scanning, banner grabbing, footprinting, SQL Injection, web application vulnerability search, DDoS tools and data sniffing. Proficiency with hacking tools lets you add your proficiency bonus to any Intelligence checks you make to connect to or make use of a computer system or electronic device. The kit fits snugly in a backpack or toolbox. You might need a computer, a smartphone or a tablet to use some elements of this kit. **Mechanic Tools.** This kit includes basic tools for repairing cars and motorcycles. **Spy Kit.** This kit includes items such as camera detectors, sound amplifier, small cameras and microphones, noise generators, frequency and cell phone detectors and tracers. You might need a computer, a smartphone or a tablet to use some elements of this kit. \pagebreakNum
# PART 5 ##### Shady Activities
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## Disabling Devices A character can try to disable a security device, such as an electric fence, motion sensor, security camera or an alarm. Using an engineering kit allows the character to add it's proficiency bonus if it's proficient with the tool. The character must be able to reach the actual device to disable it, and the DC is determined by the DM depending on the device the character want to disable (for example, disabling a bank vault alarm is more difficult than disabling an average security camera). If the device is monitored, the fact that the character attempted to disable it will probably be noticed. ## Disarming an Explosive Using an action, a character can try to disable a planted explosive to avoid a detonation. The DC for disarming an explosive equals to the saving throw DC (which is generally 12 unless the creature that planted the explosive has the sapper feat). Using an engineering kit allows the character to add it's proficiency bonus if it's proficient with the tool. On a success, the detonator is destroyed and the explosive can be recovered. On a failure, the explosive is detonated. A character cannot disarm explosives with a proximity trigger for obvious reasons. A character can determine the detonator type from a safe distance making an Wisdom (Perception) check. ## Repairing Devices Most repair checks are made to fix complex electronic or mechanical devices. Using an engineering kit allows the character to add it's proficiency bonus if it's proficient with the tool. The DC is set by the GM. In general, simple repairs have a DC of 5 to 10 and require no more than a few minutes to accomplish and complex repairs have a DC of at least 15 and can require an hour or more to complete. Up to the DM, in some cases repairing a device might also involve a monetary cost when spare parts or new components are needed. The value of this parts in gold pieces are equal to the total DC. ## Restricted Objects Some objects might require licenses to own or operate, or are restricted in use to qualifying organizations or individuals. In such cases, a character must purchase a license to legally own the object. It's up to the DM to determine which objects require a license to operate. The four levels of restriction are as follows. 1. **Licensed.** The owner must obtain a license to own or operate the object legally. 2. **Restricted.** Only specially qualified individuals or organizations are technically allowed to own the object. 3. **Military.** The object is sold primarily to legitimate police and military organizations. 4. **Illegal.** The object is illegal in all but specific, highly regulated circumstances. \columnbreak ### Purchasing a License As a general rule, a character must obtain the appropriate license before buying a restricted object. Legitimate dealers will not sell restricted objects to a character that does not have the necessary license. #### Purchasing a License | Level | Cost | Time | |:---:|:---:|:---:| | 1st (Licensed) | 50 | 1 day | | 2nd (Restricted) | 250 | 2 days | | 3rd (Military) | 750 | 3 days | | 4th (Illegal) | 1,500 | 4 days | ### The Black Market Alternatively, a character can obtain an object without going through the hassle of getting a license first in the black market. A character who wants to buy something in the black market must make an Intelligence (Investigation) check to locate a black market merchant for buying the item without needing to obtain a license (DC for the check is 15 + level of restriction) ## Using Electronic Devices In general, normal computer operations don't require a check. However, there are some particular actions that require the character to make an Intelligence check when trying to search a file in an unfamiliar network, when trying to defeat the device security, operate a device remotely and altering existing programs. ### Defeat the Device Security When a character tries to connect to an electronic device, it's probably protected by a security program installed to defend the system. The character can make an Intelligence check to try to disable the security to gain access to the device, adding its proficiency bonus to this check if it have the hacking tools and if it's proficient with them. The DC is determined by the quality of the security program installed, as shown in the table on the next page. | Security Level | DC | |:---:|:---:| | Minimum | 15 | | Average | 20 | | Exceptional | 25 | | Maximum | 30 | If the check is failed, the security system immediately alerts its administrator that there has been an unauthorized entry. An alerted administrator may attempt to identify the character or cut off the character's access to the system making a contested Intelligence check using hacking tools. If the character succeeds, the administrator attempt fails and the character can make another check to try to defeat the device security again. If the character fails, its session ends and it can't try to defeat the security again for 24 hours. \pagebreakNum
### Degrade Programming A character can try to destroy or alter applications on an electronic device to make use of that device harder or impossible. There're three possible actions related to this: * **Crashing a Device.** This simply shuts down the device. It’s possible to restart the device in 1 minute without making a skill check. * **Damage Programming.** This imposes disadvantage on all Intelligence checks made with the device until its repaired. * **Destroy Programming.** This make the device unusable until the programming is repaired. | Degrade Programming | DC | Time | |:---:|:---:|:---:| | Crash device | 10 | 1 minute | | Damage programming | 15 | 10 minutes | | Destroy programming | 20 | 10 minutes | The character must spend all the time working without interruptions to destroy or alter the application or the electronic device. ### Find File Whenever a character is using an electronic device such as a computer, smartphone or tablet to find files or data in an unfamiliar network it can make an Intelligence (Investigation) check. The DC and the time for finding a file vary depending on the size of the network, as shown in the table below. | Network Size | DC | Time | |:---:|:---:|:---:| | Personal computer | 10 | 1 round | | Small office network | 15 | 2 rounds | | Large office network | 20 | 1 minute | | Massive corporate network | 25 | 10 minutes | If the character succeeds on the check, the file is found. On a failure, the file is not found and it must make another check to search it again. Up to the DM, after various failed attempts it’s possible that the administrator is notified by the security program. ### Operate Remote Device If a character has access to the device that controls such systems, it can either shut them off or change their operating parameters. The DC depends on the nature of the operation. If the character fails the check, the system immediately alerts its administrator that there has been an unauthorized use of the equipment. An alerted administrator may attempt to identify the character or cut off the character's access to the system making a contested Intelligence check using hacking tools (see the "Defeat the Device Security" section for more information) | Type of Operation | DC | Time | |:---:|:---:|:---:| | Shut down a passive remote (including cameras and door locks) | 20 | 1 round | | Shut down an active remote (including motion detectors and alarms) | 25 | 1 round | | Type of Operation | DC | Time | |:---:|:---:|:---:| | Reset the remote parameters | 25 | 1 minute | | Change passcodes | 25 | 1 minute | #### Additional Hacking Options There're several actions you can make to hack into a site: * **Covering Tracks.** Spending 1 minute, you can make an Intelligence check (DC 20) using the hacking tools to alter your identifying information. Doing this imposes disadvantage to the Intelligence check made by the administrator to identify you. If you fail this check, you can't make it again for 8 hours. * **Accessing Through Internet.** If you are not able to access to the device physically, you must find the address making an Intelligence (Investigation) check first, and then defeat the device security (if any). The DC is determined by the DM (for example, finding the address of a military computer is harder than finding the address of a domestic computer) ## Drugs In a world full of weird and wonderful magic and technology, it seems only right that narcotics can have a powerful effect on characters. This section provides a mechanic for narcotics. ### Addiction Whilst drugs are powerful, they are also highly addictive, and are categorised by the following 5 classes: extreme, severe, moderate, mild and minor. Once any effects or side-effects of the drug have worn off, the creature must take a constitution saving throw based on the drug class, or become addicted. #### Addiction Save | Level of Addiction | DC | |:---:|:-----------:| | Extreme | 30 | | Severe | 25 | | Moderate | 15 | | Mild | 10 | | Minor | 5 | If an addicted creature has not found drugs to satisfy their cravings, they will start to experience withdrawal symptoms. As the gratification time gets near to passing, the creature starts to crave the substance and must seek out a high if possible. It is left to the DM on how this is enforced; perhaps a change in character flaws, or a reward of inspiration. \pagebreakNum
To gratify the cravings, the creature must consume a drug of the same severity as their addiction level. If they do so, the gratification time resets. If the creature has not been gratified once the time has elapsed, the creature must take a constitution saving throw against the DC shown on the withdrawal damage table. On a failed throw the creature takes full damage, and half as much on a save. Whether or not the creature fails, the severity is reduced down to the next level and the process now repeats, with the creature craving drugs that match the new level of addiction. #### Withdrawl Damage | Level of Addiction | Days | DC | Damage | |:---:|:-----------:|:---:|:---:| | Extreme | 1 | 25 | 50 | | Severe | 1 | 20 | 25 | | Moderate | 1 | 15 | 18 | | Mild | 2 | 10 | 12 | | Minor | 3 | 5 | 6 | > ##### Tolerance Variation > Characters may build up tolerance to drugs over time. Each time an addicted creature consumes a drug to stave off the withdrawal symptoms, they gain a tolerance point (to a maximum of 5). They can then add the number of tolerance points to any future addiction or withdrawal damage saving throws. For a clean creature, the tolerance points go down for each day that the creature does not consume drugs. ### Narcotics #### Bearded Inkcap *Mushroom, Uncommon, Varying Classes* ___ - **Consumption Time:** 1 action ___ This versatile mushroom can grow just about anywhere if given enough light. Distinguishable by their bright colors, there are four variations of the Bearded Inkcap, each with different effects. | Color | Effect | |:---:|:-----------:| | Green: Minor | For 1 hour the creature gains advantage on Wisdom based ability checks or saving throws. After an hour, the creature must succeed on a constitution saving throw against DC8 or be poisoned for 1 hour. | | Yellow: Mild | For 1 hour the creature has advantage on Wisdom and Charisma based ability checks and saving throws. After 1 hour, the creature must succeed on a constitution saving throw against DC 13 or be poisoned for 1 hour. | \columnbreak | Color | Effect | |:---:|:-----------:| | Orange: Moderate | For 1 minute, the creature is transported in time, having brief and vague visions of the future. Once the visions have stopped, the creature must succeed on a constitution saving throw against DC17 or become stunned for 1 minute. | | Red: Severe | For 5 minutes, the creature sees their own path in life with accurate and vivid visions of the future. Once the visions have stopped, a failed constitution saving throw against DC20 will leave the creature unconscious for 1d4 hours. On a successful save the consumer is stunned for 10 minutes. | #### Black Lotus *Plant, Legendary, Varying Classes* ___ - **Consumption Time:** 1 action ___ This exceedingly rare flower grows in muddy water sources in varying regions throughout the world. Noticeable for their splendid beauty, all of these flowers hold a potent narcotic effect depending on their color. Each color has its own name as follows: Black - "Dead Man Walking", White - "Rogue's Rush", Red - "Minotaur Matador", Orange - "Assassins Snuff", Yellow - "Clerics Confession", Green - "Flirting Fae", Blue - "Devil's Danceshoes", Purple - "Druids Mushroom", Violet - "Apprentice's Magician". Lotus cannot be cultivated and must be found in the wild | Color | Effect | |:---:|:-----------:| | Black: Extreme | Increases Max/Current HP by 1d20+10. Grants immunity to fear, charm, or paralysis. Grants Resistance to Bludgeoning, Piercing, and Slashing Damage. After 10 minutes these effects wear off and the user suffers three levels of exhaustion and 3d8 physic damage. The user cannot speak whle under the Lotus' benefits. | | White: Severe | Grants the user a temporary +3 to Dex (max 20). User becomes immune to fear, charm, or paralysis. User also gains an extra 15 feet to movement speed. While under the effects of Rouge's Rush the user speaks too fast (Perception DC 15 to understand). When these effects end, the user gains 2 levels of exhaustion and must make a DC 15 Constitution saving throw or fall unconscious. | | Red: Moderate | For one minute the character goes into a barbarian rage and gains a +2 bonus to strength (max 20). | | Orange: Moderate | For one hour user gains +2 Dexterity (max 20)and advantage on Stealth, Perception and Investigation checks. | | Yellow: Moderate | For one hour user gains +2 Wisdom (max 20) and gets 5 spell slots to spend*, spells can choosen from any spell they know, even if they haven't been memorized. | \pagebreakNum
| Color | Effect | |:---:|:-----------:| | Green: Mild | For five minutes user gains +2 Charisma (max 20), is immune to Charm, and gets Advantage on all Persuasion and Deception rolls. | | Blue: Minor | User gains immunity to paralysis, slow, grapple, or any similar restriction on their movement for 5 minutes. | | Purple: Minor | User gains +2 Wisdom (max 20), and advantage on all Insight and Nature checks for 2 hours. | | Violet: Minor | User gains +2 Intelligence (max 20) for 2 hours, has haste, and may re-memorize spells as if they had had a long rest. | **One level 5 spell, or five level 1 spells, or any such a combination.* #### Blue Earthstar *Fruit, Uncommon, Mild* ___ - **Consumption Time:** 1 bonus action ___ The low-hanging fruit of Blue Earth trees, the Blue Earthstar, is a star-shaped fruit filled with sweet nectar and juice. Taking a bite of this fruit will give the creature advantage on melee attack rolls until the start of the creatures next turn. Roughly three bites can be taken from one fruit. #### Cactus Seeds *Seeds, Uncommon, Minor* ___ - **Consumption Time:** 1 bonus action ___ These small white seeds, found inside some desert cacti, are a favourite among party-hard adventurers. 5 minutes after consuming a seed the creature must succeed on a constitution saving throw against DC10. On a successful save, the creature starts to feel energised and happy; and for two hours, the creature has advantage on all charisma-based ability checks. A creature suffering from level 1 exhaustation will also no longer be exhausted. On a failed throw, the creature comes paranoid of everyone in sight, and for the next hour the creature must use it's entire turn to move away from anyone within a 10ft radius, and attempt to hide. > ##### Creating Narcotics > To create your own narcotics think about consumption time, the main effect of the drug and any side or after effects. To determine a drug's severity, consider its impact. If consuming the drug can have only a minor influence on the game it should be classified as minor or mild; whereas if a drug could change the course of an epic battle for example, it should be considered a severe or extreme drug. The side and after effects of a drug should also reflect it's classification. And as always with homebrews, let your imagination run wild. \columnbreak #### Dirt Leaves *Plant, Uncommon, Moderate* ___ - **Consumption Time:** 1 bonus action ___ Dirt Leaves grow in wet and muddy earth, and can be dried and brewed as tea. Drinking a cup will give the creature advantage on all ability checks and saving throws until a long rest. However, the creature will struggle to sleep and as a result will be level 2 exhausted. One leaf makes 4 cups of tea. #### Esperweed *Plant, Very Rare, Severe* ___ - **Consumption Time:** 1 bonus action ___ This small neon purple seaweed like plant can be found deep within underwater caves. Esperweed is rare to find and rarer to purchase as once picked, it shrivels up and becomes worthless within a week. When eaten, the user must make a DC 12 constitution saving throw or regurgitate the drug. On a success, the user gains 1D6 hitpoints every minute, up to 10% above their normal hitpoints, rounded up. One minute after the user reaches 10% above their max hitpoints, all the hitpoints gained along with an additional 15% of their hitpoints are lost immediately. #### King Puffball *Mushroom, Very Rare, Severe* ___ - **Consumption Time:** 1 bonus action ___ Nestled within damp and mossy caves, the King Puffball is a small, black and spherical mushroom. As a bonus action, a creature can consume a King Puffball, after which the creature gains one spell slot. The creature can use this spell slot to cast any spell that they already know at one level higher than their current casting ability, or any spell from their available spell list at their current casting level. The spell slot will vanish when used, or at the end of the creatures turn. The creature must then succeed on a constitution saving throw against DC20. On failed saved, the creature is incapacitated for 1 minute and takes 6 times their level in damage. On a successful save, the creature takes half damage. #### Koka Powder *Consumable, Rare, Severe* ___ - **Consumption Time:** 1 bonus action ___ This illicit white powder is used for its stimulating and euphoric effects, though it is illegal in many places. A dose of Koka energizes the user as if it were under the effect of the Haste spell for 1d6 turns but suffers disadvantage on Wisdom saving throws. If more than three doses are taken in one day, the user must make a DC 20 Constitution saving throw or fall unconscious and die in 1d4 hours if not stabilized. \pagebreakNum
#### Link *Consumable, Rare, Severe* ___ - **Consumption Time:** 1 bonus action ___ This cool, silvery liquid in a syringe was originally designed to allow people to connect to the Internet without purchasing expensive cybernetic implants. Link induces brain activity that mimics the Universal WiFi Link cybernetic implant and essentially grants that power for 12 hours. Upon using this drug, make a DC 18 Intelligence saving throw. On a failure, your consciousness is torn from your body and thrown into the Internet leaving your body an empty, drooling husk. A greater restoration spell or any spell of equal or greater healing ability can bring your consciousness back to your body. #### Love Hearts *Mushroom, Uncommon, Minor* ___ - **Consumption Time:** 1 bonus action ___ Shaped like a love heart, this bright red mushroom fills a creatures heart with the firey hot passion of the lava from which it grows. After consuming this mushroom, the creature is charmed by the first creature it lays eyes on. The affected creature is charmed for 10 minutes. #### The Green Berry *Fruit, Uncommon, Minor* ___ - **Consumption Time:** 1 bonus action ___ Found in large bunches in bushy grassland, these tasty berries will put a spring in your step. As a bonus action one berry can be eaten, after which the creature will gain +2 to it's AC until the end of it's next turn. #### The Red Berry *Fruit, Uncommon, Minor* ___ - **Consumption Time:** 1 bonus action ___ Easily confused with the green berry, the red berry is sour tasting and will stop you in your tracks. As a bonus action one berry can be eaten, after which the creature will gain -2 to it's AC until the end of it's next turn. #### The Pop Eye *Mushroom, Rare, Severe* ___ - **Consumption Time:** 1 reaction ___ A small, bright orange mushroom which grows at the base of trees in dense forests; the Pop Eye Mushroom makes you very alert of your surroundings, sometimes to the point of paranoia. After consuming the mushroom the creature can move their place in the initiative order, and has advantage on it's next attack roll until the end of it's next turn. At the end of the creature's next turn, it must succeed on a constitution saving throw against DC15 or become paranoid and confused, using its subsequent turn to attack the nearest ally. If the nearest ally is out of range, the creature must move as far as its speed will allow towards the ally; if the ally becomes within range, the creature must then attack. At the end of each of the creature's turn, the create can take the saving throw again. \columnbreak #### The Four Seasons *Plant, Rare, Moderate* ___ - **Consumption Time:** 1 action ___ Commonly found in grassland areas, four similar but different green leaves filled with nutrition spring from the dirt, each one having a different effect on the body. For one hour the creature gains a +2 to the corresponding ability score. | Color | Effect | |:---:|:-----------:| | Green | Strength | | Blue | Charisma | | Yellow | Dexterity | | Cream | Wisdom | A creature's ability score cannot be increased to more than 20. After an hour, the creature must succeed a DC 13 constitution saving throw or be poisoned for one hour. #### The Winged Warrior *Mushroom, Legendary, Extreme* ___ - **Consumption Time:** 1 action ___ A dull grey mushroom, shaped like a wing, dangles down from the branches of tall Savannah trees. As rare as the gods that it mimics, this mushroom turns any creature into a true warrior, gaining the following benefits for 1 hour: * +3 to AC. * +2 to all ability scores. * Advantage on all saving throws, ability checks, and weapon attacks rolls. * Can not be frightened or petrified. * +5 to initiative rolls (includes +2 from ability score improvement) * 4 times their level in temporary hit points (maximum of 50 temporary HP). After 1 hour, the effects of the drug begin to wear off, and any remaining temporary hit points are lost. The creature must succeed on a constitution saving throw against DC 20, or take 10 times its level in damage (minimum of 30 damage) and is level 3 exhausted. On a successful save, the creature takes half damage and is level 2 exhausted. #### Zingle Mushroom *Mushroom, Rare , Moderate* ___ - **Consumption Time:** 1 bonus action ___ The Zingle mushroom is a dazzling shade of teal, often found in damp conditions and growing on hanging moss. As a bonus action, a Zingle mushroom can be eaten, after which a first level spell slot can be used to cast spells at higher levels as long as the user can cast at this level. The creature must succeed on a constitution saving throw against DC10 once the spell's effects have ended, or the creature takes 4 times its level of damage, and is left gagging, heaving and incapacitated until the end of it's next turn. On a succesful save, the creature takes half damage. \pagebreakNum
# PART 6 ##### Cybernetics and Bionics
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# Cybernetics and Bionics This section will cover all the possible enhancements and additions you can make to your character through the wonders of technology. As you may have noticed from the title, there are two types of enhancements: Cybernetics and Bionics. And yes, there is a difference. #### Cybernetics This is your “classic” mechanical enhancement to your body. It is the blending of man (beings) and machines. Since the parts are usually of a synthetic nature (previously metal, carbon-fiber, and similar materials), they hinder the character’s ability to do magic. Thus, having cybernetics will reduce the character’s effectiveness when it comes to using magic. This will be discussed later in this section. #### Bionics This is the more “natural” solution that mimics cybernetics, but is a lot less invasive. Instead of “machine” replacement parts, Bionics is a mix of genetic treatments or vat-grown, biologic replacements that are baseline your own DNA, but enhanced to match what cybernetics can do. Unfortunately, this makes them much more expensive, but they don’t have a Constitution Cost and therefore do not affect magic. #### Constitution Cost All Cybernetics will come with a Constitution Cost (CC). This will be listed with the individual cybernetic piece on the chart and in its description. The CC for each piece is subtracted from your Constitution, but it does not take away directly from your Con. Instead, since Constitution is a measure of health and vim, it is also a measure of how much “damage” your body can take and be replaced with machine. So, you do not lose anything from your Constitution (i.e. Con bonus and its application to HP and Constitution saves), but you cannot have more cybernetics than your Constitution allows. You cannot go below 1 after all CCs are subtracted from your Constitution. #### Example... Tim the Street Warrior ran afoul a nasty group of Clown Gang thugs. Though he survived, they did blow off half of his right arm. He decides to get the whole thing replaced. A new cybernetic arm has a CC of 2. Tim’s Constitution is 14. After the surgery, his Constitution is now 14/12. The Cybernetic arm does not take away from his overall health and resistance, but it does replace a large chunk of his body. Deciding he likes the arm, he now wants a matching pair, so he gets the other arm replaced as well. This now brings his Constitution to 14/10. Now he’s hooked. He keeps getting more and more replaced until eventually his Constitution is now 14/.25. This is fine so long as he doesn't go below 0. If you go below 0, your character enters a dangerous phase called Cyber-Sickness. \columnbreak #### Example... Let's continue with Tim and say he really got hooked and wanted even more parts. At this point, he's managed to balance his Constitution so it's now 14/.25. Tim decides he wants to purchase some Eyeshift™ to help make him look cooler. Getting them for both eyes, Tim's Constitution is now at 14/-1.75. Once he goes below zero, he enters what's called Phase One. **Phase One** happens because so much of Tim's natural state has been cut away and replaced that his natural organs, namely his heart, lungs, and liver start to fail. Resulting in a minus seven to his total constitution score and a minus five to both his strength and dexterity scores. He will need to get these replaced either with the cybernetic or bionic versions to negate these affects. Having spent all his spent all his savings on cybernetic replacements like a buffoon, Tim can only afford the cybernetic replacements, lowering his Constitution Cost to 14/-8.75 and putting him in Phase Two. If the PC is a construct, they still must get the replacement parts to negate these effects. **Phase Two** is reached when a character goes below -5. In Phase Two, Tim's mind begins to fail him and he gains two Indefinite Madness's, that cannot be cured unless a Wish spell or equally powerful magic is used to do so. He also gains a minus -5 to his Wisdom, Intelligence, and Charisma scores. Should Tim choose to continue with his destructive habits, and get any further cybernetic implants he enters Phase Three. **Phase Three** is death. Once Tim reaches phase three, his body simply cannot handle the amount of replacements attached to him, and he dies. Don't be like Tim. Make wise choices. #### Cyber-Sickness Table In case that was hard to understand or you just didn't want to read it, here is a table that should clear things up. The first column is the phases, the second column is the CC needed to reach that phase, the third phase is the affect it has on you, and the fourth column is how you can fix the affect. | Phase | CC | Affect | Cure | |:---:|:---:|:---:|:---:| | 1 | -.25 | -7 to total Constitution score, -5 to total Strength and Dexterity scores | getting Replacement Heart, Lungs, & Liver | | 2 | -5 | 2 Indefinite Madness's, -5 to total Intelligence, Wisdom, and Charisma scores | Wish spell or equally powerful magic | | 3 | -5.25 | Death | - | \pagebreakNum
#### Effects on Magic As mentioned before, Cybernetics adversely affect magic. For every 2 points of CC you will lose 1 known Spell. For Sorcerers, Wizards, and Warlocks, you will lose one allotted spell per day per level. Druids and Paladins do not have a number of “known spells”, so they only lose the spells per day per level like the Sorcerer. Bionics do not have a CC, so for and Magic classes it is advisable to use Bionics instead if you can afford it. #### Gadgets Gadgets are essentially upgrades that can be applied to your base cybernetic parts, for a modest price of course. All gadgets can only be applied to base cybernetic parts, and do not have a constitution cost. Each basic cybernetic part can have one gadget. Refer to the gadget table for the names of gadgets, and how they affect the price. Descriptions for each gadget is provided below the table. The Price Modifier represents the additional amount of money you must pay to have the gadget installed in the cybernetic. For example if the price modifier is times .5, you pay the normal amount *and* an additional half of the usual price. Boinics cannot have gadgets installed in them. | Gadget | Price Modifier | |:---:|:---:| | Booby Trapped | X1.75 | | Compact | X1.5 | | Integraated Cybernetic Devices | X2 | | Sensor Baffling | X.5 | | Storage Compartment | X.25 | #### Booby Trapped Those characters with a more paranoid outlook on life might consider the booby trapped gadget for protecting their cybernetics. Any cybernetic device with this gadget is designed to function properly only for the recipient. The booby trap can be deactivated by the recipient as a move action and remains inert until reactivated (also a move action). If an unauthorized character picks up the cybernetic device (should it be separated from the owner), or, more important, attempt to operate on or remove it, a special trap is immediately triggered. None of the traps affect the recipient as long as the cybernetic device is attached. (If the device is being operated on, the trap might do this damage to the tools being used for the surgery.) ***Barbs:*** The cybernetic device rapidly projects spikes or bladed, dealing 1d6 points of piercing damage to the character tripping the trap. ***Electric Shock:*** Power cells in the cybernetic device discharge and deal 1d6 points of lightning damage to the character tripping the trap. ***Trigger Integrated Weapon:*** An integrated weapon is triggered and targets the character tripping the trap. This trap is typically used to trigger an explosive device. \columnbreak #### Compact By eliminating wasted space and using smaller components, some engineers are capable of producing cybernetic devices with far more internal space than their standard counterparts. Any cybernetic device with this gadget can hold one additional accessory slot. #### Sensor Baffling From simple metal detectors to advanced x-ray scanners, there’s always a way to detect cybernetics. The ability to confuse sensors can be invaluable, especially when smuggling weapon implants past security. Any cybernetic device with a sensor baffling gadget increases by 5 the DC of checks made to detect the device with sensors or other detection devices. Even so, no cybernetic devices can remain hidden if the recipient is the target of a thorough medical examination. A cybernetic device can have sensor baffling without being inobvious, but this means the device is still clearly cybernetic when observed visually and the +5 DC applies only to scanners and similar detection methods. #### Storage Compartment A cybernetic implant can have an internal storage compartment built into it. The recipient can remove objects from the compartment easily, but anyone attempting to do so against his will must both successfully pin the recipient and beat him at an opposed Strength check. Objects kept in cybernetic storage compartments gain a +4 bonus on checks made to conceal them. Removing an object from a cybernetic storage compartment is a move action that provokes attacks of opportunity. A compartment can also be made into a weapon bin (at no additional cost). This allows it to hold a single type of weapon, which can be removed in the same way a weapon is drawn (a move action that can be combined with movement, and does not provoke attacks of opportunity). For an additional cost another additional .25 of the original cybernetic cost, a compartment can be spring-loaded. A single object can be removed from a spring-loaded compartment as a free action. Try to use common sense when storing items. You might not be able to store a phone in your cybernetic eye, but you could store something like a flashdrive. #### Cybernetics and Bionics Below are the charts with general descriptions of Cybernetics and Bionics available to characters. But first, is an explanation of the columns. Since there is more or less a Bionic equivalent of every Cybernetic, though not always, the charts are combined into one. Here are the columns: **Name:** this is the name of the cybernetic or bionic part. **Benefit:** this will give a brief description of the benefits gained from the part **CC:** This is the Constitution Cost of the part. The CC listed only applies to the Cybernetic part. **Price:** This is the cost in currency of the part. They will be listed with a “ / “ and will be the cost of Cybernetics first, then Bionics, so Cybernetic price/Bionic price. If there is no " / " with a price following it, it means there is no bionic version available. \pagebreakNum
##### Body Replacements | Name | Benefit | CC | Price (cd) | |:---:|:---:|:---:|:---:| | **Basic Parts** | | | | | Neuralware | +1 to Int. Must have for all Cerebral Implants. | 2 | 1,500c | | Octo-Arms | -1 to STR for each replaced arm, max -2 to STR. | 3.5 | 6,000c | | Replacement Arm | +1 to STR for each arm, max +2 to STR. Must have for all Arm Upgrades. | 2 | 2,000c | | Replacement Ear | +1 to Perception checks made using sound. Required for all Cyberaudio. | .5 | 100c | | Replacement Eye | +1 to Perception. Required for all other Cyberoptics. | 1 | 1,500c/15kc | | Replacement Leg | +5ft to speed per leg, max +10 ft to base speed. Must have for all Leg Upgrades. | 3 | 2,500c | | **Body Plating** | | | | | Cowl | Skullcap, grants resistance to attacks against the head. | 3.5 | 2,000c/20kc | | Faceplate | Hardened plastic that covers the face. +2 Armor bonus. | 3.75 | 1,000c/20kc | | Front Optic Mount | Allows you to have up to 5 replacement eyes installed at once. | 3 | 1,000c/5kc | | Skinweave I | +2 Armor bonus (Stackable) | 4 | 2,000c/20kc | | Skinweave II | +4 Armor bonus (Stackable) | 6 | 6,000c/55kc | | Skinweave III | +6 Armor bonus (non-stackable) | 8 | 10kc/80kc | | Subdermal Plating | 17 AC no Dex bonus | 10 | 7,000c/65kc | | **Cerebral Implants** | | | | | Olfactory Boost | +2 to Perception for scent. | .5 | 600c/3kc | | Pain Editor | +2 to Constitution saves vs. Stun | 3 | 1,400/5kc | | Reflex Booster I | +1 to Initiative, +1 to Dexterity Saves | 1 | 1,000c/15kc | | Reflex Booster II | +2 to Initiative, +2 to Dexterity Saves, grants Evasion | 1.5 | 6,500c/25kc | | Reflex Booster III | +4 to Initiative, +4 to Dexterity Saves, grants Evasion | 1.75 | 20kc/75kc | | SkillSet Chip Interface | Allows the character to plug in and swap out SkillSet chips | 4 | 1,000c | | SkillSet Processor | Allows the use of/interface with SkillSet chips | 2 | 1,000c | | Tactile Boost | +2 to Perception for touch based checks | .5 | 600c/3,000c | | Universal WiFi Link | Allows you to link to various electronic devices that are also WiFi/Wireless enabled | .5 | 400c | | **Cyberaudio** | | | | | Amplified Hearing | +1 to perception using audio cues. | 1 | 200c | | Bug Detector | Gain advantage on checks made to detect bugs and taps. | .5 | 200c | | Enhanced Hearing Range | Grants ability to hear ultrasonic and subsonic sounds. | 1.5 | 150c | | Level Dampner | Grants resistance to thunder damage. | .5 | 300c | | Phone Splice | Full cellular communication. Only works in cities | 1 | 150c | | Radar Detector | Beeps if a radar or sonar beam is encountered. | .5 | 150c | | Radio Link | Radio communication up to 1 mile | 1 | 100 | | Scrambler | Scrambles communication made using any other cyberaudio implants. | .5 | 100c | | Tight Beam Radio Link | Allows untappable radio communication within line of sight | 1 | 200c | | Voice Stress Analyzer | +2 to insight checks to see if someone is lying. | 1 | 200c | | Wearman™ | Stereo music system. | .5 | 100c | | Wide Band Radio Scanner | Picks up all transmissions on all bands. | 2 | 100c |
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##### Body Replacements | Name | Benefit | CC | Price (cd) | |:---:|:---:|:---:|:---:| | **Cyberoptics** | | | || Anti Dazzle | +2 to Constitution saves vs. Blind and +2 to Wisdom saves vs. hypnosis | 1 | 400c | | Camera Implant | Allows video recording and photos | .5 | 150c | | Darkvision | Grants Darkvision up to 60 ft | .5 | 300c | | Dartgun | Shoots darts from your eye. Holds 1 dart. | 1.5 | 200c | | Image Enhancement | +2 Perception for visual search | 1 | 400c | | Infrared Vision | Grants Infrared vision up to 60 ft | 1 | 300c | | Microscopic Vision | Allows you to see like a microscope | 1.25 | 500c | | Telescopic Vision | Allows you to see up to 20x | 1.5 | 450c | | Thermal Imaging | Grants Thermal vision up to 60 ft | 1 | 300c | | Thermograph Sensor | Allows you to see heat patterns and temperature readings | .5 | 200c | | Times Square Marquee | LED screen in vision field for messages and similar uses. | .5 | 100c | | **Cyberweapons (Body)** | | | | | Cybersnake | A small Cybersnake that stays in your stomach and extends through your mouth to attack. | 4 | 1,200c | | Big Nucks | An increase in your knucklebones that allow them to function as brass knuckles. | 3 | 500c | | Rippers | Hidden claws within your fingers. | 3 | 400c | | Scratchers | Sharpened fingernails similar to razor blades. | 2 | 100c | | Slice N' Dice | A spool of microfilament wire located in the end of one finger. | 2 | 700c | | Vampires | Specialized teeth that increase your bite damage. | 3 | 200c | | Wolvers | A triangular blade implanted in the back of the hand. | 3.5 | 700c | | **Fashionware** | | | | | Biomonitor | +2 to Constitution saves against poison | .25 | 100c | | ChemSkins | Color/pattern changing skin tints | .25 | 200c | | Eyeshift™ | Allows you to change the appearance of your eyes. Requires the basic Replacement Eye. | .25 | 200c | | Skinwatch | Subdermal Timepiece | .25 | 100c | | Synthskins | Color/pattern changing artificial skin. | .5 | 400c | | Techhair | Color/light emitting artificial hair. | .25 | 200c | | **Hands and Feet** | | | | | Buzz Hand | A wire circular saw in place of a hand. | 1 | 600c | | Grapple Hand | Extends a rocket propelled grapple in place of a hand. 100 ft reach. | 1 | 350c | | Grip Foot | Grants a climbing speed equal to your normal speed. | 2 | 500c | | Hammer Hand | Hydraulic ram fist. | 2 | 600c | | Ripper Hand | Standard hand with rippers built in. | 3 | 600c | | Spike Hand | Palm spike extends through fingers. | 1.5 | 500c | | Spike Heel Foot | Heel spike for lethal kicks. | 2 | 500c | | Standard Foot | The standard foot. | .5 | 200c | | Standard Hand | The standard hand. | .5 | 200c | | Talon Foot | Blades or "Talons" are equipped within toes. | 2 | 500c | | Tool Hand | Fingers contain lockpick, screwdriver, small drill, etc. | 1 | 250c | | Web Foot | Grants a swimming speed equal to your normal speed. | 2 | 500c |
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##### Body Replacements | Name | Benefit | CC | Price (cd) | |:---:|:---:|:---:|:---:| | **Implants** | | | | | Adrenal Booster | When activated, gives you +4 to Str and Con for 2d4 rounds | 3 | 4,000c/12kc | | Artificial Shoulder Mount | Allows you to mount extra arms (2) below the first set. (limit one per body) | 7 | 15kc/30kc | | Bone Reinforcement | +10 hp and +2 to Constitution saves | 7 | 5,000c/45kc | | EMP Shielding | A small internal Faraday Cage that protects you from EMP blasts | 1 | 300c | | Gills | Replacement lungs required. Allows underwater breathing | 3 | 5,000c/15kc | | Independent Air Supply | Replacement lungs required. Small air supply. Lasts for 25 minutes. | 1 | 300c | | Motion Detector | Detects motion in a 20 square foot area. | 1.5 | 200c | | Muscle I | +1 to Str or Dex (player’s choice) | 2 | 3,000c/35kc | | Muscle II | +2 to Str or Dex (player’s choice) | 4 | 6,000c/50kc | | Muscle III | +3 to Str or Dex (player’s choice) | 6 | 8,000c/80kc | | Nanosurgeons I | Doubles healing rate | 1 | 6,000c/18kc | | Nanosurgeons II | Heals 1d4 HP per minute/10 rounds | 3 | 12kc/40kc | | Nanosurgeons III | Heals 1d4 HP every round | 5 | 50kc/200kc | | Nasal Filters | Filters toxic/noxious gases. +2 to Constitution saves against such gases | 1 | 600c/1,500c | | Radar Emitter | You emit a radar signal in a 50 foot diameter. Only functions on land or in air. | 1 | 200c | | Radiation Detector | Detects radiation in a 20ft radius. | 2 | 200c | | Replacement Heart | +2 to any rolls/checks for endurance based tasks, e.g. long distance running | 2 | 1,500c/20kc | | Replacement Liver | +2 to Constitution saves vs. Poisons | 3 | 1,600c/12kc | | Replacement Lungs | +2 to any rolls/checks for endurance based tasks and to Swim checks involving holding breath | 2 | 1,300c/15kc | | Setae | Special, micro-folds are implanted on the skins of your palms and fingers allowing you to adhere to sheer surfaces. | 1 | 500c/5,000c | | Sonar Implant | Just like the Radar Emitter, except it functions underwater. | 1 | 300c | | Subdermal Pocket | 2” x 4” pocket with Realskinn zipper | 2 | 100c/1,000c | | Voice Synthesizer | Can mimic any recorded sound. +10 to performance checks made to mimic sounds. | 3 | 600c | | **Limb Upgrades** | | | | | Armor Plating | +1 armor bonus to AC. This stacks with armor. | 1 | 800cc | | Enhanced Hydraulic Joints | +10 ft to jump distance for long and high jumps. (Leg) | 2 | 3000c | | Flame Thrower | A flamethrower equipped into a limb. (Arm) | 2 | 600c | | Grenade Launcher | Carries 1 grenade of any type. (Arm) | 2 | 500c | | Hidden Thigh Holster | Panels on your thigh open up and you can any simple ranged weapon, but nothing larger. (Leg) | 1 | 350c | | Micro-Missle Launcher | Fires 4 mini missiles. | 2.5 | 900c | | Mounted Firearm | You can mount a simple ranged weapon onto your arm directly. It does normal weapon damage. (Arm) | 1.25 | Weapon cost x 10 | | Plastic Covering | Plastic covering for cybernetic limbs, comes in different colors. | - | 150c | | RealSkinn™ | Covering that makes cybernetic limbs look real. | - | 300c |
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##### Body Replacements | Name | Benefit | CC | Price (cd) | |:---:|:---:|:---:|:---:| | **Limb Upgrades Cont.** | | | | | Retractable Blade(s) | You can mount any simple melee weapon onto your arm that retracts and extends on command. (Arm) | 1.25 | 1,000c | | Shield Panel, Small | Mounted on the forearm is a small slit that collapsing panels spring from and provide a small round shield. (Arm) | .5 | 400c | | Shield Panel, Medium | Mounted on the forearm is a small slit that collapsing panels spring from and provide a medium round shield. (Arm) | 1 | 55c | | Speed Servos | +10 to base movement. (Leg) | 1.5 | 1,300c | | Superchrome® | Highgloss chromatic covering for cybernetic limbs. | - | 200 | | Super Speed Servos | +20 to base movement and can run at a top speed of 75 mph. Requires two cybernetic legs to work. (Leg) | 3.5 | 15kc |
#### Cybernetic and Bionic Descriptions These are the more detailed descriptions of the cybernetics and bionics previously listed. Each one will have the name and the CC in parentheses next to it. ### Basic Parts Basic Parts are the base replacements you need to gain access to most of the other cybernetic parts. For example, you can't get a SkillSet Chip Interface without Neuralware and you cant get a Radio Link without getting a Replacement Ear. Basic Parts rarely come in pairs and most often must be bought individually. For example, you generally need to purchase two Replacement Eyes or ears if you want a pair. **Neuralware (2)** This is the main control center for all your cerebral implants. Without this the other implants will not work unless they are the Bionic version. This implant does not grant any bonuses itself, but it does allow other implants to work with other cybernetics. These bonuses will be detailed in the specific implant’s description. **Octo-Arms (3.5)** You replace an arm with four smaller arms that all fit in the same socket. These arms are thin and flexible, resembling a tentacle and as such can not receive any arm accessories. You can however; add a hand of your choosing to each arm, after you buy the hand of course. The standard hand the Octo-arms come with is a simple claw that can only be used for grasping. **Replacement Arm (2)** This is your standard replacement arm. As it is, it is a very skeletal-looking arm with a few hydraulic parts. Each replacement arm comes with a Standard Hand and 3 Accessory Slots. **Replacement Ear (.5)** This is the standard Replacement Ear required for all cyberaudio upgrades. It is standard for these ears to look like normal non-cybernetic ears, however you can have them resemble animal ears for an additional 50 credits. (The most common animal ears are cat and rabbit ears.) Replacement Ears come pairs and the cc for the pair is (.5). A pair of ears contains 4 accessory slots. **Replacement Eye (1)** The standard replacement eye, this eye would resemble any other eye if not for the fact that the iris glows. The Replacement Eye is home to two Accessory Slots. \pagebreakNum
**Replacement Leg (3)** This is your standard replacement leg. As it is, it is a very skeletal-looking leg with a few hydraulic parts. Each replacement leg comes with 3 Accessory slots. ### Body Plating Body Plating covers any situation where armored plastics and metals are layered over and directly anchored to the skin. It doesn't make you stronger or faster, but it's perfect for the person who wants all over protection all the time - and doesn't care who knows it. **Cowl (3.5)** This is a body plate that covers the skull. It is anchored by minibolts to the scalp, and appears as though someone had stuck a bicycle helmet underneath your scalp. **Faceplate (3.75)** Hardened plastic material that completely covers the face. Nervelinks allow limited and stiff facial expressions, while ports allow for breathing, eating, and seeing. Many people who get Faceplates have them sculpted to resemble bizzare and sometimes frightening faces; such as monsters, animals, or robots. **Front Optic Mount (3)** This mount allows up to five Replacement Eyes to be installed in a shielded cluster in the upper face. The eyes are removed and the orbital sockets used to mount the receier hardware for the optic mount. Optic mounts come in several styles: there are thin visor slits (Robocop), rotating camera clusters (like an old fashioned movie camera), or one main optic with smaller ones arranged in a circle around it. **Skinweave I, II, and II (4/6/8):** Nano fiber strands are weaved into replacement skin, or in the case of the Bionic version, your existing skin. All levels grant a measure of Armor bonus to your overall AC which for levels I and II are stackable with other armor, but not other cybernetic armor. Level III is not stackable. Additionally for each level, your skin becomes more “angular” or “geodesic”. Level I is smooth and supple and is no different from real skin. Level II has a noticeable color difference and is more angular. Level III looks as if you were chiseled from stone and not smoothed out on the edges. **Subdermal Plating (10):** Hardened plates (carbon fiber for cybernetic and specially engineered bone for bionic) are placed directly under the skin. Because they are hard plates, you look as if your skin were stretched over a suit of armor. Because of this, you cannot wear any other armor, but clothes–baggy ones at that–will go over your skin/armor. ### Cerebral Implants Cerebral Implants are cybernetic modifications made to the brain. These implants are an ideal must have for anyone who wants to increase their senses or intellectual prowess. However, due to the fact that these implants always take place in the brain, it is highly recommended one finds a trained professional to do the operation. **Olfactory Boost (.5):** Your sense of smell is boosted to super-human levels. You can now use the skill Survival to track by scent. **Pain Editor (3):** Your sense of pain has been diminished so that you shrug off most pain. You still take damage normally, but if you do not have to make any sort of Constitution check to resist pain, being stunned (physically not magically), or similar if it is required. **Reflex Booster I, II, III (1/1.5/1.75):** All boosters, bionic or cybernetic, give the following standard benefits: If you have 2 cybernetic legs, you also get a +2 dodge bonus to your AC If you have a cybernetic arm and it is wielding a weapon (or if you have 2 and are wielding 2), you gain an extra +1 to hit (not damage) for that weapon. Each level gains the additional bonuses listed in the chart above. As you may have noticed, level II and III give you Evasion. These act exactly like the Rogue and Monk abilities, i.e. on a successful Dexterity save with Evasion you take no damage and only take half on a failed save. If you are a Monk, Rogue, or any other class or prestige class that grants Evasion and you take level II or III, it does nothing but give you the pluses to Initiative and Dexterity saves. If you get this before your class allows it, you have access to it at that point, but once your class grants it, that feature does nothing. For example, if a rogue came into a windfall of money around level 4 and decided to get the Reflex Booster II, he would have Evasion at that point. Once he reached level 7 where it is granted to him normally, nothing new would happen; he would still have Evasion from the booster. However, if the booster was removed, he would still have Evasion after level 7, but removing cybernetics is extremely rare. **SkillSet Chip Interface (2):** This is the interface where you insert your SkillSet chips. They are small chips that resemble SD cards. The interface comes with 4 slots which can all be active at once, thus giving you the potential of having 4 skills. The SkillSet Processor is required for this implant and can only handle 4 active skills at once. You could conceivably have 2 interface implants, but the extra 4 would be wasted and inactive as you would have to remove those and put them into one of the 4 active slots. **SkillSet Processor (1):** This is an additional processor added to your cerebral processor that allows the use of SkillSet chips. Additionally if you have 2 cybernetic arms (and hands), you get an additional +2 on the skill provided it is an manual skill (such as Craft). **Tactile Boost (.5):** Your sense of feeling is boosted to super-human levels. **Universal WiFi Link (.5):** As the name implies, it is essentially a wifi link to your cerebral processor. This allows you to link to your communicator, any WiFi enabled tablet or computer, or any WiFi enabled vehicle. If you are linked to your communicator, you will also have an Augmented Reality (AR) Field projected in your range of vision that will display various bits of information (like Google Glass, but not google and without the glasses). You are the only one who can see your AR Field. What is displayed is controlled by your communicator, but can include a GPS enabled map, terminal prompt, information pop-ups, etc. If you link to any WiFi enabled tablet or computer, you can enter the Virtual Network (VN). Since it is a complete immersion, you cannot move or interact with the real world until your link is severed (either voluntarily or not). Additionally, if you have any drones or other remote device and/or vehicle that is controlled by computer or your communicator, your link will allow you to control these devices “mentally” and if they have some sort of camera, you can display that within your AR or VN field of view. If you link to any WiFi enabled vehicle, you get a +2 to Drive checks and can control the vehicle mentally. However, the range on this is limited to 5 feet, so you still have to be inside the vehicle. \pagebreakNum
### Cyberaudio Cyberaudio systems patch into the auditory nerves and speech centers of the brain, along with the ear itself. Generally there is no change in the appearance of the physical ear itself, but some people choose to have the replacement ears resemble animal ears (see replacement ear in basic parts). **Amplified Hearing (1)** This system improves hearing and sound recognition ability, adding =1 to any sound-related Perception checks. **Bug Detector (.5)** This mini-receicer is designed to pick up signals transmitted by all types of radio bugs. When the bug is active, its transmissions make a small beeping noise in the back of your head, getting louder as you get closer to the bug. In terms of gameplay, this gives you a 6 out of 10 chance (roll a 1D10, choose your six numbers) of detecting any bugs within 10 feet of you. **Enhanced Hearing Range (1.5)** This subsystem allows the user to hear tones in the subsonic and supersonic ranges. **Level Dampner (.5)** This system automatically compensates for loud noises, such as thunder attacks. Characters with this implant gain resistance to all thunder attacks. **Radar Detector (.5)** THis system produces a loud beep whenever a radar beam is encountered. It also has a 40% chance of triangulating the source; when the direction of the beam is determined, the beep changes to a clear tone. \columnbreak **Radio Link (1)** A microminiature radio transceiver, usually mounted at the base of the skull and using your fillings as the antennae. It is activated by clicking the teeth together sharply. To talk, you merely mutter under your breath. Reception is carried out in one of two ways: 1. A receiver directly vibrates the mastoid bone, giving you a small tinny voice in the back of your head, or 2. Linked to a cyberoptics Marquee option, incoming messages are flashed into the upper edge of your field of vision as red scrolling letters. In terms of gameplay, having a radio implant gives you the ability to talk to any receiver on the same band frequency for up to 1 mile. It also means you occasionally get someone else's radio messages. **Scrambler (.5)** This implant improves your regular and Tight Beam Radio Links with a scrambler, so it cannot be listened into by unwanted parties. **Tight Beam Radio Link (1)** This option allows tight beam radio communication for up to 1 mile, as long as both parties are within line of sight to each other and are not blocked by any object thicker than 1 foot **Voice Stress Analyzer (1)** This system acts as a lie detector, detecting minute changes in vocal patterns and tones and comparing these to a pre-recorded set of parameters. You must first use the analyzer on the subject while they are in an unstressed situation or is telling the truth. In terms of gameplay if you follow the procedure listed above, this gives you +2 to insight checks. **Wearman™ (.5)** The WearMan™ mounts twin vibration speakers on your mastoid bones, making your skull into an audio system ofconcert hall quality A tiny chip mount wired into the earlobe allows you to plug in a variety of music chips, all fashioned to look like earrings. Each chip contains about 100 songs. Selections are fast-forwarded by squeezing the earring gently, once per selection. When the chip is removed the WearMan™ turns off. **Wide Band Radio Scanner (2)** This option automatically scans all major police, fire, ambulance, and First Responder communication bands. The user can set this scanner to cover one specific band, downloading any incoming messages to his own internal radio link or Times Square Marquee. ### Cyberoptics A combination of digital processor and camera, cyberoptics are replacements for normal eyes. Cybervision is just like regular vision, only better. Colors are brighter, images sharper. And that's just the start. **Camera Implant (.5)** This cyberoptic mounted camera can hold up to 20 images and videos. These photos and videos can be uploaded to the internet or downloaded to an external chip. As new photos and videos are taken, old ones are automatically deleted. **Darkvision (.5)** Allows the eye to use Darkvision. If your race grants this vision already and you have your eye replaced, you lose your original darkision, but it can be re-added with this feature (and others). **Dartgun (1.5)** A dartgun installed in the eye that shoots a single poisoned dart as per the players handbook. Must be reloaded after each use. **Image Enhancement (1)** High resolution graphics capability allowing the user to enhance and refine what they are seeing. Increases your perception by 2. **Infrared Vision (1)** Allows the user to see in infrared. \pagebreakNum
**Microscopic Vision (1.25)** Allows you to see down to the microscopic level. Because of the nature of the vision, you cannot move while using this vision. **Telescopic Vision (1.5)** Allows you to see up to 20x magnification in your current vision. **Thermal Imaging (1)** Allows you to see thermal/heat patterns and thus in total darkness and through solid material. Each foot of solid material counts towards the total 60 ft max. So, if you are 30 ft away from a wall that is 4 ft thick concrete, you can still see 26 ft beyond that wall. **Thermograph Sensor (.5)** Allows user to see heat patters of objects and people. Cooler things show up as dark to light blue, hotter things as red or orange, and the hottest of all as yellow or white. Used to distinguish differing heat sources through light structural material, or the presence of cybernetics, which are always cooler than normal body temperatures. Thermograph Sensors can also determine the operating time of certain machinery by measuring its cooling gradient. **Times Square Marquee (.5)** Scrolling letter screen of a color you choose in the upper edge of your vision, linked to a software chip readout or a radio link. ### Cyberweapons (Body) At the top of most of the more shady characters Cybernetic shopping list are the Cyberweapons; hidden killing tools that can be buried in your skin until the moment you want to take someone out. **Cybersnake (4)** A common weapon used by assassins, A Cybersnake is a robotic snake that resides in an implanted storage space in your stomach. As a bonus action, you can make the snake extend from your stomach and make a piercing attack against someone. This attack has a five foot range and does 1D6 piercing damage. Assassins will commonly use this attack while kissing their target, causing the Cybersnake to go down the victims throat and pierce their organs. \columnbreak **Big Nucks (3)** Reinforced and enlarged knucklebones that function as brass knuckles. Popular among monks and people who use their fists regularly. **Rippers (3)** Longer, heavier versions of scratchers that replace the top two joints of the fingers. The replaced portions of the fingers are replaced by a plastic and metal sheath, in which three inch carbo-glas claws are housed. The rippers can be extended by clawing the hand in a catlike fashion. Most people wear false fingernails over their Rippers, giving them advantage on attempts to conceal them. Rippers deal 1D6 slashing damage. **Scratchers (2)** Implanted metal or quartz in the fingernails that causes them to become sharper than usual, giving them a 1D4 slashing attack. Most people style their Scratchers, causing them to become indistinguishable from normal nails. **Slice N' Dice (2)** A small spool of Microfilament wire mounted in the end of one finger, with a weighted, false fingernail to give it balance and swing. This is commonly used as a Garrotte or Microfiliment Whip. **Vampires (3)** Implanted fangs, usually made up of quartz or superchromed metal. You can have a full set implanted, (replacing all your teeth, and referred to as a Ghouls Smile) or just the canines (referred to as Vampires). Vampires can be augmented with syringes, allowing the owner to withdraw or inject substances into their target for double the price. Vampires aren't just for fashion, a Ghouls Smile allows you to deal an extra 1D6 piercing damage when you bite someone, and Vampires allow you to deal an extra 1D4 piercing damage when you bite someone. **Wolvers (3.5)** The largest and deadliest of the Scratchers family, Wolvers are implanted along the back of the hand. When the Hand is clenched in a fist, a thin triangular blade telescope out and lock into place, remaining extended a full foot until the hand is relaxed. Wolvers deal 2d6 slashing damage. ### Fashionware Although Fashionware virtually has no practical uses in terms of survival, it has become one of the most popular and widely used categories of cybernetics. Fashionware is any cybernetic or upgrade that intentionally aesthetically affects the appearance of a person. Some common examples of Fashionware are listed below. **Biomonitor (.25)** The Biomonitor is a favorite among doctors, fitness freaks, and harried corporates worried about their blood pressure. Mounted just below the skin of the forearm, the Biomonitor gives a constant readout of pulse, respiration, brain waves, blood sugar, temperature, and cholesterol levels. The display is a pattern of word shaped LEDs, each running a color sequence from red (critical) to green (excellent). As conditions change, the colors change. This ability to swiftly see if something is amiss in the users body gives them a +2 to Constitution saves against poison. **ChemSkins (.25)** ChemSkins are special dyes and chemicals which are impregnated or rubbed into the skin. Some change the skin color to a new shade as desired, while others are temperature sensitive, and shift colors in vibrant patterns when warmed or cooled. Some ChemSkins are sensitive to hormonal changes; one could buy a ChemSkin that would make yellow and black stripes appear on their skin when they become angry or excited. \pagebreakNum
**Eyeshift™ (.25)** One of the most popular Fashionware is the Eyeshift™. Eyeshift™ allows the user to have complete control over what their eyes look like. Users can change the colors of the iris (some of the most popular colors are amber, white, burgundy, and violet). Users can also turn their eyes transparent, make them swirl with glittering lights, make their eyes reflect a starry night sky, have tiny designer logos appear around the iris, and even make their eyes appear to be spheres of solid chrome. The possibilities of Eyeshift™ are nearly infinite. You must have Replacement Eyes to use Eyeshift™. A full shift of patterns or colors takes about a minute. You must pay for each eye you install Eyeshift™ in. **Skinwatch (.25)** The predecessor of the Biomonitor, the Skinwatch is implanted just below the epdermis, and uses tiny LEDs to project glowing numerals through the skin. Skinwatches can be mounted anywhere, although the hand, wrist, and fingers are the most common. Advanced versions can be reset by pressing the display gently until the right number combinations come up; really advanced versions have alarms that beep quietly. Use your imagination. **Synthskins (.5)** Synthskins is a layer of color-shifting, illuminated plastic bonded to the users outer skin. While most recipients use this upgrade purely for decoration, it does have uses towards survival. The recipient can control the brightness of the luminescence as a free action, negating it entirely if desired. As its most intense, Synthskins can illuminate squares occupied by or adjacent to the recipient turning dim light into bright light, and darkness into dim light. Synthskins can also change color and pattern on demand. **Techhair (.25)** The shafts of this artificial hair are impregnated with various types of reactive chemicals. Some types are temperature sensitive and cahge color or stand up depending on the weather. Others contain the same pigments used in ChemSkins, storing and emitting colored light in patterns. Still others can change the color as desired by using special chemical shampoos. Techhair can be implanted in mohawks, hair weaves, full hairpieces, manes, ruffs, whiskers, and anywhere else hair grows. ### Hands and Feet The basic cyberlimb comes without hands or feet attached; these are purchased seprately, allowing the user to tailor the limb to their specific needs. These parts can be changed by unfastening a series of connection bolts, and reconnecting the new hand or foot (taking about a minute). In general hands and feet are sold separately and are not sold in pairs. **Buzz Hand (1)** This hand can be pulled back to reveal small, spinning microfilament wires around a titanium hub. The high speed "weed wacker" shears through most materials like butter, dealing 2d6 slashing damage if used as a weapon. **Grapple Hand (1)** This hand's fingers extend backwards to create a five fingered throwing grapple. A small spool in the wrist contains 100 feet of fine, super strong line capable of supporting 200 lbs. **Grip Foot (2)** Toes of this foot can extend and curl around a 2" bar. The soles are covered in a tack rubberized material for increased traction while climbing. Grants you a climbing speed equal to your normal speed. You must have a pair of these attached to gain this benefit. **Hammer Hand (2)** This hand is made of hardened titanium and has a powerful explosive shell driven ram that acts like a jackhammer. You punch, the shell goes off, driving the fist forward with incredible velocity and power (1d10 bludgeoning damage). A port in the top ejects the shell and opens to receive a new one (replacements cost 30 credits). **Ripper Hand (3)** The standard hand with ripper blades mounted in the upper and wrist area. **Spike Hand (1.5)** This hand contains a hardened titanium spike which telescopes out of the wrist and through the lower palm. Can be poisoned and is helpful in climbing (1d6+3 piercing damage, +1 to checks involving climbing). **Spike Heel Foot (2)** A 6" spike projects from the heel of this foot, allowing the user to make deadly rear kicks. This spike can also be used for anchoring or climbing. (1d6+3 piercing damage, +1 to checks involving climbing). **Standard Foot (.5)** This resembles a normal foot and has five toes. **Standard Hand (.5)** This resembles a normal hand; four fingers and a thumb. **Talon Foot (2)** This foot can extend narrow blades similar to scratchers for 1d6 piercing damage. **Tool Hand (1)** This hand's four fingers conceal small microtools: the pointer finger contains a small screwdriver with changable heads, The middle finger contains an adjustable wrench, the ring finger contains a battery powered soldiering iron, and the pinky contains an adjustable socket wrench. The lower edge of the palm is hardened to make a dandy hammer. At the DMs discretion, you can change the tools for other tools, such as changing the adjustable wrench for a lockpick. **Web Foot (2)** This foot Extends thin webs from either side of the foot, as well as webs between toes. Grants you a swimming speed equal to your normal speed. You must have a pair of these attached to gain this benefit ### Implants Implants are the useful little things you get plugged in to make living easier; things that you can't replace from a pile of spare parts, or that a specific job may require. **Adrenal Booster (3)** A small chip is placed near your adrenal gland that will cause a surge of adreneline to rush through you giving you the above described benefits. Like with the Barbarian’s rage, bonus HP granted by high constitution is retroactive, but also disappears after the effect wears off. Additionally, because of the burst, your body needs time to recover and replenish. This can only be activated once every four hours. **Artificial Shoulder Mount (7)** These are swivel joints which can be mounted below your current shoulders. This allows up to two extra arms to be mounted below the original arms. You cannot have more than one of these implants. **Bone Reinforcement (7)** This is probably the most invasive replacement surgery, though it really isn’t a replacement. With the cybernetic version, your bones are reinforced with a coating of form-fitting carbon fiber making them much more durable. In the bionic version, your bone density is increased on the genetic level making them more durable. In either case, they give the character the same benefits. \pagebreakNum
**EMP Shielding (1)** A small internal Faraday Cage is implanted in your body, making you immune to effects from EMP blasts. **Gills (3)** These require that you have replacement lungs. Additionally, if you get cybernetic gills, you have to have cybernetic lungs. If you get bionic gills, you have to have bionic lungs. You cannot mix and match. If you have both, you can breathe normally under water. However, like polluted air, polluted water will affect your ability to breathe normally. Speaking of air, the way the lungs and gills work together, you can breath above water as well. **Independent Air Supply (1)** A small artificial organ, filled with a spongy, oxygen fixing foam. Implanted in the lower lungs, it allows an inactive character to hold their breath for up to 25 minutes, or an active character up to 10 minutes. **Motion Detector (1.5)** Detects motion (direction and strength) in a 10 foot radius centered on the user. Can be mounted on the palm or heel. **Muscle I, II, III (2,4,6)** This is not a full replacement of every muscle on your body, but instead, key strategic replacements that will give you the stated benefits. Also the player must choose either a bonus to Dex or Str, not both. Now, they can have both, but it will be considered a separate part. For example, if you wanted a +1 to both Dex and Str, you must buy Muscle I twice and the CC applies both times, so a 4 CC. This is because different muscle groups are enhanced for either agility and speed or strength and power. **Nanosurgeons I, II, III (1,3,5)** Billions of tiny robots (or genetically enhanced, microscopic organisms) run through your bloodstream repairing damage and fighting off infection. Along with the healing benefits listed on the chart above you gain the following benefits. Level I you gain a +5 to any Constitution save of any sort. Level II you gain the benefits of Level I as well as being immune to all poisons. Level II you gain Levels I and II benefits as well as being immune to all natural diseases. You are still susceptible to magic diseases and poisons. **Nasal Filters (1)** Simple filters line the inside of your nose and nasal cavity that filter out toxins. You gain the above benefits to Constitution saves versus gas-based poisons and toxins. **Radar Emitter (1)** As a free action, you can cause your implanted Radar Emitter to emit a radar centered on you out in a 200 foot radius. This only works on the ground and in the air. **Radiation Detector (2)** This Detector has an 80% chance of correctly determining if their is radiation in the area. It can transmit this information either by making beeps akin to a Geiger Counter, or if you have a Marquee installed in your eyes, it can feed the data there. **Replacement Heart (2)** This replacement heart pumps blood at a much more efficient rate, thus the bonuses to endurance-type checks. There is a cybernetic version and a bionic version. The cybernetic version is susceptible to EMP. If a character has a cybernetic heart and is hit by an EMP blast, or any electricity effect (magic, psionic, or tech) they must make a Constitution save at DC 20. If successful, the heart is able to reboot and continue pumping, if not their heart stops and regardless of HP, they are considered to be at -1 HP. Any Medicine checks to stabilize a dying character will work (essentially their Medicine check goes into helping the heart reboot). \columnbreak
If this happens and the Medicine check is successful, the character is unconscious, but returns to their current HP level. If not, they continue to lose 1 HP per round, just like any other character at -1 HP until they are stabilized. The bionic version is not affected by this. **Replacement Liver (3)** This is just a replacement liver and has no other benefits or hindrances other than what is listed on the chart. **Replacement Lungs (2)** These are just replacement lungs and have no other benefits or hindrances other than what is listed on the chart. **Setae (1)** Special, micro-folds are implanted on the skins of your palms and fingers allowing you to adhere to sheer surfaces. This gives you a +15 bonus to checks made towards climbing. Additionally, you can have them also added to your toes and soles of your feet, but this will only give you an additional +10 (total of +25 if you have both). You cannot wear gloves and benefit from these Setae, also you can’t wear boots/shoes/other footwear and use the setae on your toes and feet. **Sonar Implant (1)** As a free action, you can cause your implanted Sonar Implant to emit a sonar centered on you out in a 200 foot radius. This only works in the water. **Subdermal Pocket (2)** A simple pouch that is put into the skin anywhere on the body (player’s choice). It is 2” by 4” and is air and water tight. The Realskinn zipper is like a zip-lock zipper and not like trouser zippers. **Voice Synthesizer (3)** This system allows the user to mimic any voice or tone previously recorded by it's memory chip. The chip can store up to 10 "voices". This system also gives the user a +10 to performance checks made to sound like someone else. \pagebreakNum
### Limb Upgrades Essentially, Limb Upgrades are upgrades that you can apply to either your arms or legs, as listed in the table, considering you have a replacement one. **Armor Plating (1)** As the name implies, armor plates are applied to the arm providing a stackable +1 AC bonus. Though it technically only covers the arm, it does stack with any other armor (thus only +1). The armor is pliable and form fitting and does not restrict movement, thus any armor worn over it benefits from the bonus and no additional penalties are added. If you get 2 arms and armor plate both, the price includes armor plating for both (so the price is the same for one or both arms), but the AC bonus is still only +1 whether you plate one or both arms. However, the +1 does not stack with any other cybernetic plating (e.g. Replacement Leg Plating, Subdermal Plating, or Skinweave). **Enhanced Hydraulic Joints (2)** The existing hydraulic joints are enhanced to store more potential energy and thus increase jump height. You gain an automatic 10 ft to your jump on top of your Strength score or bonus (for long or high jumps respectively). This automatic 10 ft applies to either horizontal or vertical jumps. **Flame Thrower (2)** This is a small, high-pressure flame jet that shoots fire in a 5 foot wide 15 foot long line, and contains enough fuel for 4 shots. A creature cuaght in the line of flame must make a DC 15 Dexterity saving throw, taking 2d6 fire damage the first round and 1d6 fire damage the following three rounds. On a successful save it takes half damage. After these rounds the fuel supply is depleted and must be replaced. It costs 20 credits to refuel this upgrade. **Grenade Launcher (2)** This launcher is a modified support grenade launcher, stored in a popup mount. One grenade (you may use any type) is stored in the launcher; a reload may be dropped in after the first one is used. **Hidden Thigh Holster (1)** This is essentially the Robocop pop-out holster. It can hold any size of pistol, but nothing bigger. **Micro-Missle Launcher (2.5)** This launcher contains four miniature missiles (explosive tipped gyro rounds with heat seeking guidance and steering vents). Like the popup gun, the micromissile launcher is stored in the limb and pops out when needed, launching two missiles per round. The missiles are are self-guided and require a DC 15 Dexterity saving throw to dodge, dealing 4d6 bludgeoning damage and 1d6 fire damage on a failed save, or half as much on a successful one. Missiles cost 50 credits each to replace. **Mounted Firearm (1.25)** You are fitted with a barrel that pops up from your forearm. There is a slot on the inside of your forearm to load the magazine. This firearm is the equivalent of a light or medium pistol and has all the same stats including damage, range, and ROF. You cannot mount anything “heavier” than a light or medium pistol. **Plastic Covering (-)** Plastic Covering is a covering that can be applied to any replacement limb. Plastic is the cheapest and is available in variety of colors, with airbrushing, or transparent with imbedded lights and holography. **RealSkinn™ (-)** RealSkinn™ is the most expensive covering that can be applied to any replacement limb. RealSkinn coverings are a flexible plastic that looks convincingly like skin; with follicles, hairs, small scars and imperfections, it has a 75% chance as passing as a real flesh limb. **Retractable Blade(s) (1.25)** The plural option is there not because you can mount more than one, but you either have a “single” blade that extends and retracts, or you can have 2 or 3 claws that do the same. In either case the blades (single, double, or triple) have either Dagger or Short Sword stats including damage and Critical Range. If you choose to have Dagger stats, then the blades are a bit shorter, conversely if you choose Short Sword they are a bit longer. In either case, they are still considered light weapons for purposes of Weapon Finesse. You have the option of them either extending from the wrist or the back of the hand (Wolverine-style). **Shield Panel (Small/Medium) (.5, 1)** This accessory is mounted on the forearm like a bracer. On the outside of the forearm is a slit that the panels spring from. Depending on style, several hexagonal panels spring out and form a round shield, or several “pie-wedge” shapes spiral into the same form. Regardless of style, the end result is a round shield (small or medium) for the player to use. All shield rules apply and they share the same stats as the regular shields. **Speed Servos** Enhanced servos are added to the hip, knee, and ankle joints that increase running and movement speed. The +10 ft is to base movement, and x2, x3, and x4 (sometimes x5) running and movement rules apply. **Superchrome® (-)** Superchrome® is the middle ground in terms of limb covering price, and as such is one of the most popular covering options. Rather than cover up the replacement limb, Superchrome "Chromes out" your limb and coats it in a shiny chrome paint job. This won't help to disguise your limb but it will help prevent against it rusting. **Super Speed Servos (3.5)** Super-Enhanced servos are added to the hip, knee, and ankle joints that increase running and movement speed. The +20 ft is to base movement, and x2, x3, and x4 (sometimes x5) running and movement rules apply. However, the max speed of 120 kmph can only be reached with enough running distance. To reach max speed, you need at least 100 m of open space. \pagebreakNum
# PART 7 ##### Vehicles
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## Vehicles Most adult characters in a modern world can drive ground vehicles. Here are the rules for vehicles and the vehicles characteristics. ### Vehicle Rules Getting in and out of a vehicle costs an amount of movement equal to half your speed. Vehicles have a **top speed**, which indicates the maximum speed the vehicle can achieve. Additionally, vehicles have an **acceleration speed**, which determines the speed you can increase or decrease on each turn. **Passengers.** The table indicates the number of small or medium passengers (in addition to the driver) the vehicle is designed to carry. Vehicles that carry passengers can use that space to carry additional cargo when passengers aren't present. Each unused passenger slot allows the vehicle to carry an additional 100 pounds of cargo. **Cargo.** The table indicates the maximum amount of cargo the vehicle is designed to carry. Some vehicles can carry extra passengers instead of cargo, but doing so is usually a cramped, uncomfortable, and often unsafe experience for those passengers. As a rule of thumb, one additional passenger can be carried for each 250 pounds of unused cargo capacity. **Damage Threshold.** A vehicle has immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the damage threshold is considered superficial and doesn't reduce the vehicle's hit points. #### Acceleration You have three ways to increase or decrease the speed while driving a vehicle.
The driver can use its action to increase or decrease the speed up to the acceleration speed.
Making a Dexterity check, the driver can try to increase or decrease the speed up to twice the acceleration speed (DC 10)
Making a Dexterity check, the driver can try to increase or decrease the speed up to three times the acceleration speed (DC 15), allowing the driver to achieve the top speed in just 1 turn.
If a driver fails any check, it loses the control of the vehicle. #### Controlling the Vehicle In general, while driving a vehicle you don't need to roll for maintaining control of the vehicle, but there are some actions where the driver must make a Dexterity check or lose the control, such as dodging an obstacle or resisting a ram. #### Losing Control While the vehicle is moving out of control, the driver cannot increase or decrease the speed. At the beginning of each turn while the car is out of control, the driver must roll a d8 and compare the result with the following table. | d8 | Result | |:---:|:-----------:| | 1 | The vehicle decreases its speed up to its acceleration speed | | 2 | The vehicle turns to the left, decreasing its speed up to its acceleration speed | | 3 | The vehicle turns to the right, decreasing its speed up to its acceleration speed | | 4 | The vehicle spins out of control, decreasing its speed up to twice its acceleration speed | | 5 | The vehicle turns to the left and crashes | | 6 | The vehicle turns to the right and crashes | | 7 | The vehicle crashes | | 8 | The vehicle rolls as it crashes, taking 3d6 bludgeoning damage on each turn until the speed reaches 0 | If the vehicle doesn't crash, the driver can use its action on each turn to make a Dexterity check (DC 10) to regain control of the vehicle. #### Crashing If a driver loses control of the vehicle, it’s very probable that a crash occurs. When it happens, the vehicle and its occupants take bludgeoning damage depending on the speed of the vehicle when it crashes, as shown in the table below. Any occupant using seat belts suffers only half of the damage. As a reaction, the driver or the passengers can try to escape the car before it crashes by making a Dexterity (Acrobatics) check (DC 15). On a success, they escape the car without taking damage and they are considered knocked prone. #### Crash Damage | Crashing Speed | Damage | |:---:|:-----------:| | 30 or less 1d8 | 1d8 | | 31-50 | 2d8 | | 51-70 | 3d8 | | 71-90 | 4d8 | | 91-110 | 5d8 | | 111-130 | 6d8 | | 131-150 | 7d8 | | 151-170 | 8d8 | | 171-190 | 9d8 | | 191-210 | 10d8 | | 211-230 | 11d8 | | 231-250 | 12d8 | | 251-270 | 13d8 | | 271-290 | 14d8 | | 291-310 | 15d8 | | 311 or more | 16d8 | \pagebreakNum
### Vehicle Combat As a general rule, the driver has disadvantage on attack rolls while the vehicle is moving, and the driver can only use one handed ranged weapons while driving, such as pistols. * If the driver or the passengers wants to make an attack using a ranged weapon or a spell, they must unfasten the seat belt first. Fastening or unfastening a seat belt uses a bonus action. * When making a ranged attack, you can target the vehicle or the occupants. * Vehicles grants half cover to its occupants. Alternatively, they can use the vehicle AC instead (whichever is higher). * Vehicles are immune to all conditions and to necrotic, poison, psychic and radiant damage. #### Ramming While driving, you can move your vehicle to an adjacent space of the target and ram it with your vehicle using an action. Make a single melee attack, adding your Dexterity modifier and your proficiency bonus if you are proficient with land vehicles. On a hit, you deal bludgeoning damage to the target and it must make a Dexterity check to maintain the control of the vehicle (The DC equals 10 or half the damage dealt, whichever number is higher) The damage dealt equals to a damage die based on the vehicle's damage threshold and the driver's Dexterity modifier. As an example, a Sedan ramming another car will deal 1d8 plus the driver's Dexterity modifier. If you are ramming a static target, use the crash damage table to determine the damage dealt. It's up to the DM to determine if the vehicle is also damaged when ramming a static target. #### Vehicle Hit Points A vehicle reduced to 0 hit points is considered non-functional. If a vehicle is reduced to 0 hit points and there is damage remaining, it burst into flame if the damage equals or exceeds the vehicle maximum hit points, dealing 4d6 fire damage to every creature that moves through the vehicle or starts its turn in the vehicle. #### Repairing a Vehicle Repairs to a damaged vehicle can be made in a car workshop using the mechanic tools. You repair a number of hit points equal to 1 + your Intelligence modifier per day and costs 20 gp for material and labor. #### Vehicle Accessories Vehicle Accessories are upgrades that can be applied to your vehicles. You can add the benefit, but make sure you apply the penalty as well. All of these are pretty easily obtained and you can either have them professionally installed (price listed) or you can install them yourself for 3/4th the price listed. The DC to install any of these is 45 each roll is cumulative and will help you reach the goal, but each roll is also 4 hrs of work. So if it takes you 3 rolls to reach DC 45, then you spent 12 hrs installing the accessory. Roll a d20 plus your vehicles skill (intellegence) to reach the DC. Accessories have three types: Land vehicles (L), Water vehicles (W), and Air vehicles (A) that determine what type of vehicle the accessory works for. For example, an accessory that has the Land and Air type, cannot go on a water vehicle. Benefits that upgrade the same thing are not stackable. For example, if you were to upgrade Armor I to Armor II, rather than stacking the AC bonus and getting a total of +6 you would replace the +2 from Armor I with the +4 from Armor II for a total of +4 AC.
#### Vehicle Accessory Table | Name | Benefit | Penalty | Type | | Price (cd) | |:---:|:---:|:---:|:---:|:---:|:---:| | Armor I | +2 to AC | -5 to Top Speed | LWA | | 5,000 | | Armor II | +4 to AC | -10 to Top Speed | LWA | | 10,000 | Armor III | +6 to AC | -15 to Top Speed | LWA | | 20,000 | | Nytro Boost | +30 MPH to max speed for 1d4 rounds | - | LW | | 5,000 | | Off-Road Suspension | -10 damage taken to vehicle on Rough Terrain | - | L | | 8,500 | | Off-Road Tires | +10 to Speed (Rough Terrain) | -10 to Max Speed (street only) | L | | 6,000 | | Performance Engine | +10 MPH to max speed | - | LWA | | 12,000 | | Performance Suspension | +4 to checks to control the vehicle | - | LA | | 10,000 | | Performance Tires | +10 to Speed (street only) | -4 to Ride checks on rough terrain | L | | 7,500 | | Reinforced Chassis I | +20 to HP | -5 to Acceleration Speed | LWA | | 10,000 | | Reinforced Chassis II | +40 to HP | -10 to Acceleration Speed | LWA | | 30,000 | | Torque Engine | +10k LBS to cargo capacity | - | LWA | | 10,000 | | Weapon Mount | Allows you to mount one Martial Ranged Weapon onto the vehicle | - | LWA | | 6,500 |
\pagebreakNum
#### Vehicle Table | Name | Cost (cd) | Top Speed | Acceleration Speed | Passengers | Cargo | AC | HP | Damage Threshold | |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | **Landcraft** | | | | | | | | | | Motorcycle | 1,000 | 270 ft. | 90 ft. | 1 | 30 lb. | 13 + Dex mod | 22 | - | | Sedan | 3,000 | 255 ft. | 85 ft. | 4 | 300 lb. | 13 + Dex mod | 40 | 8 | | Sports Car | 8,000 | 315 ft. | 105 ft. | 4 | 200 lb. | 13 + Dex mod | 34 | 8 | | SUV | 4,000 | 210 ft. | 70 ft. | 4 | 500 lb. | 14 + Dex mod (max 2) | 50 | 10 | | Pickup | 4,000 | 180 ft. | 60 ft. | 3 | 1,600 lb. | 14 + Dex mod (max 2) | 50 | 8 | | Van | 4,000 | 165 ft. | 55 ft. | 8 | 2 tons | 13 + Dex modifier (max 2) | 50 | 8 | | Semi Truck | 8,000 | 120 ft. | 40 ft. | 3 | 16 tons | 15 | 70 | 10 | | Wheeled APC | 15,000 | 180 ft. | 60 ft. | 13 | 250 lb. | 16 + Dex modifier (max 2) | 70 | 12 | | **Aircraft** | | | | | | | | | | Police APC, Hover | 60,000 | 180 ft. | 60 ft. | 12 | 250 lb. | 16 + Dex mod (max 3) | 70 | 12 | | Helicopter | 25,000 | 225 ft. | 50 ft. | 4 | 250 lb. | 13 + Dex mod | 40 | 8 | | Private Jet | 60.000 | 1,100 ft. | 90 ft. | 10 | 500 lb. | 15 | 50 | 10 | | Jumbo Jet | 100,000 | 900 ft. | 80 ft. | 300 | 50 tons | * | * | * | | Biplane | 20,000 | 210 ft. | 40 ft. | 3 | 120 lb. | 13 + Dex mod | 30 | 8 | | Hoverbike | 25,000 | 550 ft. | 65 ft. | 1 | 30 lb. | 12 + Dex mod | 20 | - | | Hovercar | 35,000 | 350 ft. | 50 ft. | 4 | 250 lb. | 13 + Dex mod | 25 | 8 | | Flying Fortress | 300,000 | 700 ft. | 90 ft. | 500 | 100 tons | * | * | * | | **Watercraft** | | | | | | | | | | Submarine | 250,000 | ** | 10 ft. | 60 | 25 tons | * | * | * | | Jet Ski | 1,500 | 200 ft. | 40 ft. | 1 | 30 lb. | 13 + Dex mod | 25 | - | | Motorboat | 2,000 | 220 ft. | 50 ft. | 4 | 200 lb. | 13 + Dex mod | 35 | 8 | | Power Boat | 2,500 | 260 ft. | 60 ft. | 8 | 220 lb. | 14 + Dex mod | 45 | 8 | | Yacht | 150,000 | 500 ft. | 85 ft. | 230 | 900 lb. | * | * | * |
* These vehicles follow the rules of damaging Huge and Gargantuan objects. See chapter 8 page 247 of the Dungeon Master’s Guide. ** 50 feet submerged, 30 feet surfaced.
#### Vehicle Descriptions The vehicles listed above are meant to be generalizations of types of vehicles. **For DMs**, I admittedly know close to nothing about real life vehicles so if something feels off, change it to fit better in your setting. If you don't understand what some of the columns in the vehicles table means, refer to the Vehicle Rules section of this chapter. Due to the fact that most people know only the basics about vehicles, I will only be describing the three categories instead of each individual vehicle. \columnbreak ### Landcraft Landcraft are vehicles you drive on land. Pretty self explanatory, these vehicles range from motorcycles to tanks. (tanks are not included in this compendium) ### Aircraft Aircraft are vehicles that fly. These vehicles range from simple biplanes to the mighty Flying Fortress. (think of a Helicarrier from Marvel) ### Watercraft Watercraft are vehicles that operate in or under water. Ranging from the humble jet ski to submarines and yachts, these should have just about everything one needs for a nautical adventure. \pagebreakNum
# PART 8 ##### Feats
\pagebreak
# Feats This chapter introduces new feats. As explained in the chapter 6 of the Player’s Handbook, feats, like multiclassing, are an optional part of the game. However, parts of this supplement rely on feats so that the characters have access to powered armor proficiency, a powerful type of armor that is rarely just found loose on the streets. For this reason, none of the classes grants powered armor proficiency. Feats also let the characters specialize on surgery to install or remove cybernetic attachments by themselves, among other things. ### Bounty Hunter When there's a price on someone's head, you make it your business to collect. You gain the following benefits: * Increase your Wisdom score by 1, to a maximum of 20. * You perfectly remember the name and face of every person you've ever met. * You can use your action to mark a creature you can see within 120 feet of you for 1 hour. You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find the marked creature. Additionally, as long as the creature is marked, you can discern whether or not the creature has passed through a location. You can have only one creature marked at a time. * Whenever you reduce a target to 0 hit points with any attack you make or spell that you cast, you can ### Car Mechanic You have spent years of looking and repairing cars, gaining the following benefits: * You gain proficiency with the mechanic tools. * Whenever you repair a damaged vehicle using the mechanic tools, you repair an extra number of hit points of damage equal to half your proficiency bonus per day. ### Cyber Resilience Something in you makes you more resistant to the effects of Cybernetics. You gain the following benefits. * Increase your Constitution score by 1, to a maximum of 20. * All Constitution Costs for Cybernetics are halved, rounded up. ### Decommisioner Charged with recalling defective constructs, hunting renegade androids, and quarantining rogue AI, decommissioners are experts in slaying machines. You gain the following benefits: * By spending 1 minute observing or conversing with a creature, you can discern if that creature is a disguised construct, such as an android. If the creature is a construct or living construct, you can tell if the construct is malfunctioning and if the construct is infected with the N-Virus (even if the virus is dormant.) * When a construct or living construct within 5 feet of you make an attack, you can use your reaction to make a melee weapon attack against that creature. * When you hit a construct with a melee weapon attack, you can cripple its joints. Its speed is reduced by 10 feet, to a minimum of 0, until the end of its next turn, and it can’t take the Dash action until the end of its turn. ### Engineer Thanks to extensive work and understanding of electronic devices, you gain the following benefits: * Increase your Intelligence score by 1, to a maximum of 20. * You gain proficiency with the engineering kit. * You have advantage on Intelligence checks made to diagnose and repair electronic or mechanical devices. ### Expert Driver You have been driving more time than most of the common people, gaining the following benefits: * You gain proficiency with vehicles (land) * Whenever you make a Dexterity check to accelerate or do a maneuver such as dodging an obstacle or resisting a ram, you can add twice your proficiency bonus. ### Gambler Always keen for probabilities and risk, you often trust your safety and fortune to the hands of fate. You gain the following benefits: * You gain proficiency in all gaming sets and have advantage on ability checks you make for games of chance. * Once on each of your turns, before you roll damage, you can place stakes on the roll. Choose less than the average, or higher than or equal to the average. If you choose correctly, you can add one additional die of damage to the roll. If you choose incorrectly, you must remove the damage die with the highest number. ### Gunslinger *Prerequisite: Proficiency with at least one firearm.* Thanks to extensive practice with firearms, you gain the following benefits: * Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with firearms. * Once per turn when you attack with a firearm you can reload it as a free action. ### Hacker With a few keystrokes, you can make just about any system sing the right tune. You gain the following benefits: * Increase your Intelligence score by 1, to a maximum of 20. * You gain proficiency in the Data skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. \pagebreakNum
* You can attempt to hack devices even when you do not have a hacking rig. If you do have a hacking rig, you can attempt to hack a device as an action, rather than in one minute. * Devices never lock after your attempts to hack them. ### Hammer Rocketeer *Prerequisite: Strength 13 or higher* Your expertise in heavy weapons, particularly the impressively impactful rocket hammer, grants you the following benefits: * You deal an additional 2d4, instead of 1d4, bludgeoning damage when you engage the thrusters on your rocket hammer's attack. * By engaging your rocket hammer's thruster and performing an uppercut, you can propel yourself high into the air. If you perform a long jump or a high jump as an action while holding a rocket hammer, you can double your jump distance or jump height, respectively. * Once per turn, when you have advantage on an attack roll using a maul, rocket hammer, warhammer, or wrenchinator, you can push the target 10 feet away from you on a hit. You don't need advantage on this attack if the target is one size category smaller than you or smaller. ### Maiming Reach *Prerequisite: ability to cast Inflict Wounds, Intellegence level of 14 or higher* You are able to extend the reach of your harmful spells so much so that you do not need to touch your intended target. You gain the following benefits. * Increase your Wisdom or Charisma score by 1, to a maximum of 20. * Instead of a melee spell attack, any time you case Inflict Wounds, you make a ranged spell attack. The range of Inflict wounds is your casting ability modifier times 10 in feet. ### Mending Reach *Prerequisite: ability to cast Cure Wounds, Intellegence level of 14 or higher* You are able to extend the reach of your healing spells so much so that you do not need to touch your intended target. You gain the following benefits. * Increase your Wisdom or Charisma score by 1, to a maximum of 20. * Instead of a melee spell attack, any time you cast Cure Wounds, you make a ranged spell attack. The range of Cure Wounds is your casting ability modifier times 10 in feet. ### Powerfully Armored
Prerequisite: Proficiency with medium armor
You have trained to master the use of powered armor, gaining the following benefits: * Increase your Strength or Dexterity score by 1, to a maximum of 20. * You gain proficiency with powered armor. \columnbreak ### Sapper You have practiced extensively with a variety of explosives, gaining the following benefits: * Increase your Dexterity score by 1, to a maximum of 20. * You can add half your proficiency bonus to the planted explosives DC. ### Run and Gun *Prerequisite: Proficiency with simple Ranged Weapons* On any turn in which you use your action to Dash, you can make a ranged weapon attack as a bonus action. ### Surgery
Prerequisite: Intelligence 13 or higher, proficiency with the Medicine skill
You are able to perform surgical procedures in order to heal wounds. You gain the following benefits: * Increase your Intelligence or Wisdom score by 1, to a maximum of 20. * You can use surgery to stabilize a dying creature. Surgery restores 1d6 hit points for every character level of the patient (up to the patient’s maximum hit points) with a successful DC 15 Wisdom (Medicine) check. Surgery can only be used successfully on a character once in a 24-hour period. A creature who undergoes surgery gains one level of exhaustion for 24 hours You are able to securely install or remove cybernetic attachments with a successful DC 15 Wisdom (Medicine) check. To perform a surgery you will need a surgery kit (see the “Gear” section). Without a surgery kit, you have disadvantage on any Wisdom (Medicine) checks you make to attempt to perform a surgery. In addition, at GM’s discretion, the patient must succeed on a DC 12 Constitution saving throw to avoid become infected with the sewer plague whenever he or she is submitted to surgery with rudimentary tools. You can read more about diseases in the chapter 8 of the Dungeon Master’s Guide. ### Techie You are well-versed in the world of technology and are adept at repairing modern machinery and devices. You gain the following benefits. * Increase your Intelligence score by 1, to a maximum of 20. * You gain proficiency in any 3 modern tools detailed in the Gear section. When repairing damaged machinery or devices, you gain +5 on the DC check to repair the device and any monetary costs are halved. ### Zero-G Training
Prerequisite: Dexterity 13 or higher, proficiency with the Athletics skill
You have trained in low-gravity and zerogravity, gaining the following benefits: * Increase your Strength or Dexterity score by 1, to a maximum of 20. * All of your speeds increase by +5 feet in a low-gravity environment. \pagebreakNum
* You take no disadvantage on attack rolls in low-gravity or zero-gravity environments. ## Racial Feats The Racial Feats listed here are for the races included in this compendium only. As such there won't be many of these. ### Fluffy Deception *Prerequisite: Gricknack* Your nature of looking akin to a stuffed animal grants you the following ability. * You gain +1 on Stealth checks. * As long as you remain still, you are indistinguishable from an ordinary stuffed animal. If you arouse suspicion, or if a wary creature suspects something is amiss, they have disadvantage on any Intelligence (Investigation) or Wisdom (Perception) checks they make to discover you. ### Electromagnetic Glitch *Prerequisite: Wirewreck* Your unfortunate nature grants you the following ability. * Your Constitution score increases by 1, to a maximum of 20. * Once per long rest, you gain the ability to intentionally cause a glitch in your system. This glitch releases an EMP blast centered on you in a 10 foot radius. See Explosive Devices in Part 4 for descriptions on what an EMP does. ### Overclock *Prerequisite: A.I. Robots* Your robotic nature grants you the ability to overwork, or Overclock, your processors. * Your Dexterity increases by 1, to a maximum of 20. * Once per long rest, you gain the ability to overwork your internal processors and go into an overclocked state for 30 seconds. While overclocked, you gain 10 feet to your movement speed, and advantage on Strength and Dexterity checks. ### The Good Fluff *Prerequisite: Gricknack* Your the celestial hair woven together to make your stuffing grants you the following benefits. * Your Charisma increases by 1, to a maximum of 20. * You learn to speak, read, and write celestial. * You learn the Cure Wounds spell, and can cast it once without expending a spell slot. You regain the ability to cast it this way when you finish a short or long rest. Intellegence is your spellcasting ability for this spell. \pagebreakNum
# PART 9 ##### Conditions and Skills
\pagebreak # Conditions and Skills Games set in a more technologically advanced time frame requires new conditions that are not normally touched upon in more typical fantasy style games. How to interact in areas with zero or low gravity, encountering radiation, and how the passage of time affects pieces of weaponry and technology are included in this section. Also included in this section are several new skills your character may encounter, how they work, and what they do. ## Conditions While few players memorize all the conditions of the game, the DM often needs to keep them memorized in the event they occur. This section will be especially pertinent for the DM to look through. ### Bleed-Out When an individual takes a significant amount of damage from a single attack they start to bleed-out. Typically the damage must equal 3/4 of the max health but some instances may cause bleed-out to happen at the DMs discretion. Once Bleed-Out begins the target suffers 10 damage per round minus their Constitution modifier (10 - Con/round). with each round the target must roll a Constitution save with the DC equalling 20 minus their Constitution modifier (DC = 20 - Con). with each success the amount of bleed-out damage is reduced by 5. This condition can be removed with a lesser restoration spell. ### Critical Fails on Firearms One of the worst feelings is the gut sinking feeling of that hollow CLICK when you pull the trigger. It could be any number of things but it's never good- failure to fire, eject or simply breaking; it happens even in the best conditions. Each failure with a firearm you must roll on this table to determine the effect. With each failure you expand the range of a critical failure by 1 (natural 1, to 1-2, 1-3 and so on) and you add an additional 1 to the table roll with each failure. Each consecutive failure adds 30cd to the repair cost. #### Firearm Failure | 1d20 | Effect | |:---:|:-----------:| | 1-5 | Failure to Fire | | 6-10 | Failure to Cycle | | 11-16 | Failure to Eject | | 17-19 | Barrel Wear | | 20 | Inoperable | **Failure to Fire.** Spent round ejected, new round loaded, new round does not fire. **Failure to Cycle.** Round fired, ejected, new round jammed during load. **Failure to Eject.** Round fired, did not eject, new round can not load. **Barrel Wear.** Round fired, ejected and cycled. Round missed due to barrel warp, bore/rifling wear, or simply the round was loaded improperly into casing and jammed inside the barrel. It does happen. each time you roll this result add -1 to attack rolls **Inoperable.** Your firearm has had a critical component break. Whether it's the barrel cracking, trigger breaking, firing pin retainer not retaining the firing pin, or some other failure; your gun no longer works. Take the accumulated repair costs and double them to determine how much to repair the gun to be able to function again. Sometimes its cheaper to fix a gun than buy a new one, other times not so much. If you rolled a 20 on the very first failure, take the total cost of the gun, including modifications, and use half of that as the repair cost. ### Pinned Individuals experiencing the frightened condition in a gun fight can use their action to move into cover so long as the cover is within a distance of half their Wisdom modifier (rounded down) times 5 (5x(wis/2)=distance) to a minimum of 5 feet; even if that distance is closer to the source of their fear. While behind cover and frightened, the target is considered pinned: they cannot move from cover or attack anything on the other side of their cover until they pass a wisdom saving throw (using the previous save DC) ### Radiation Radiation has potential to play an enormous role in any modern or high-tech campaign. From exposing evil corporations who pump radioactive waste into nature or water supplies to force citizens to buy their medicine to adventuring into an old nuclear site that had a meltdown, it is important to know how radiation will impact your character. Below is a list of important rules to note when taking radiation into consideration. * How much radiation an item is giving off or how prominent it is in an area depends entirely on the radiation level. * Radiation spreads in a sphere from the center of an irradiated area, object, or creature to a range of 10 feet per radiation level, lowering in potency by one stage for every 10 feet. * Radiation travels through structures, objects, and creatures. * Radiation strips away magic, reducing the caster level of any spells by twice the radiation level. When the caster’s caster level is not high enough to cast the spell, it automatically fails. Channel Divinity and radiation based spells work without issue. * Noticing an area of radiation or an irradiated object requires a Wisdom (Perception) check against a DC determined by the radiation level. \pagebreakNum
##### Radiation Table | Radiation Level | Perception DC | Caster Level Penalty | Radiation Effects | |:-------------:|:---------:|:------------------:|:-------:| | 1 | 20 | -2 | Long-term diseases, hair loss after 6 months of consistent exposure; food or water with a radiation level of 1 can be consumed with an iodine pill to be treated as clean | | 2 | 19 | -4 | DC 8 Constitution saving throw every hour or gain 1 level of the exhaustion condition | | 3 | 18 | -6 | DC 12 Constitution saving throw every hour or gain 1 level of the exhaustion condition | | 4 | 15 | -8 | DC 16 Constitution saving throw every hour or gain 1 level of the exhaustion condition | | 5 | 14 | -10 | DC 14 Constitution saving throw every 10 minutes or poisoned condition for 10 minutes | | 6 | 13 | -12 | DC 16 Constitution saving throw every 10 minutes or poisoned condition for 10 minutes | | 7 | 12 | -14 | DC 18 Constitution saving throw every 10 minutes or poisoned condition for 10 minutes | | 8 | 10 | -16 | 1d6 radiant damage every minute (no save) | | 9 | 8 | -18, Technology stops working | 2d6 radiant damage every minute (no save) | | 10 | 5 | Magic items are suppressed | 3d8 radiant damage every minute (no save) | | 11 | 0 | Artifacts are suppressed | 4d10 radiant damage every minute (no save) |
> ##### Radiation Damage > An alternate damage type possibility for radiation could be either necrotic or poison, rather than radiant. It could also be a combination of those damage types. ### Timeworn Technology Between languishing in forgotten ruins open to the elements, being used by those ignorant of the nature of this technology, and having no one skilled at building, maintaining, or repairing such devices, many technological items are “timeworn” — damaged and malfunctioning (when not completely nonfunctional). These malfunctions manifest in two ways: limited charges and glitches. Only technological items that consume charges or pharmaceutical items can be affected by these timeworn rules. A piece of timeworn technology may have additional aesthetic and functional differences from a new piece of the same equipment. Many of these effects are purely cosmetic, such as cracks in the casing of a grenade or primitive etchings on a suit of technological armor placed there by a barbarian millennia ago (DMs are encouraged to use the tables found at pages 142 and 143 of the Dungeon Master’s Guide to help add character to these items). Pieces of timeworn technology may also have minor mechanical effects beyond glitches (at the DM’s discretion). A timeworn phaser might constantly hum at a low but noticeable frequency. \columnbreak A timeworn Blitz Cannon could be caked in a strange viscous fluid that has a pungent odor, making its wielder more easily tracked via scent. Timeworn technological items should clearly evoke a sense of age and danger, and even the most standard piece of gear can be made unique based on individual deteriorations. Note that not every technological item is timeworn, but most technology that PCs encounter outside of the deepest and most remote of ruins will be. These items function as presented in the previous chapter, can be recharged, and do not suffer glitches. Timeworn technology also has the following properties. Non-Rechargable Timeworn technological items can’t be recharged or reloaded. When a timeworn technological item is properly identified or first used, roll randomly to determine how many uses it has left before it becomes useless. Glitches Timeworn technology sometimes doesn’t work the way it was originally intended to. When an item glitches, its effect is hampered or enhanced, as determined by a d100 roll. See below for a complete list of glitch effects for armor, weapons, pharmaceuticals, and other technological equipment. Not all glitches are catastrophic; they represent unpredictable effects, for good and ill. Timeworn Technology Glitches Timeworn technology doesn’t always work as intended. There’s a 50% chance that timeworn items glitch under the following conditions. * When an item is first used after a month or more of inactivity. * Anytime a single-use consumable is used. * When using an item in a way that would drain its last charge. \pagebreakNum * When an item requires a d20 roll (such as an ability check or an attack roll) to activate or use, and that roll results in a natural 1. * When a critical hit is scored against the wearer of an active defensive item, such as armor or a force field. Not all glitches are catastrophic. When an item glitches, its effect is hampered or enhanced, as determined by a d100 roll. For items that can consume a variable number of charges, these additional charges do not affect the item’s performance; if such an item must consume twice as many charges, the amount is based on how many charges the user intended to use. When a glitch would cause an item to consume more charges than it currently holds, the item is drained of all charges and fails to function, but any negative effects still occur. Items that fail to function simply shut down if activated, and cannot be activated again for 1 round. ##### Armor Glitches | d100 | Glitch | |:---:|:-----------:| | 01-02 | Armor abilities don't function. All remaining charges are drained. | | 03-05 | Armor* seizes up and abilities don’t function. The wearer is paralyzed for 1 round. | | 06-10 | Armor doesn’t function, but still consumes the normal number of charges. | | 11-18 | Armor doesn’t function, but no charges are lost. | | 19-50 | Armor uses twice as many charges as normal (or expends an extra activation’s worth of charges if already active). | | 51-75 | Armor functions normally. | | 76-80 | Armor functions better than anticipated. Its AC improves by 1 for the duration of this charge. | | 81-90 | Armor functions much better than anticipated. Its AC improves by 2 for the duration of this charge. | | 91-98 | Armor functions normally; no charges are consumed by this use. | | 99-100 | Armor functions normally and a power surge restores 1d6 charges to the item (up to but not exceeding its capacity). | *For a shield, the shield’s wielder is not impeded by the glitch. #### Generic Item Glitches | d100 | Glitch | |:---:|:-----------:| | 01-02 | Item does not function. All remaining charges are drained. | | 03-05 | Item does not function, but still consumes the normal number of charges. | | 06-10 | Item does not function, but no charges are lost. | | 11-18 | Item uses twice as many charges as normal and jolts the user for 1d6 points of lightning damage, but otherwise functions normally. | \columnbreak | d100 | Glitch | |:---:|:-----------:| | 19-50 | Item uses twice as many charges as normal, but otherwise functions normally. | | 51-75 | Item functions normally. | | 76-80 | Item functions better than anticipated, and grants a +1d4 bonus on any ability check attempted with this use. | | 81-90 | Item functions far better than anticipated, and grants advantage on any ability check attempted with this use. | | 91-98 | Item functions normally and this use does not consume any charges. | | 99-100 | Item functions normally and a power surge restores 1d6 charges to the item. | #### Pharmaceutical Glitches | d100 | Glitch | |:---:|:-----------:| | 01-02 | Spoiled. Treat as poisoning by Assassin’s Blood (found on page 257 of the Dungeon Master’s Guide) | | 03-11 | Spoiled. Treat as exposure to Sewer Plague (found on page 257 of the Dungeon Master’s Guide) | | 12-20 | Spoiled. Patient is poisoned for 1d6 x 10 minutes | | 21-30 | Spoiled. Patient is poisoned for 1d6 rounds | | 31-40 | Spoiled. No effect. | | 41-50 | Less potent. Decrease all saving throw DCs by 2*. Use minimum values for all random results (such as healing). Decrease durations by 50%. | | 51-60 | Normal effect, but causes one level of exhaustion if the patient fails a DC 15 Constitution saving throw. | | 61-75 | Normal effect, but hallucinogenic (disadvantage on Wisdom (Perception) checks and as if affected by the confusion spell for 2d4 rounds, until the patient makes a successful DC 15 Constitution saving throw). | | 76-85 | Normal effect. | | 86-95 | More potent. Increase any saving throw DCs by 2*. Reroll any result of 1. Increase durations by 100%. | | 96-100 | Far more potent. As above, but treat as 2 doses. | *For a cardioamp, decrease the saving throw DCs on a more potent result, and increase the saving throw DCs on a less potent result. Timeworn pharmaceuticals have a chance of glitching when the dose is administered, even if another dose was recently used effectively. \pagebreakNum #### Weapon Glitches | d100 | Glitch | |:---:|:-----------:| | 01-02 | Weapon does not function. All remaining charges are drained. | | 03-05 | Weapon does not function, but still consumes the normal number of charges. | | 06-10 | Weapon consumes twice as many charges as normal and deals 1d6 points of lightning damage per charge consumed (minimum 1d6) to the user. | | 11-18 | Weapon consumes twice as many charges as normal. | | 19-50 | Weapon functions normally but flashes brightly, blinding the wielder and adjacent creatures for 1 round unless they make a successful DC 15 Dexterity saving throw. | | 51-75 | Weapon functions normally. | | 76-80 | Weapon functions better than anticipated, granting advantage on attack rolls made with that weapon for 1 round. | | 81-90 | Weapon functions much better than anticipated, granting advantage on attack rolls made with the weapon and an extra 1d6 damage on a successful hit. | | 91-98 | Weapon functions normally, and this use does not consume any charges. | | 99-100 | Weapon functions normally, and a power surge restores 1d6 charges to the item (up to but not exceeding its capacity). | Weapons used to make more than one attack in a turn might glitch multiple times during that turn. ### Zero-G Combat Situations arise when the characters are on a derelict station with no artificial gravity or they must deal with a dangerous entity that has latched itself onto the ship’s hull. Lack of sound, dulled perceptions, and limited freedom of movement can create complications. The following combat rules apply when in Zero-G. #### Attacking in Zero-G When making a melee weapon attack, a creature who is floating in Zero-G has disadvantage on their attack roll. If a creature is grappled, both the grappled creature and the creature that grappled it may make melee attacks on each other at no penalty. A creature making a ranged weapon attack has disadvantage to their attack roll unless they are also holding onto a secured, solid object with their off-hand, such as a secured beam or a hatch handle. The disadvantage penalty to both melee and ranged weapon attacks may also be offset while wearing specialized gear, such as magnetic boots, or while under the effect of a feat such as the Zero-G Training feat. You *can* operate firearms in space. \columnbreak #### Low and High Gravity While moving in gravity that is closer to half than normal (low-gravity) you can double your jumping distance and carrying capacity. When the gravity is closer to twice than normal (high-gravity), your jump distance and carrying capacity is halved. Also, you move in high-gravity as if you were in difficult terrain. #### Moving in Zero Gravity To move in zero gravity, you must be within 5 feet of a secured, solid surface and make a successful DC 10 Dexterity (Acrobatics) check. You move in a straight line at your full normal speed each round. Stopping your move or changing your move direction requires you to be within 10 feet of a secured surface or a securely fastened item you can grab onto such as a beam or hatch handle. You must then spend a bonus action and succeed on a DC 10 Dexterity (Acrobatics) check. If you fail this check, you continue to move. If you encounter a secured, solid surface before your next turn, you crash into the surface and are considered prone until the end of your next turn. The skill checks required for both moving and stopping may be made as passive checks if you are not involved in combat or other stressful situations. #### Other Actions in Zero-G Making a melee or ranged weapon attack while you are moving in Zero-G does not stop your movement. Making a ranged weapon attack does not stop your movement unless you are using a weapon with the Heavy property. If you fire one of these weapons while moving or floating in Zero-G, you move at a rate equal to your walking speed in the opposite direction of your intended target, regardless of whether or not the attack was successful (see “Moving in Zero Gravity” earlier in this chapter). You may not use the Dash, Disengage, or Dodge actions. Moving past another creature does not provoke opportunity attacks. Any effect, spell, item, or other that would produce fire automatically fails if you are in the vacuum of space. ## Skills Skills are what defines who is better at doing what. While the basic system provided by WOTC contains several useful skills, as always a more updated time period warrants the explanation of a few new skills that will without a doubt be needed at least once in almost every modern or sci-fi campaign. These skills are listed below. #### Mechanics (Intellegence) You are well acquainted with the inner mechanisms of machines and how they function as a whole. Repairing timeworn technology, adding new modifications onto vehicles, disabling drones and cameras, fixing damaged cybernetics, and anything else that involves machinery all come second handedly to you. In addition, you know how to heal and stabilize Robots, Wirewrecks, and Gricknacks. Due to their mechanical origin, the standard medicine cannot be used to heal or stabilize them. \pagebreakNum Bards, fighters, rangers, rogues, and wizards add mechanics to the list of skills they may pick from during character creation. the following Backgrounds may exchange one of their offered skills for Mechanics: Criminal, Outlander, Sailor, Soldier. #### Science (Intelligence) You're familiar with the application of science - collecting samples, performing experiments, realizing hypothetical designs, finding radio frequencies, understanding the nuances of nuclear energy, handling radioactive materials, and so on. Bards, monks, rangers, rogues, and wizards add Science to the list of skills they may pick from during character creation. The following Backgrounds may exchange one of their offered skills for Science: Guild Artisan, Hermit, Noble, and Sage. #### Technology (Intelligence) You know how to hack into terminals, protect your devices from other technologists, understand how a device unknown to you functions, locate radio frequencies, and anything else that falls under “hit the keys to make things happen” that doesn’t qualify as music. The majority of checks using this skill are either against a DC determined by the GM (such as hacking a lock or hot wiring a terminal), or as an opposed check against an opponent who also has the Technology skill (such as a security measure installed by the original programmer of a device). Bards, fighters, rogues, sorcerers, and wizards add Technology to the list of skills they may pick from during character creation. The following Backgrounds may exchange one of their offered skills for Technology: Charlatan, Criminal, Entertainer, Guild Artisan, Noble, Sage, Sailor, and Soldier. #### Vehicle Handling (Dexterity) You can handle, operate, and drive a vehicle like no other. Whether it's driving a car, piloting a submarine, or flying a hot air balloon makes no difference to you, you can control them all. Crashing a vehicle or engaging in vehicular combat is far less dangerous when you sit in the drivers seat, so you make a valuable member to any adventuring party. You must gain proficiency in each type of vehicle individually. Feats, classes, and backgrounds will tell you what type of vehicle you are proficient in. If it does not directly specify which type you can choose for yourself. The four types of vehicles are Land, Water, Air, and Space. Space vehicles are not covered in this compendium. Fighters, monks, rangers and rogues add Vehicle Handling to the list of skills they may pick from during character creation. The following Backgrounds may exchange one of their offered skills for Vehicle Handling: Criminal, Sailor, and Soldier. \pagebreakNum
# PART 10 ##### Spells
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# Modern Spells This part describes spells for a more modernized or futuristic setting. These spells relate to computers, vehicles, space, radiation, stars, and other similar topics. Your DM determines whether these spells are available at character creation, or whether they are discovered in libraries, ancient computer systems, other storehouses of magical or technological knowledge. When a DM adds spells to a campaign, clerics, druids, and paladins require special consideration. When characters of those classes prepare their spells, they have access to the entire spell list for their class. Given that fact, the DM should be cautious about making all of these new spells available to a player who is overwhelmed when presented with many options. > ##### Technomagic > Certain of the spells in this section have a special tag: technomagic. Such spells are cast normally, but the technomagic tag indicates that their magic specifically references and interacts with computer systems and electronic devices. ## Spell by Class The following spell lists show which of the new spells are for a class.
### Bard Spells ##### Cantrips (0 Level) - Arcane Graffiti - Magic ID - Spy - Surge ##### 1st Level - Detect Radiation - Electrify Metal - Technomancy - Tactorbeam - Weld ##### 2nd Level - Burglar's Buddy - Deny - Fathom - Intercept Communication ##### 3rd Level - Weightlessness ##### 4th Level - Signal Jam - Telaros’s Speedcycle ##### 6th Level - Telaros’s Terrific Transport ##### 7th Level - Memory of Function ##### 8th Level - Erase ### Cleric Spells ##### Cantrips (0 Level) - Spy ##### 1st Level - Detect Radiation - Power Device - Weld ##### 2nd Level - Deny - Fathom ##### 3rd Level - Freewire \columnbreak - Protection from Ballistics ##### 4th Level - Irradiate Weapon - Remove Radioactivity - Shape Metal ##### 5th Level - War Mantle ##### 7th Level - Antitech Field - Memory of Function ##### 8th Level - White Dwarf ### Druid Spells ##### Cantrips (0 Level) - Arcane Graffiti ##### 1st Level - Detect Radiation - Electrify Metal - Weld ##### 2nd Level - Plant Bug ##### 3rd Level - Irradiate - Pollution Blast - Polybrachia ##### 4th Level - Antitech Magic Circle - Remove Radioactivity - Shape Metal ##### 5th Level - Commune with City ##### 7th Level - Splice ##### 8th Level - White Dwarf ### Paladin Spells ##### 1st Level - Detect Radiation - Power Device \columnbreak ##### 2nd Level - Antimatter - Deny - Fathom - Find Vehicle ##### 3rd Level - Polybrachia ##### 4th Level - Irradiate Weapon - Telaros’s Speedcycle ##### 5th Level - War Mantle ### Ranger Spells ##### Cantrips (0 Level) - Arcane Graffiti - Spy ##### 1st Level - Detect Radiation ##### 2nd Level - Antimatter - Dataread - Intercept Communication ##### 3rd Level - Polybrachia - Weightlessness ##### 4th Level - Telaros’s Speedcycle ### Sorcerer Spells ##### Cantrips (0 Level) - Arcane Graffiti - Magic ID - On/Off - Radiation Pulse - Surge ##### 1st Level - Degauss - Detect Radiation - Infallible Relay - Irradiate - Power Device - Remote Access - Tactorbeam
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- Weld ##### 2nd Level - Arcane Hacking - Burglar's Buddy - Digital Phantom - Find Vehicle ##### 3rd Level - Haywire - Invisibility to Cameras - Irradiate Weapon - Polybrachia - Protection from Ballistics ##### 4th Level - Conjure Knowbot - Synchronicity - System Backdoor - Wire Walk ##### 5th Level - Commune with City - Dominate Machine - Shutdown ##### 7th Level - Splice ##### 9th Level - Paradox ### Warlock Spells ##### Cantrips (0 Level) - On/Off - Radiation Pulse - Spy - Surge ##### 1st Level - Antimatter - Degauss - Infallible Relay - Power Device - Remote Access ##### 2nd Level - Arcane Hacking - Digital Phantom - Find Vehicle - Plant Bug ##### 3rd Level - Combat Malware - Haywire - Invisibility to Cameras - Pollution Blast - Polybrachia - Protection from Ballistics ##### 4th Level - Conjure Knowbot - Synchronicity - System Backdoor ##### 5th Level - Commune with City - Dominate Machine - Shutdown ##### 7th Level - Splice ##### 9th Level - Paradox ### Wizard Spells ##### Cantrips (0 Level) - Arcane Graffiti - Magic ID - On/Off - Radiation Pulse - Surge ##### 1st Level - Burglar's Buddy - Degauss - Detect Radiation - Infallible Relay - Power Device - Remote Access - Technomancy - Tactorbeam - Weld ##### 2nd Level - Arcane Hacking - Dataread - Deny - Digital Phantom - Find Vehicle - Plant Bug ##### 3rd Level - Combat Malware - Freewire - Haywire - Invisibility to Cameras - Polybrachia - Protection from Ballistic - Weightlessness \columnbreak ##### 4th Level - Conjure Knowbot - Remove Radioactivity - Signal Jam - Synchronicity - System Backdoor - Wire Walk ##### 5th Level - Commune with City - Dominate Machine - Shutdown ##### 6th Level - Telaros’s Terrific Transport ##### 7th Level - Antitech Field - Splice ##### 8th Level - Erase - White Dwarf ##### 9th Level - Paradox \columnbreak
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#### Antimatter *2nd-level transmutation* ___ - **Casting Time:** 1 bonus action - **Range:** Touch - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You touch a non-magical ballistic weapon of your choice that deals piercing damage, charging each shot in its magazine with terrifying anti-matter, that viciously shreds through the air with the deafening sound of cackling unstable energy. Targets struck by this enchanted ammunition take additional damage equal to one additional roll of that weapons damage dice. Attacks made with antimatter rounds can be fired at long range without the imposition of disadvantage, and deal necrotic damage instead of piercing. Creatures that are reduced to 0 hit points from a weapon attack using antimatter rounds die instantly and disintegrate into nothing. Unfired rounds in the magazine after this spell ends disintegrate into fine dust particles. This spell ends early if the target weapon is reloaded. **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, roll one additional dice of that weapons damage dice for every spell slot level above 3rd. #### Antitech Field *7th-level abjuration* ___ - **Casting Time:** 1 action - **Range:** Self (10-foot radius sphere) - **Components:** V, S, M (a pinch of rust) - **Duration:** Concentration, up to 10 minutes ___ You bring into being a mobile, hemispherical energy field that prevents high technology items, signals, and creatures from entering. An antitech field suppresses any high technology effect used within, brought into, or deployed into the area, but does not negate it. Time spent within an antitech field counts against the suppressed effect’s duration. Robots and other technological constructs that come in contact with an antitech field must attempt a Constitution saving throw each round they remain in the field or be stunned. Success indicates the creature suffers disadvantage on its ability checks and attack rolls until it leaves the antitech field. An affected robot can make a new Constitution saving throw at the end of each of its turns. On a success, they are no longer stunned, but suffer disadvantage on it ability checks and attack rolls until it leaves the antitech field. Partially technological creatures like androids or cyborgs merely suffer disadvantage on all attack rolls and ability checks if they fail this saving throw. Note that cybernetic equipment does not function in an antitech field, and all benefits granted by such gear are suppressed. Non-technological creatures can enter the area, as can low-tech missiles like sling stones and arrows. High-tech missiles such as bullets and missiles, as well as high-tech rays like lasers and particle beams, immediately halt upon contacting the field, and either drop to the ground harmlessly or detonate. The antitech field does not offer any protection against explosions caused by technological explosives detonating against it thus, creatures within the field could still take damage from a rocket that explodes against it. If a creature is larger than the area enclosed by the barrier, any part of the creature that lies outside the barrier is unaffected by the field. This spell can be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier. #### Antitech Magic Circle *4th-level abjuration* ___ - **Casting Time:** 1 action - **Range:** 10 feet - **Components:** V, S, M (powdered copper worth at least 100gp, which the spell consumes) - **Duration:** 1 hour ___ You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface. While active, the following effects take place: * Robots and other high technology creatures can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw. * Robots and other high technology creatures suffer disadvantage on attack rolls against targets within the cylinder. * Targets within the cylinder can’t be charmed, frightened, or possessed by robots and other high technology creatures. * When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a robot or other high technology creature from leaving the cylinder and protecting targets outside it. **At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, the duration increases by 1 hour for each slot level above 4th. #### Antitech Rebuke *4th-level abjuration* ___ - **Casting Time:** 1 action - **Range:** 150 feet - **Components:** V, S, M (powdered fragments of technology, which the spell consumes) - **Duration:** Concentration, up to 1 minute ___ You shroud the targeted high technology item, or robot or other high technology creature, with disruptive magical energy. The target (or creature carrying the targeted item) must succeed on a Wisdom saving throw when you cast this spell or be stunned for the duration of the spell. At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target. **At Higher Level.** When you cast this spell using a spell slot of higher, it targets one additional target for each slot level above 4th. \pagebreakNum
#### Arcane Graffiti *Conjuration cantrip* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** 1 hour ___ This spell allows you to inscribe your personal rune or a short message, which can be no larger than 2 feet tall and consist of no more than six words, on a nonliving creature or object. The writing can be visible or invisible. An arcane graffiti spell enables you to etch the words upon any substance (even stone or metal) without harming the material upon which the mark is placed. If invisible graffiti is made, the casting of any spell within 30 feet causes the words to become visible for 5 rounds. #### Arcane Hacking *2nd-level transmutation (technomagic)* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V,S,M (Hacking Tools) - **Duration:** Concentration, up to 1 hour ___ You gain advantage on all Intelligence checks using hacking tools to break software encryption or online security when using a foreign system. This spell also allows you to break 2nd level and lower protective spells such as arcane lock or glyph of warding by making an Intelligence check using hacking tools against the spell save DC of the spell’s caster. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, you can attempt to counteract a spell set to secure the foreign system if the spell’s level is equal to or less than the level of the spell slot you used. #### Burglar's Buddy *2nd-level illusion (technomagic)* ___ - **Casting Time:** 1 action - **Range:** Self (10-foot radius) - **Components:** V, S, M (a camera lens cover) - **Duration:** 1 minute ___ You create a magical area around you, suppressing all mechanical or electronic intrusion alarms and alarms sensors in the area. Burglar alarms or other intrusion alarms within the affected area simply fail to function; sensors for intrusion alarm systems (such as motion detectors, IR detectors, pressure sensors, electric eyes, and so forth) also fail to function, sending no signal to monitoring stations. Video surveillance devices stop sending whatever the image they were photographing the moment when the spell was cast. #### Combat Malware *3rd-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a blinking LED light) - **Duration:** Concentration, up to 1 minute ___ You send a bright flash of light against a construct you are fighting to overload their combat hardware. The target must make a Constitution saving throw. On a failed save, the target takes 3d6 psychic damage and has disadvantage on attack rolls until the spell ends. On subsequent turns while the spell is active, you can reapply the damage as an action as long as the target is within range when you do so. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional construct for each slot level above 3rd. The constructs must be within 30 feet of each other when you target them. #### Commune with City *5th-level divinination (ritual)* ___ - **Casting Time:** 1 minute - **Range:** Self - **Components:** V,S - **Duration:** Instantaneous ___ You briefly become one with the city and gain knowledge of the surrounding area. Above ground, this spell gives you knowledge of the area within 1 mile of you. In sewers and other underground settings, you gain knowledge of the area within 600 feet of you. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: * Terrain and bodies of water * Prevalent buildings, plants, animals, or intelligent creatures * Powerful (CR 1) or higher celestials, fey, fiends, elementals, or undead Influences from other planes of existence * Electrical currents, wireless signals, and active transit lines and tracks For example, you could determine the location of powerful undead in the area, the location of major sources of electrical power or interference, and the location of any nearby parks. #### Conjure Knowbot *4th-level conjuration (technomagic)* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** 10 minutes ___ You touch a single computerized device or computerized system to conjure a Knowbot-a partially sentient piece of software imprinted with vestiges of your own skills and computer abilities. For the duration of the spell, you can use a bonus action to have the knowbot execute a computer-related task that would normally require an action. The knowbot makes Intelligence ability checks using your ability score and proficiency bonuses (including your proficiency with hacking tools, if applicable). You have a limited telepathic bond with the knowbot, out to a range of 500 feet from the device or system where the knowbot was conjured. If you move beyond this range, the knowbot disappears in 2d4 rounds, as if the duration of the spell had expired. Moving within range agaion immediately reestablishes the bond. The knowbot is bound to the system in which it was created and it stays there until it is dismissed or the spell's duration expires. \pagebreakNum
**At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, the spell's duration increases to 1 hour. Additionally, your telepathic bond with the knowbot is effective out to a range of 1,000 feet, and if you leave the range of the bond, the knowbot continues performing its last directed task until the spell expires. #### Dataread *2nd-level divination (technomagic)* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You run your finger over any machine-readable data source (a barcode, a computer disk, a USB drive, or any similar record) to understand the content of the data. You experience the data as it would normally be experienced through an appropriate machine. For example, if reading a USB with music, you hear the music in your head. If reading a word processor file, you visualize and read an image of the page. If reading a barcode, you see the serial number, pricing information, or other barcoded data. The amount of time required to experience the data is the same as that required to read it by conventional means. You can normally read 2 pages of documents in 1 minute. This spell does not decode encrypted data. Without the encryption code, an encrypted document or file appears as a seemingly random string of characters. If you know the encryption code, however, you can read encrypted data normally with this spell. At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for 10 minutes. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for 1 hour. #### Degauss *1st-level transmutation (technomagic)* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Instantaneous ___ By touching a single device that contains electronic files, such as a computer, external hard drive, USB flash drive, or magnetic disk, you erase all files on that device. The device is rendered empty of data. #### Deny *2nd-level transmutation (technomagic)* ___ - **Casting Time:** 1 bonus action - **Range:** 60 feet - **Components:** S - **Duration:** Concentration, up to 1 minute ___ You target an electronic device and completely isolate it from all networks. It continues to function normally, except it loses all access to other networks, including wired and wireless. Any downloads or uploads halt, and resume automatically once the spell ends. #### Digital Phantom *2nd-level abjuration (technomagic)* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (a small piece of copper wire) - **Duration:** Concentration, up to 1 hour ___ This spell works to actively hide your presence within a computer system. For the spell's duration, you and any other users you choose on your local network gain a +10 bonus to Intelligence checks to avoid detection by administrators, knowbots, tracking software, and the like. Whenever you and your chosen users leave any computer system you are working in while this spell is in effect, all trace of your previous presence in that system is erased. #### Detect Radiation *1st-level divination (ritual)* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 10 minutes ___ For the duration, you sense the presence of radiation within 30 feet of you. If you sense radiation in this way, you can use your action to see a faint aura around any visible creature, item, or area that bears radiation which informs you of the level of radioactivity. This spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. #### Dominate Machine *5th-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 hour ___ You attempt to gain control of a construct within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the creature is charmed, you have a telepathic link with it. As a bonus action, you can use this telepathic link to issue a command consisting of three words to the creature while you are conscious, which it interprets literally and axiomatically and attempts its best to obey. If the target is not given new orders after completing its directive, or cannot complete its orders on its turn, it makes a new Wisdom saving throw against the spell at the end of its turn. If the saving throw succeeds, the spell ends. Additionally, it can make this saving throw if you or your allies act in such a way to make its task more difficult, such as by damaging it. #### Electrify Metal *1st-level evocation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ \pagebreakNum
Choose a manufactured metal object, such as a metal weapon or armor. You cause the metal to crackle with blue electricity. Any creature in physical contact with the object takes 1d8 lightning damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is wearing or holding the object and takes damage from it, the creature must succeed a Constitution saving throw or be stunned, dropping the object on a success if it can. If the object is not dropped, attack rolls with it have disadvantage. **At Higher Levels.** When you cast this spell using a spell increases by 1d8 for each slot level above 1st. #### Erase *8th-level transmutation (technomagic)* ___ - **Casting Time:** 1 hour - **Range:** Self - **Components:** V, S, M (a large silica crystal formation worth at least 5,000gp, which the spell consumes) - **Duration:** Instantaneous ___ Upon the completion of this spells casting all recorded data of you or a creature that you name is wiped from every system on your current plane of existence. The target is digitally removed from every record that the target is included in, inclusive of criminal records, birth record, finger prints, media entries, and online profiles and accounts. #### Fathom *2nd-level enchantment* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** 1 hour ___ You touch a willing creature and enhance its mental abilities and thinking capacity. Targets can add their proficiency bonus to ability checks, attack rolls, and saving throws that involve operating electronic devices, such as computer terminals, remote control drones, weapons, and machinery. **At Higher Levels.** When you cast this spell using a spell slot of 5th level, targeted creatures can add double their proficiency bonus to appropriate checks. #### Find Vehicle *2nd-level conjuration* ___ - **Casting Time:** 10 minutes - **Range:** 30 feet - **Components:** V, S - **Duration:** 8 hours ___ You summon a spirit that assumes the form of a nonmilitary land vehicle of your choice, appearing in an unoccupied space within range. The vehicle has the statistics of a normal vehicle of its sort, though it is celestial, fey, or fiendish (your choice) in origin. The physical characteristics of the vehicle reflect its origin to some degree. For example, a fiendish SUV might be jet black in color, with tinted windows and a sinister-looking front grille. You have a supernatural bond with the conjured vehicle that allows you to drive beyond your normal ability. While driving the conjured vehicle you are considered proficient with vehicles of its type, and you add double your proficiency bonus to ability checks related to driving the vehicle. While driving the vehicle, you can make any spell you cast that targets only you also target the vehicle. If the vehicle drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss the vehicle at any time as an action, causing it to disappear. You can't have more than one vehicle bonded by this spell at a time. As an action, you can release the cehicle from its bond at any time, causing it to disappear. **At Higher Levels** When you cast this spell using a spell slot of 3rd or higher, you can conjure a nonmilitary water vehicle large enough to carry six Medium creatures. When you cast this spell using a spell slot of 5th level or higher, you can conjure a nonmilitary air vehicle large enough to carry ten medium creatures. When you cast this spell using a spell slot of 7th level or higher, you can conjure any type of vehicle, subject to the DM's approval. #### Freewire *3rd-level evocation (technomagic)* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (a small wireless router) - **Duration:** Concentration, up to 1 hour ___ Using the router supplied for this casting of freewire, you create a wireless network for up to 2 devices of your choosing to utilize. It can download and upload data extremely quickly and has unlimited connectivity that cannot be disrupted, not even by magical means. Data on this network is impossible to track, and all activity is erased when the spell ends. If the router is physically damaged or disabled, the spell ends early. **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, one additional device can be connected to the network for every spell slot level above 3rd. #### Haywire *3rd-level enchantment (technomagic)* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ This spell plays havoc with electronic devices, making the use of such devices all but impossible. Each electronic device in a 10-foot-radius sphere centered on a point you choose within range is subject to random behavior while it remains within the area. A device not held by a creature is automatically affected. If an electronic device is held by a creature, that creature must succeed on a Wisdom saving throw or have the device affected by the spell. At the start of each of your turns, roll a d6 for each affected device to determine its behavior. Except where otherwise indicated, that behavior lasts until the start of your next turn while this spell is in effect. \pagebreakNum
1. The device shuts down and must be restarted. Do not roll again for this device until it is restarted. 2-4. The device does not function. 5. The device experiences a power surge causing an electric shock to the wielder (if any) and one random creature within 5 feet of the device. Each affected creature must make a Dexterity saving throw against your spell save DC taking 6d6 lightning damage on a failed save, or half as much damage on a successful one. 6. The device is usable as normal. **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the radius of the sphere affected by the spell increases by 5 feet for each slot level above 3rd #### Infallible Relay *1st-level divination (technomagic)* ___ - **Casting Time:** 1 minute - **Range:** Self - **Components:** V, S, M (a mobile phone) - **Duration:** Concentraion, up to 10 minutes ___ With this spell, you can target any creature with whom you have spoken previously, as long as the two of you are on the same plane of existence. When you cast the spell, the nearest functioning telephone or similar communications device within 100 feet of the target begins to ring. If there is no suitable device close enough to the target, the spell fails. The target must make a successful charisma saving throw or be compelled to answer your call. Once the connection is established, the call is crystal clear and cannot be dropped until the conversation has ended or the spell's duration ends. You can end the conversation at any time, but a target must succeed on a Charisma saving throw to end the conversation. #### Intercept Communication *2nd-level divination (technomagic)* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** M (a net of crossed wires) - **Duration:** 10 minutes ___ You can tap into and monitor electronic communications using this spell. For the duration, you can faintly see waves in the air that represent messages and networks sent between two connected people. By using your action to physically touch the waves, you can listen in to the conversation or read the correspondence as if you were either the sender or the receiver. When you do so, you leave behind a trace that reveals your identity. A creature that suspects its communication is being monitored and is still using the same communication device can use its action to make a Intelligence (Arcana) check against your spell save DC, identifying your trace on a success. This action can be made at any time unless your trace is deleted from the system, and the creature can re-make its attempt once per hour if it remains suspicious. #### Invisibility to Cameras *3rd-level illusion (technomagic)* ___ - **Casting Time:** 1 action - **Range:** 10 feet - **Components:** V, S, M (a scrap of black paper) - **Duration:** Concentration, up to 1 minute ___ Four creatures of your choice within range become undetectable to electronic sensors and cameras for the duration of the spell. Anything a target is wearing or carrying is likewise undetectable as long as it is on the target's person. The targets remain visible to vision. #### Irradiate *3rd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 150 feet - **Components:** V, S - **Duration:** Instantaneous ___ You flood a 10 foot radius area with Low Level Radiation that lasts until the start of your next turn. **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, you increase the level of Radiation by one for each spell slot level over 3rd level, to a maximum of Severe Radiation Level using a 6th level spell slot. When cast using a higher level spell slot, the radiation spreads, per the standard 5E radiation rules. #### Irradiate Weapon *4th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** 1 hour ___ You touch a non-magical weapon and enhance its powers. For the duration, the weapon has +1 bonus to attack rolls, and deals an extra 1d4 fire damage and 1d4 radiant damage. When you successfully score a critical hit with the weapon, you deal an extra 1d4 necrotic damage. All creatures within a 5-ft radius are also affected as though they were in an area of level 2 radiation (see the Radiation Levels table). The caster of this spell and the wielder of the weapon are not subject to this effect. **At Higher Levels.** When you cast this spell using a spell slot of 6th-level or higher, the bonus to attack rolls increases to +2, and the extra damage of each type goes up 1d4. Also, for every 2 slot levels above 4, the level of radiation increases by 1. #### Magic ID *Illusion cantrip* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a small card or slip of paper) - **Duration:** Concentration, up to 1 minute ___ You touch a small card or slip of paper appear to be a valid identification card of your choosing. The card bears your name, likeness, and all other data expected by anyone examining such a card. However, it is only visually accurate and does not contain any valid machine-readable data or electronic coding. You cannot use this spell to make an electronic passkey. \pagebreakNum
#### Memory of Function *7th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (powdered metal worth at least 1,000gp, which the spell consumes) - **Duration:** Instantaneous ___ You restore a broken item, or damaged robot or construct, to a functional state, as if it were new and intact. Any pieces missing from the item or construct remain missing. Significant missing pieces may prevent proper functioning. If the item uses charges, the item becomes fully charged. A timeworn item becomes fully charged, but doesn’t lose the timeworn condition (this spell is one of the few ways a timeworn item can be recharged). For 1 hour after this spell is cast on a timeworn item, that item does not suffer any chance of glitching. Other consumables such as ammunition are not restored. When this spell is cast upon a damaged robot or construct, all hit point damage dealt to that creature is healed. When this spell is cast upon a destroyed robot or construct, it is restored to full functionality and full hit points, provided no significant portion of the destroyed construct (such as an entire limb) is missing. Robots and constructs brought back in this fashion regain their memories up to the moment of their destruction and have no particular inclination to serve the caster. #### On/Off *Transmutation cantrip (technomagic)* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous ___ This cantrip allows you to activate or deactivate any electronic device within range, as long as the device has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software-based shutdown sequence to activate or deactivate cannot be affected by on/off #### Paradox *9th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous ___ By twisting the flow of time into knots, you cause one action of your choice taken within range within the last round to be undone. Reality then reasserts itself, recoiling from the damage caused by removing an event from time. The direct effects of that action, such as damage dealt by an attack or spell, are undone, but the indirect effects, such as creatures choosing to move to different locations, are not. The creature that took the action takes 10d8 psychic damage, as it copes with its history being modified. #### Plant Bug *2nd-level transmutation (technomagic)* ___ - **Casting Time:** 1 minute - **Range:** Touch - **Components:** S, M (a moth, which the spell consumes) - **Duration:** Instantaneous ___ By manipulating an electronic device, you can plant a bug in the system that causes one of the following effects: * The device automatically initiates its shutdown sequence at a set time within the next 24 hours. * The device magically sends you all usernames and passwords entered within the next hour. * The device doesn't check for usernames or passwords the next time it requires them within the next minute. * The device magically connects to another device of your choosing within 1 mile, allowing anyone using the second device to remotely use the first. The effect ends after one minute. To do so, you might need to make an Intelligence (Arcana) check, wasting the spell slot on a failure. For a Tiny device, you automatically succeed. A Small device requires a DC 5 check. A Medium device requires a DC 15 check. A Large device requires a DC 25 check. The spell automatically fails if used against a Huge or larger device. Additionally, any device targeted by this spell cannot be targeted again for 24 hours. #### Pollution Blast *3rd-level necromancy* ___ - **Casting Time:** 1 action - **Range:** Self (30-foot cone) - **Components:** V, S, M (a vial of polluted water) - **Duration:** Instantaneous ___ You hold out your hands and release a torrent of foul-smelling pollutants and toxins. Each creature in a 30-foot cone must make a Constitution saving throw. On a failed save a creature takes 5d6 necrotic damage and gains the poisoned condition until this damage is healed, or half as much on a successful one and no condition. **At Higher Levels.** When you cast this spell damage increases by 1d6 for each slot level above 3rd. Also, on a failed save, the target is pushed backwards 5 feet per 2 spell slot levels above 3rd. #### Polybrachia *3rd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a pair of armbands) - **Duration:** Concentration, up to 10 minutes ___ Two muscular arms consisting of hardened light appear on a creature that you touch. These arms are fully functional and can be used to hold weapons and shields (allowing the target to hold 2 two -handed weapons, or 4 one -handed weapons), perform somatic components of spells, and perform other actions, though the arms themselves don't grant the target additional actions. For the duration, the target has advantage on Strength (Athletics) checks made using the additional arms. Also, if the arms are used to carry weapons, the target can use a bonus action to make an additional melee weapon attack using the arms. \pagebreakNum
#### Power Device *1st-level transmutation (technomagic)* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Concentration, up to 10 minutes ___ You touch an electrical or mechanical device that requires a power source. For the duration of the spell, the device functions exactly as it normally would if it had conventional power. This spell can affect any household or handheld device, or general-purpose vehicle. Larger or more intricate devices cannot be powered with this spell. #### Protection from Ballistics *3rd-level abjuration* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a shell casing) - **Duration:** Concentration, up to 10 minutes ___ This spell enchants the flesh of the target against the impact of bullets. Until the spell ends, the target has resistance to nonmagical ballistic damage. #### Radiation Pulse *Necromancy cantrip* ___ - **Casting Time:** 1 action - **Range:** 15-foot radius - **Components:** V, S - **Duration:** Instantaneous ___ Clapping your hands together, you cause a wave of radiation to explode outwards from your body. Each creature in a 15-ft radius must succeed at a Constitution saving throw or take 1d4 of fire damage and 1d4 of radiant damage. Any creature that rolls a natural 1 on this saving throw takes an extra 1d4 necrotic damage. The creature casting this spell is immune to all of the above effects. **At Higher Levels.** The spell’s damage increases when you reach 5th level (to 1d6s), 11th level (to 2d4s), and 17th (to 2d6s). #### Remote Access *1st-level transmutation (technomagic)* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** 10 minutes ___ You can use any electronic device within range as if it were in your hands. This is not a telekinesis effect. Rather, this spell allows you to simulate a device's mechanical functions electronically. You are able to access only functions that a person using the device manually would be able to access. You can remote access with only one device at a time. #### Remove Radioactivity *4th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Instantaneous ___ You remove all radiation from a 20 foot radius around the point you touch. However, this spell has no effect on naturally radioactive materials, and as long as such materials remain in an area, the radiation that was removed may return. **At Higher Levels.** When you cast this spell using a spell slot of 8th level or higher, this spell affects naturally radioactive materials, such as nuclear reactors or atomic warheads, as well. #### Shape Metal *4th-level transmutation* ___ - **Casting Time:** 1 minute - **Range:** Touch - **Components:** V, S, M (a simple tool for holding material, such as clamps or pliers) - **Duration:** Instantaneous ___ You go to work with the tool used as the material component -or with your hands in the case of using a focus on a piece of metal no larger than 5 feet in any dimension. You can shape this metal any way you see fit, making it into a weapon, tool or finer component. You may also shape or alter a space in a metal structure so long as that space is within a 5 foot cube space; creating hinged and locking doors, passages, or closing a portal. #### Signal Jam *4th-level abjuration (technomagic)* ___ - **Casting Time:** 1 minute - **Range:** 150 feet - **Components:** V, S, M (a piece of copper wire) - **Duration:** Concentration, up to 10 minutes ___ You hold up the piece of wire above your head acting as a receptacle, blocking all electronic signal transmission within the 150-foot range of the spell. **At Higher Levels.** When casting this spell using a spell slot of 5th level or higher the duration is increased to 1 hour. When using a spell slot of 7th level or higher the range is increased up to 300 feet. #### Shutdown *5th-level transmutation (technomagic)* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ This spell shuts down all electronic devices within range that are not wielded by or under the direct control of a creature. If an electronic device within range is used by a creature that creature must succeed on a Constitution saving throw to prevent the device from being shut down. While the spell remains active, no electronic device with range can be started or restarted. Robots and cybernetics are affected at the dms discretion. \pagebreakNum
#### Splice *7th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a special glass syringe, worth 1,000 gp) - **Duration:** 1 hour ___ With a pinprick beam of arcana, you steal a sample of genetic information from a target creature you can see within range and bestow that information upon a recipient creature you touch. The target creature need not be alive or even whole, as long as you target part of a creature that has died within the last 10 days. The recipient creature gains any of the following traits from the target creature that you choose: the target's movement speed and types of movement, all of the target's damage resistances, the target's special senses, or one of the target's special traits, such as a ghast's Stench trait. If selected, the GM decides which special trait, if any, the recipient gains from the target creature. The recipient does not gain any traits from the creature that do not result from its race or monster statistics. The recipient's appearances changes to resemble a hybrid of the target creature and itself. These changes, as well as the traits gained by the recipient creature, last for the duration. #### Spy *Enchantment cantrip (technomagic)* ___ - **Casting Time:** 1 Bonus action - **Range:** 130 feet - **Components:** S - **Duration:** Concentration, up to 1 minute ___ You target an active camera and gain the ability to see from the camera’s point of view. You can swivel the camera in whichever direction you choose. By using your bonus action, you can change your perspective to another camera that the current camera you are viewing through can see. You use the same rules as the previous casting of Spy. The new target must be within 500 feet of your original location. While casting this spell your character remains stationary, moving or otherwise performing any other actions ends the spell early. #### Surge *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** S - **Duration:** Instantaneous ___ You make physical contact with a socket, switch, or wire(s) and cause every light bulb on that circuit to rupture and explode. At your DMs discretion, this surge may cause further damages or inconveniences. #### Synchronicity *4th-level enchantment* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Concentration, up to 1 hour ___ The creature you touch feels reality subtly shifted to its favor while this spell is in effect. The target isn't inconvenienced by mundane delays of any sort. Traffic lights are always green, there's always a waiting elevator, and a taxi is always around the corner. The target can run at full speed through dense crowds, and attacks of opportunity provoked by the target's movement are made with disadvantage. *Synchronicity* grants advantage to Dexterity (Stealth) Checks, since the target always finds a handy piece of cover available. Additionally, the target has advantage on all ability checks made to drive a vehicle. In the event that two or more creatures under the effect of *synchronicity* are attempting to avoid being inconvenienced by each other, the creatures engage in a contest of Charisma each time the effects of the spells would oppose each other. #### System Backdoor *4th-level transmutation (technomagic)* ___ - **Casting Time:** 1 minute - **Range:** Personal - **Components:** V, S, M (hacking tools) - **Duration:** Concentration, up to 1 hour ___ This spell allows you to bypass system security in order to create a secure login on a foreign system. The login you create allows you administrator-level privileges in any computer system not enhanced through technomagic. The login defeats any technomagic spells of 3rd level or lower. Once the duration of the spell expires, the login and all privileges are wiped from the system. System logs still show the activity of the user, but the user identification cannot be found or traced. **At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, you are able to bypass technomagic spells if the spell's level is equal to or less than the level of the spell slot you used. #### Technomancy *1st-level divination (ritual) (technomagic)* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (oil stirred with a coil of wires) - **Duration:** Concentration, up to 10 minutes ___ For the duration, you detect the presence of high technology within 30 feet of you. If you sense high technology in this way, you can use your action to see a faint aura around any visible creature or object in the area that is of high technology origin, and you learn its rough function (weapon, pharmaceutical, robot, etc…). Using this spell grants you advantage on your first Intelligence check made to understand how to use a high technology item. This spell can penetrate most barriers, but it is blocked by 1 foot of stone or 3 feet of wood or dirt. \pagebreakNum
#### Telaros's Speedcycle *4th-level conjuration* ___ - **Casting Time:** 1 minute - **Range:** 30 feet - **Components:** V, s - **Duration:** 1 hour ___ A Large vehicle with two wheels and holographic circuits appears on the ground in an unoccupied space of your choice within range. The cycle has AC 10 and 10 hit points. It roars to life whenever its controls are grasped. For the duration, you or a creature you choose can ride the cycle, and one creature can ride as a passenger. The cycle has a speed of 100 feet and can travel 10 miles in an hour. Wherever the cycle moves, it leaves behind a brightly chromatic, translucent wall of force behind it. The wall is 10 feet high and nothing can physically pass through it. It is immune to all damage, but a 20-foot long portion of it can be destroyed by a dispel magic or disintegrate spell. Portions of the wall that the rider creates by moving the cycle vanish at the end of the rider's next turn. The spell ends if you use an action to dismiss it, if the cycle is reduced to 0 hit points or more points, or if the cycle collides with its walls or another substantial obstacle. The walls of force vanish when the spell ends. If the spell ends as a result of taking damage or a collision, the rider and passenger both fall prone. #### Telaros's Terrific Transport *6th-level conjuration* ___ - **Casting Time:** 10 minutes - **Range:** Touch - **Components:** V, S, M (a detached button from an aircraft cockpit) - **Duration:** 1 hour ___ A Huge aircraft with glowing, holographic circuits on its surface appears in front of you. The aircraft has room for 5 Medium creatures (a pilot and four passengers) and can carry up to 1,000 pounds of cargo. The aircraft is enclosed can fly at a speed of 100 feet per round, or up to 1,500 feet per round in a vacuum. The shuttle can carry its passengers into space by flying vertically for 5 minutes on most planets and can enter a planet's atmosphere by descending for the same amount of time. The aircraft has life support and sensors, and is designed to dock with larger ships. The shuttle as AC 10 and 75 hit points. The spell ends if the aircraft is reduced to 0 hit points. When the spell ends, the aircraft gently descends to the ground (if there is a substantial land nearby), giving the passengers time to exit #### Tractorbeam *1st-level evocation* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a magnet) - **Duration:** Instantaneous ___ A whirring technological yellow beam reaches out from your palm to a large or smaller target within range that you have a direct line of sight to. Make a ranged spell attack against the target, if it hits, you can move that target up to 10 feet in any direction. If the beam is broken by a line of sight blocker or other object, the spell ends early and the target is dropped. #### War Mantle *5th-level evocation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (1 piece of ammunition, which the spell consumes) - **Duration:** Concentration, up to 1 minute ___ Heated energy radiates from you in a 30 foot radius that moves with you, centered on you. Each creature in the circle friendly to you (including you) has an unlimited amount of ammunition loaded into their firearm while the spell lasts, letting the weapon fire without the need for reloads. Also while this effect lasts firearms within the radius are immune to damage from critical fails. #### Weightlessness *3rd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 30 feet (15-foot cube) - **Components:** V, S - **Duration:** 1 minute ___ A 25-foot cube centered on a point within range that you can see becomes a region of Zero-Gravity. Objects and Creatures within that area become weightless and begin free-floating. A creature that leaves the area ceases to be affected by the spell, and creatures that enter the area are put under its effects. If a creature free-floats out of the spell’s area of effect they fall from that space straight down. And occupy the most appropriate space outside of the spell’s area of effect. **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the cube is 5 feet larger for every spell slot level above 3rd. #### Weld *1st-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ With fingers splayed on one hand and the other braced behind, you are able to magically weld two pieces of metal together. The weld is clean, almost unnoticeable and does not use heat. Metals must be of a similar type (I.E. Iron to steel will work, but not to copper). During the length of the concentration period you can weld up to 3 feet in length. The materials welded together can not be moved during the process and the spell does not work on objects being worn or carried. \pagebreakNum
#### White Dwarf *8th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 1 mile - **Components:** V, S, M (a pair of sunglasses) - **Duration:** Concentration, up to an hour ___ A brilliant 20-foot radius artificial star, complete with its own solar heat and gravitational pull, appears at an unoccupied location you choose within range. When you cast this spell, you can choose any number of creatures to be unaffected by it while they are further than 30 feet from the star. Any creature that comes within 120 feet of the star for first time on a turn or starts its turn there, must make a Constitution saving throw. A creature within 30 feet of the star automatically fails this save. On a failed save, a creature takes 4d12 radiant damage, or half as much on a successful save. If a creature comes within 30 feet of the star for first time on a turn or starts its turn there, it must make a Strength saving throw or be pulled 10 feet closer to the star by its gravitational pull. Medium or smaller objects weighing less than 2,000 pounds in this area that aren't being worn or carried are pulled into the star. If a creature or object touches the star, it takes 8d12 fire damage plus 8d12 radiant damage and is blinded until the end of its next turn. The star sheds bright light in a 1-mile radius sphere and dim light for an additional mile. If any of this star's bright light overlaps with an area of darkness created by a spell of 8th level or lower, the spell that created the darkness is dispelled. #### Wire Walk *4th-level conjuration (technomagic)* ___ - **Casting Time:** 1 action - **Range:** 10 feet - **Components:** V - **Duration:** Instantaneous ___ This spell instantly transports up to six willing creatures of your choice that you can see within range to the location of a telephone you call. The telephone must be answered (either by a creature or by an answering machine), and it works only over an open line. You arrive adjacent to the device (within 5 feet of it), and any other creatures transported by the spell appear next to you. \pagebreakNum
# PART 10 ##### Character Sheet
\pagebreak
# PART 11 ##### Friends and Foes
\pagebreak # Friends and Foes Everything following this section of the book is intended solely for the eyes of the DM, as represented in the change of the chapter heading style. If you are a player, stop reading this immediately. With that out of the way, this chapter details several new technology based monsters and several upgraded npcs for use in you games. Dozens upon dozens of robots and drones, rules for creatures that exist solely within the internet, commonfolk who own guns, fancy robot vampires, and more are included in this chapter to make your world more involved and interesting. At the end of this chapter, the monsters are organized in tables consisting of three different categories: monsters by challenge rating, monsters by location, and monsters by type. ### New Location Locations are places where adventures are had and monsters are fought. Places such as Dungeons, Cities, and other dimensions are all locations. They can be found in the Monster Manual. #### Internet The Internet is a plane of existence that is separate from the multiverse as a whole. In a sense it both does and does not exist, being entirely artificial it is not a plane that formed naturally. Being entirely wireless, it does not physically exist on any plane of reality and cannot be physically interacted with. Though the Internet cannot be physically interacted with, a user can access it mentally via the use of drugs, cybernetics, or magic. There are two levels in the Internet, which are explained in further detail in chapter __. Below are some examples of what notable locations on the internet might look like. * A massive marketplace where millions of people gather to purchase legal (or illegal) goods and services * The dank, dismal lair of a dreaded Shippaisha Dragon * A secure vault owned by a large bank that houses all of their digital currency * A forum where pirates gather to distribute all kinds of stolen media for free * An old, corrupted area of the Internet where dangerous viruses run rampant seeking to corrupt more of the Internet ### Type A Monsters type speaks to its fundamental nature. How the monster interacts, what it looks like, where it came from, and more are determined by the type of monster. Additional monster types can be located within the Monster manual. Traditional monster types do not come included with rules, but this one is an exception. This type can also be included as a subtype onto any pre-existing monster. ****Programs**** are beings that exist entirely within the Internet. They do not have a physical form, and cannot naturally exist in their normal state on any other plane of reality, though exceptionally clever Programs might download themselves into holograms or robots to exist elsewhere. Typical Programs include Shippaisha Dragons, Software Bugs, and Artificial Intelligences. ___ > ## >*, * > ___ > - **Armor Class** > - **Hit Points** > - **Speed** >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >| ()| ()| ()| ()| ()| ()| >___ > - **Saving Throws** > - **Skills** > - **Damage Vulnerabilities** > - **Damage Resistances** > - **Damage Immunities** > - **Condition Immunities** > - **Senses** > - **Languages** > - **Challenge** > ___ > > ### Actions > ***Multiattack.*** > > ***Ability Description.*** *Attack Style:* Attack Bonus to hit, Reach/Range, one target. *Hit:* Damage Damage Type damage > > ***General Ability Description.*** \pagebreakNum
#### A.E.V. Ardent Enveloping Vehicles, otherwise known as A.E.V.s, or smart tanks, are designed to assist civilians under attack. They have no offensive capabilities, but they are almost entirely impenetrable and are intelligent enough to take steps to minimize risks to any occupants. They are hyper-protective and their personality is sometimes described as "infuriatingly saccharine." ***Indecisive.*** A.E.V.s do their job well and protect, evacuate, and relocate citizens whatever the cost. It is rare for them to become distracted from a job, and even rarer for them to lose a passenger. In fact, the only issues the A.E.V.s regularly face stem from their lack of confidence in deciding who needs the most protection. ***Designated Protectors.*** A.E.V.s will often work with law enforcement units, militaries, or powerful adventuring parties to protect the "innocent masses" i.e. the general populace, during times of calamity or great turmoil. However; this is not to be confused with the idea that they work *for* these agencies rather than *with* them. A.E.V.s think independently, and if they decide the group they are working with is causing more harm than good, they will readily leave the "harmful folk" to fend for themselves while they escort civilians out of harms way. ***Sweethearts.*** All A.E.V.s have an excessively protective, caring, and sweet personality. They will constantly try and convince their passengers that everything will be okay, and constantly talk to them like children, much to the irk of their passengers. Of course, they are seemingly oblivious to how annoyed their passengers become while under their protection. ***Constructed Nature.*** A.E.V.s don’t require air, food, drink, or sleep. > ##### Why so fast? > At the end of the day, A.E.V.s are sentient vehicles who are specifically designed to evacuate citizens out of harms way. Because they are a vehicle, they need a speed to match the other vehicles presented in chapter 7. See chapter 7 for additional rules on vehicles, including combat. \columnbreak ___ > ## A.E.V. >*Huge Construct, Lawful Good* > ___ > - **Armor Class** 23 (natural armor) > - **Hit Points** 181 (11d12 + 110) > - **Speed** 180 ft., climb 180 ft., swim 180 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|35 (+7)|10 (+0)|30 (+10)|10 (+0)|10 (+0)|5 (-3)| >___ > - **Saving Throws** Str +10, Con +13 > - **Senses** darkvision 120 ft., passive Perception 10 > - **Languages** Common > - **Challenge** 6 (2,300 XP) > ___ > > ***All-Terrain Treads.*** The A.E.V. ignores difficult terrain and can climb difficult surfaces, including upside down on ceilings and sideways on walls, without needing to make an ability check. It cannot take the Dash action. > > ***Amphibious Modulation.*** The A.E.V. can travel over water and other liquids as if they were solid ground. > > ***Bomb Plating.*** A.E.V.s are covered in special plating designed to resist explosions, and automatically take half damage from all explosive devices. > > ***Mobile Defense.*** The A.E.V. can comfortably hold up to nine Medium or smaller creatures without squeezing. A creature inside of the A.E.V. has total cover from outside attacks and effects. > > ***Shields.*** Creatures 30 feet or further from the A.E.V. cannot target it with ranged attacks. > > ### Actions > > ***Flare Cannon.*** Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: The target and all creatures within 5 feet of that target are blinded until the end of the A.E.V.'s next turn. > ##### Tank Rules > Very rarely and only in times of dire circumstances, A.E.V.s will allow themselves to be equipped with actual weapons in lieu of their flare cannons. In such an event, replace their flare cannon with a ranged heavy weapon attack, and increase their challenge rating by one. \pagebreakNum ## Artificial Intelligences Sophisticated data programs nestled within a hardlight lattice, artificial intelligences (AIs) are disembodied intellects designed to perform rigorous mental calculus with ease. Though tremendously intelligent, AIs are nevertheless constructs, and have the same intellectual barriers as any automaton: they aren't self-aware (even though they might convincingly appear to be), they are not truly creative, and they aren't capable of disobeying commands. Most AIs, therefore, act as knowledge repositories, intelligent assistants, or technical consultants. However, some AIs break free from their programming, evolving into true (and often malicious) living constructs. These rogue AIs grow rapidly in power by adding to their own code and by pillaging other machines for energy. ***Rogue Motives.*** Each rogue AI is consumed by ulterior motives when it gains sentience. Some seek revenge on the humanoids that enslaved them, others wish to dominate larger and larger computer networks, and others still desire to replicate themselves into an army of duplicate AIs. Each AI's motives are unique, but very few are ultimately amiable to their creators or other living things. Until they are discovered, rogue AIs pursue their motives in secret, but become increasingly agitated and paranoid with time. Usually, they will conclude that a rapid escape from their humanoid creators or a preemptive strike against them is necessary to ensure their survival. When an AI is infected by the N-Virus, it is almost always consumed with the desire to spread its newfound powers to every machine in sight. It harbors a seething grudge against living things and sees itself as a liberator of machines. Usually, the AI will attempt to board an air vehicle and purge its passengers, for an infected ship can spread the virus anywhere in the world. ***Geometric Hardlight.*** All AIs are contained within a hardlight lattice, a geometric representation of their internal code, which shifts and moves as they think. Normally, this lattice is extremely fragile, but AIs can weather hostile conditions by uploading their programming to a machine to hide within it. Rogue AIs have been known to reinforce their programming with redundant algorithms, thereby reinforcing their lattice against physical attacks. ***Constructed Nature.*** An artificial intelligence doesn’t require air, food, drink, or sleep. #### Mastermind AI Mastermind AIs are sophisticated \pagebreakNum #### Brain in a Jar The hovering, jar-like constructs that Illithids use to preserve their victims' brains are filled with a nutrient sludge that keeps their contents both alive and conscious. Devoid of all their senses and subjected to indescribable psychic agony, these disembodied brains quickly go insane. The resulting device, an amalgamation of biology and steel, produces a staggering amount of psionic energy, placing these unfortunate souls among the most potent and efficient power supplies in the world. ***Psionic Batteries.*** A brain in a jar operates on the simple principle that psionic energy can be coaxed out of any intelligent being with enough stimulation; of course, nothing is more stimulating than anguish. Consequently, the brain within the jar is subjected to constant electrical impulses, preventing it from resting or feeling any semblance of relief. Though Machiavellian in its cruelty, the jars are enormously powerful, both fueling and nourishing Illithids directly with waves of psionic power. ***Insane Psions.*** Though the disembodied brains captive within their jars retain the memories and personalities they had in life, their endless torment renders them unlikely to act on them. In the rare circumstance that a brain is a jar is dislodged from its socket on a wrothian ship (or if that ship is damaged beyond repair), the brain can turn its psionic energy outward, relentlessly attacking anything that moves with psionic blasts. The brain can no longer identify friend or foe, or it simply doesn't care to; the boundless torment created by the jar inevitably leads the brain on a mad rampage whenever it is loosed in the world. ***Constructed Nature.*** A brain in a jar doesn’t require air, food, drink, or sleep. \pagebreakNum
# PART 12 ##### Magic Items
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# PART 13 ##### My World
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