# Table of Contents
### Chapter 1
#### WHEN WORLDS COLLIDE: YOUR WORLD
- A Creation Story
.............................................................................................4
- Hyper
.............................................................................................5
- Modern Faith
.............................................................................................5
- Corporations
.............................................................................................8
- Quartra
.............................................................................................10
- Klik City
.............................................................................................10
### Chapter 2
#### LONG LIVE THE NEW FLESH: AUGMENTATION
- Cybernetics
.............................................................................................15
- Cyberware
.............................................................................................15
- Augments
.............................................................................................16
- Illegal Cyberware
..............................................................................................18
### Chapter 3
#### BIG IRON: WEAPONS AND ARMOR
- New Weapon Properties
..............................................................................................20
- Special Weapons
..............................................................................................21
- Weapons
..............................................................................................21
- Weapon Producers
..............................................................................................23
- Weapon Descriptions
..............................................................................................24
- Firearm Ammunition
..............................................................................................26
- Armor and Shields
..............................................................................................27
- Illegal Weapons
..............................................................................................28
- Grenades
..............................................................................................28
- Illegal Firearm Ammunition ..............................................................................................29
- Proficiencies and Weapon Rules ..............................................................................................29
- Alternate Starting Equipment ..............................................................................................30
### Chapter 4
#### TAKE ME OUT: EVERYDAY SHOPPING
- Day-To-Day Gear
..............................................................................................33
- Gear Descriptions ..............................................................................................34
- Food, Drink, and Lodging ..............................................................................................37
- Tools
..............................................................................................38
### Chapter 5
#### WE ARE THE THREAT: THE MANY FACES OF KLIK CITY
- New Skill
..............................................................................................42
- Backgrounds
..............................................................................................42
- Feats
..............................................................................................43
### Chapter 6
#### THUNUDERKISS: Travel
- Vehicle Rules
..............................................................................................46
- Land Vehicles
..............................................................................................46
- Aerial Vehicles
..............................................................................................47
- Water Vehicles
..............................................................................................47
- Vehicle Manufacturers
..............................................................................................47
### CHAPTER 6
#### One Big Beautiful Sound: Magic
- Spell List
..............................................................................................50
- Spell Descriptions
..............................................................................................52
> ##### Currency of Klik City
> The currency used by Klik City and the colonies at large is the Universal Token (or more commonly, UT). One UT is equal in value to the Gold Pieces of old. Universal Tokens are commonly placed into a bank and are not concretely felt. A single UT can be divided to pay for things such as food, drinks, lodging, and some services. .1 of a UT is equal to a Silver Piece .01 is equal to a Copper Piece.
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# Chapter 1
##### When Worlds Collide: Your World
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#
The world itself is called Zenn. That is the name of the planet. On this planet there are a great many continents and a greater many cities, states, and territories each inhabited by a number of different peoples from storybook tales: Elves, Dwarves, Dragons, Orcs and Ogres, Goblins and Hobgoblins. These creatures were created almost as a swill of cruelty and a desire to dominate one another taken into the mouth of a god and spat out onto the sphere of water and soil called Zenn. Greater than the number of people is the of lives that lost over the many fleeting things of life. Money, power, land, hate, love. These are all things fought over by man. Possibly the greatest blunder of mankind, a radioactive pit of their own selfishness, saying, "If I can't have this, no one can!" sits as a wreck some five-hundred miles north of where our story takes place. That smoking wreckage is not habited by any creature beyond monsters and fiends that thrive in the radiation. That pit was once a city called Vinmor.
Let not one think that since the year is 4437 that everything is discovered and charted. While much of the world is technically known, scanned by countless blinking satellites and aircrafts, the magic in this world and the countless criminal and villain elements have made the world an infinitely explorable place that almost seems to regenerate its elements, the treasures and dangers that adventurers seek and have sought out for millenia. It's almost funny, how the new cities emulate the kingdoms of old.
That being said, we are in a future society (at least relative to the world you're used to) that functions in a similar capacity to the aforementioned world we are used to. There is an internet, there are presidents and prime ministers, there are motor vehicles and highways, there are police and fire departments, and there are many more things that we are very used to. However, and this may be simply from the amount of time that has passed and all of the power that some entities have been allowed to accumulate, but countries are relatively weak and there is much "international lands" between them. The real power is held by the major corporations, companies, and businesses. These hydras of consumerism and rampant and unchecked economic growth operate almost as grandmasters moving pieces and pawns around the world to best suit their interests (whether that be slaughtering whole towns that they accidentally contaminated with toxins or assassinating politicians to back and instate ones they have in their pockets), these corporations are the true driving force in this world.
The bleakness of this world has been attempted to be remedied, or rather coped with, by a new wave of escapism, materialism, and hedonism. Everyone loves money, clothes, sex, booze, and drugs and all those things are in abundance as corpos (corporate workers, often referring to those higher in the corporate ladder. Those who are in lower positions are often called Corpo-Rats which is a play on the word "Corporate") allow vices to run rampant to keep the poor poor, and the rich rich. In this world where humanity has left the eyes of many there arises a new profession that more and more people are turning to
regardless of the derision that they may be met with by the public, the law, the suits. Those people go by many names: mercenary, punk, fixer, shadowrunner, solo. But here in the
neon hellhole they are called one things more than anything else: Madcap. They are called this for the high turn-over rate, the high danger, and just the exhilarating high that comes from one of the most dangerous jobs in this neo-infernal land we call Zenn in the year 4437.
## A Creation Story
> “Every good story-teller nowadays starts with the end, and then goes on to the beginning, and concludes with the middle...”
>
> Oscar Wilde, "The Devoted Friend", 1888
To show you the end of this story would be a task best left to those of the far-flung future. As of now it seems as though this world knows not of the end. It would seem as though any departure from this cyclical state of being the world has entered into would be completely alien and foreign in concept. The world now is a cycle of being stepped on and over, rising up, and becoming the very thing that stepped on and over the one who rose up. That is the nature of this world. But industry spends all its life trying to beat and tame nature, maybe you shall be the one to finally do so.
Since I can scarcely fathom bringing the end to you, I shall take you to the beginning, to the very dawn of the universe and all life in it. The beginning of the universe takes place amidst a vast landscape of grey dust. Dunes, plains, forests, beaches, and seas all made of this same fine powder simply formed into shapes of facsimiles of a world it does not know. Then, with no applause, no uproar, no fanfare, and not even an ounce of show, a being of pure magic and divine energy was formed. This figure, clad in glimmering white armor and bearing a long cape as the night sky stepped onto the grey dust and as he did the magic that made up his being seeped into the land, forming that small space into a proper portion of the world we inhabit. The King Everything began his stroll of creation. No one knows how long that stroll was, it may have been mere seconds, possibly thousands of years, an eternity, a never, or it is still happening. This walk first began in a peninsula in the north-eastern part of a continent that would go on to be known as Quartra. That one space where the King Everything touched down, in the year 1455, became the sight of one of the world’s most famous, sought-after and great nations: Vinmor.
As I mentioned earlier, Vinmor was a key figure in the world. Vinmor’s locale held in it a higher concentration of ambient magic. Because of the high concentration of magic in the area, Vinmor’s area’s people were born with larger ties into world-shaping events and empires. Vinmor produced Heroes. And everyone wants Heroes. Due to the great worth these people hold, Vinmor became a melting pot of peoples and kingdoms who all wanted to control it, have a stake in it, and have people there. The kingdoms remained mostly peaceful (surely due to Vinmor’s impressive military and incredibly powerful populus) and Vinmor remained a neutral city-state tucked away on the Peninsula of Creation.
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The city continued on normally, advancing at a steady rate and growing prosperously under the rule of a series of kings and queens (with a few darker periods following attempted invasions by some rogue elements).
Eventually Vinmor gave rise to what later was known as the First Arcane-Industrial Revolution in 1766. This period of time brought speedy and plentiful advancements in technology and magics. Factories were born, companies both big and small, weak and mighty began to arise and people began to work in the more modern world. Still, Heroes were needed and many went on to form their own businesses and ways of living.
And thus began the Renaissance II, considered to have started in 1789 and ended in 1804. These times were great and peaceful, bleeding into what became the beginnings of the truly modern world. Soon, however, other countries caught up and wars began to happen. These wars resulted in new technologies being created. Most notably were grand explosives, and chief among all of them (at least back in 1840) was the Neutro-Fission Bomb, an explosive made of magic and technology that scorched the earth and decimated the land with radiation, lingering curses.
People began moving to Vinmor in greater and greater numbers starting somewhere around the ‘60s, other countries began advancing around and modernizing, increasing pollution and weakening magic (shortening the lifespans of many of the longer-living races and thus making the world easier to manipulate). Tensions were rising for Vinmor. After decades of increasing stress, wars began. Blood stained Quartra’s soil, viscera littered fields, and here soon fighting broke out in and around Vinmor itself. In 1982, the Neutro-Fission Bomb made an appearance once again in the field of battle, and it dropped on Vinmor. No one knows who did it, why they did it, or where they may have been. Countless theories have raged on about the event but all have quieted and been all but forgotten now.
Fighting over that area slowed starting in the mid-eighties. Small skirmishes and conflicts remained even into the nineties, but those were hardly ever over the land itself; the terrain abound the ruins of the city left scarred and destroyed. Soon, in 1992, refugees from Vinmor banded together and set off south along the coast, determined to start their own nation. These people were known as the Klik Emigrants and they founded a small, modern nation named after their collective. This city, Klik, was unknowingly founded on another area of high ambient magic, some displaced by Vinmor’s destruction. This made the city develop at an alarming rate. Soon, Klik was no longer a town, but a city, and its name changed with it.
The beginning of the forming of the present day Klik City began when the city started to feel pressured by other countries around, as such the government began looking for more armaments for their troops. A deal was struck with the leading producer in military technology: CAU Industries. CAU, standing for Corrin, Aly and Ulysses (the three founders of the company), began to drastically increase the scope of their operations. They began producing armor, then clothing for off-duty security and soldiers, then vehicles. Gradually they also began to amass an army of their own. This allowed CAU to be among the first of the corporations to have its own private military, a Corporate Army.
And thus began the exponential growth through takeover and force of not just CAU but all of the intercontinental (some even interplanetary) corporations.
Some one-hundred years after the fall of Vinmor and the rise of Klik City something new was found, a wholly new element with power and potential hitherto unseen by anyone. An age of unprecedented growth, power, and greed was on the rise and Hyper was at its core.
### Hyper
Hyper is a substance discovered and mined from within the irradiated ruins of Vinmor. Hyper itself is a very strange material that literally glows with a warm pale green light. It has a great amount of applications and uses in magic, technology, and psychics. Hyper is a highly valued substance that increases one's magical abilities and allows for near limitless energy while it is still alive. It exhibits many traits of a highly radioactive material while not being anywhere near as much of a safety hazard. Hyper is what allowed for space travel to become more commonplace and for industry to soar. When formed into a structure that can be used as a spellcasting focus it allows for greatly enhanced magic strength for the time it remains live (which is admittedly not very long at all). Due to its short lifespan it is often used in the form of a material (commonly ingots or small nuggets or chips) to let all of its strength out in a short moment for great power, but due to its rarity this is a highly expensive practice to partake in.
### Modern faith
The modern world is home to several different faiths, polytheistic, monotheistic, animistic, and supernaturalism. In the days of yore many, many were practiced and even more gods were revered and worshiped (some of which will be listed below) though many have been forgotten, their followers persecuted and shunned. Worship of what are sometimes called the "Gods of Old" is relegated to the outskirts of society though these practitioners of old religions still exist however much they hide their faith to the ways of their forefathers. Those old gods mentioned below are simply some of the many deities worshiped by many different peoples who reject the modern religions, countless exist beyond these listed and you are encouraged to work with your GM for new gods or to see which are not mentioned here.
Many of the modern Clerics, Paladins, and Warlocks either hide their faith or it is said to be other forms of magic by the population at large. Those who are open about their faith and belief of the Gods of Old or the direct involvement of some of the other gods are written off as religious zealots and loons.
Since the gods have largely retreated from the world and their influence is much less directly felt many even go as to forget, not believe in, or just have an apathetic attitude towards the divine and the profane. Atheism is a religion, or rather a lack thereof, that is very common (arguably more so than Wentianism which is mentioned later) and perfectly acceptable by the modern world.
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In the modern world the most prominent religions are Ulism, (the worship and reverence of the King Everything, who's name was translated as Ulyae in some older language and seeing any other gods or divine beings as either false gods or simply nonexistent), Triumviratism (The worship of the gods Mekael, Ulyae, and the Nameless Fleshgod as the three main forces of order, creation, and destruction and chaos), and Wentianism (a form of ancestor worship that incorporates much regard for nature spirits and a great and expansive pantheon of gods that tend to be much more limited than other religions and are commonly territorial or ethnic). In more recent times direct contact with the gods is an almost unheard of thing, with the gods (if they communicate at all) speaking through thoughts in one's own mind or what would appear to be completely random circumstance and entropy.
| Deity | Province | Suggested Domain |
|:---:|:---:| :---: |
| Colloct | Law, Order | Order, War
| Hone | Commerce, Craftsmanship | Forge
| Jur-Ohfe | Assault, Cruelty, Domination, Sadism | Order, War
| Leshy | Contest, Nature, Lycanthropy | Nature, Order, Peace, War
| Mekael, Our Lady of Order | Order (in Ulism); Metalworking, Machinery (in any other religion she appears in) | Arcana, Forge, Knowledge
| Namera | Decay, Fungus, Rot | Grave, Life
| The Nameless Flesh God | Life (in Ulism); Bodies, Chaos, Flesh (in any other religion they appear in) | Death, Life, War
| The Raven Queen | Death, Fate, Winter | Death, Grave
| Rrerr | Night, Trickery, Pranks, Cruelty | Twilight, Trickery
| Sation | Birth, Fertility, Love, Lust | Life
| Sivint | Equivalent Exchange, Healing, Medicine | Grave, Life
| Trovir | Rain, Storm, Weather | Tempest, War
| Uigie | Dream, Sleep, Trickery | Arcana, Knowledge, Trickery
| Ulyae *or* The King Everything | Everything (in Ulism); Creation, Magic (in any other religion he appears in) | Life, Light, Order, War
##### Colloct, the Great Justicar
The kind and fair yet stern god of justice, Colloct is revered and loved by his few followers (many taking their lives into the routes of military or police). He serves as a divine arbiter of justice that clearly lays out right and wrong with there being little wiggle room. His word is law, his law is just, his justice is swift and exact.
Colloct is the deity who's knights from long ago birthed the modern judiciary process and ideas. Colloct simply asks that his followers uphold the law of the land they reside in, the idea of a god not dissimilar to Colloct is nearly a universal concept, whether that is because his sway covers many places or that he is just a personification of the ideas held by social creatures is a matter of debate, or rather it would be if Colloct worship was respected in any regard.
##### Hone, Lord of Artisans
Thousands of years ago, if one is to forge a blade for the purpose of selling it or gifting it to another they would begin by casting a gold coin into the forge's flames, an offering to Hone to allow the steel to be shaped into a desirable form. They would say a prayer as they carved the handle, to make it comfortable in the grasp of one's hand. And lastly, they would tithe a few coins from the sale to Hone.
Hone is said by his followers to be the one who brought the art of creation to mankind, and from there commerce was born. Hone is not simply a god of the forge but a god of artwork done with anything used to shape and modify something. He is the god of masons, potters, woodcarvers, and anyone in between.
##### Jur-Ohfe, the Profane Ravager
Jur-Ohfe is the god of domination and sadism as well as violence. Jur-Ohfe is not a god war nor a god battle, he is solely a god of hurting others. He is one who finds enjoyment in the suffering of others. Jur-Ohfe is said to be the first one to commit many of the atrocities that mankind is known to do and any further were inspired and created from his influence. Jur-Ohfe, the Grandfather of Rape revels in all wars solely for the civilian casualties and those defenseless people killed.
##### Leshy, Warden of Nature's Contest
A wolf and a deer both run the same direction at full speed, the purest race imaginable. They run for their lives and they run with all they have in their bodies, that pleases Leshy. Leshy lords over the natural world and the beasts within it. The four-legged creatures that eat the grass, the predators that stalk in the bushes to hunt, the insects making nests and burrows in trees. Leshy enjoys and appreciates any form of contest, seeming to be one of the more personified of the deities who loves to play games and engage in competition
##### Mekael, Our Lady of Order
Mekael is regarded as the mistress who brought forth order and started civilization. After man was created in a primal and selfish nature, she gave humans the desire to form communities and create civilization.
Mekael is one who seeks to have utmost control and order, having her influence spread by mankind through its creation and harnessing of the land. Mekael is at constant odds with the Nameless Flesh God who wants all of the intelligent life to live as animals tainted by selfishness and the poorest aspects of being alive.
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##### Namera, Queen with the Mycelium Crown
Namera is chiefly the goddess of all things that have to do with rot, decay, and fungus. She is not a god of death but one of rebirth who's followers ponder on the enjoyment of life and how its futility is one reason to go and live and do deeds. With Namera comes the effects that certain fungi has on one's mind. Namera is a god who, by nature, does not favor long-lasting things. She does not despise civilization but she has a measure of distaste for it and this comes for an almost pity for humanity and its structure. She loves her followers with a strange melancholic embrace for she knows they can never live in her dream of a world in constant change and rebirth.
##### The Nameless Flesh God
This one was said to be the one who created the races that populate the world. The Nameless Flesh God is a being without sex and without much compassion, they seek to live and encourage those around to live in a way that is pure and animal. The Flesh God is one who embodies all of the problems with being an intelligent creature. It was said that in their spite they created mankind in the forms of men and women in an effort to mock Mekael and Ulyae, the only two other beings and the only beings with gender.
##### The Raven Queen
In the earliest stories, the Raven Queen once overthrew the god of death, and freed the souls that he had been hoarding in his unhallowed palace. When the triumphant Raven Queen was confronted by the gods, she rebuked them, only to be coerced into accepting the mantle of goddess of death. But these legends are largely held to be apocryphal. Most scholars agree this was the thinking of an earlier edition of sages. Now most agree the Raven Queen has entirely different origins. The Raven Queen is said to be a great elven sorceress, whose name has vanished from history. This sorceress watched the destructive conflict between two gods. In this bitter dispute, the elven peoples were being torn apart by the deities. It is her ability to manipulate the souls of the dead that makes her a mysterious force. The Raven Queen represents neither law nor chaos—nor good or evil, and many powers believe her to be a meddler from her perch astride the river of souls. And they’re right: on occasion, when she spots a soul that interests here, whether because of the potential of the soul, or some other inscrutable reason, she will send her ravens out to flock around the soul and pull it to her.
##### Rrerr, The Trickster Moon
Rrerr is a being of alien nature who seeks to sow discord and confusion. Rrerr is a being of pure enigma who plants seeds of doubt and secrets everywhere his followers go.He is often characterized and depicted alongside the moon in someway, taking the light of the illuminating sun and shining it back down to everyone in an altered and distorted way, but it is the same light and that is undeniable. Because of Rrerr's alien nature and the chaos he brings, many of the jokes he plays would be considered far from ethical by mortals.
Rrerr delights in torment that would be of little to no consequence for immensely powerful beings that he would concern himself with but would very quickly end the lives of any mortals on the receiving end, and this is something that is well known but uncared for by some of his more devoted followers. Rrer is a creature that views all mortals almost as lab rats, or a closer comparison might be of ants scurrying under the magnifying glass of a child giddily watching them scurry as the sun ignites them.
##### Sation, Womb of Man's Birth
Sation is one of the oldest goddess. She is one who's story conflicts with other creation stories. She is said to be a being of life and of fertility from who's womb sprang forth all life and all things with life. In addition to a goddess of life and love she is a deity who desires signs of love and of marriage in both the act if becoming one in holy matrimony and in the act of becoming one in flesh, the latter being incredibly prevalent in her followers and not to Sation's chagrin. She gives magic and powers to those who revere her to allow them to prolong life and allow them to continue living. Sation weeps at mankind, seeing that no mortal could ever love them in the way Sation loves the mortals she birthed. Her concepts and ideas of love are purely alien and unable to be comprehended by us.
Love in the way of becoming one flesh is called sex to us, to her it is the act of literally becoming one being. The act of becoming one being is the closest thing to her and the most pleasing thing to do for Sation.
##### Sivint, the Trader-Surgeon Deity
A being that exists not in good and evil but in fairness, Sivint is the great trader-surgeon. She is one who assists and heals any who meet her. Sivint is the patron of surgeons and of doctors as well as healing mages. She is a being that believes wholly in equivalent exchange. Effort and time to learn the body in exchange for expertise in knowing how to treat it, stress and work to cut into a body in hopes of fixing it in exchange for a prolonged life and swift recovery, or in the most literal sense, an exchange of one's own body parts for more time.Sivint is a cold being and many of her followers get an amount of coldness from their work. Sivint's followers are often found in the most dire of situations, trying to do work in places where it is needed most, not out of kindness but out of a simple desire to equally exchange their time, skills, effort, and bodies for the sake of fixing something that is broken rather than healing someone hurt.
##### Trovir, The Three-Headed Weather God
Trovir of oft depicted as possessing multiple heads. Each one is locked into a different emotion and spews forth a weather created by the words of that head. An angry mouth speaks into being the violent storms and whirlwinds that bring destruction, the downtrodden and defeated head allows frozen tears and hopeless words to freeze the ground and winter to take the land, while a beaming and bright smile allows rays of sunshine and a hearty laugh lets spittle fly as fat raindrops to allow for new growth.
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Trovir is a god that is said to constantly bicker with himself, split between his three selves. It's said that Sivint is responsible for his having of three head following a violent fight with another god, Sivint was the only one who could restore Trovir to health but in doing so used three skulls that brought his multiple heads. Trovir is regarded as the origin point of all weather, born from the union of a god of sun and the goddess of the sea.
##### Uigie, The One Who Lays On Pillows of Stars
Snoring and sleeptalking secrets of the aether and ideas not meant for mortals, Uigie slumbers away. Uigie is not always sleeping, he wakes from his slumber to impart knowledge and ideas to mortals, serving sometimes as a messenger and intermediary between gods and mortals. Uigie speaks through dreams and thoughts that fade quickly in the moments of waking. He works alongside others to drive mankind forward into the unknown to see what more they may do. Not much is known about Uigie himself, he is often linked in some way to Rrerr in a myriad of ways. Uigie is sometimes depicted as a spouse to the Trickster Moon and at other times almost as a strange being that exists in and of Rrerr but separate from.
##### Ulyae, the King Everything
A pristinely armored king with a flowing cape like the night sky, Ulyae is unmistakably a creature depicted like a hero. Ulyae is said to have been the one to create the world and either serve as an impartial overseer or as a merciful and good ruler who deeply loves all those who live. It was said that at one point he became as a man, born unto a virgin woman, who sought to bring goodness and light to man's eyes after they became clouded by time infinitum since their conception.
Ulyae's sole worship has become the prominent religion in the world following domination by several kingdoms regarding the Incarnation of their god as a savior figure and one who sought to bring about peace and love for all before being executed by impalement which resulted in the symbol for the religion being that of a tree. Soon following the death of Jehove the Savior he was resurrected to bid the followers he had found adieu and to tell them to go and spread his word and to do works in his name.
## Corporations
So it was, our beloved corporate gods claimed to have created this horrid world we live in. A landscape where money and greed flows in the suited men and women just as much as the blood in their veins. Here will be some details and names of the abhorrent companies and megacorporations that will preside over us as masters in the 45th century.
##### CAU
Corrin, Aly and Ulysses is one of the key figures in the world. CAU produces relatively cheap weapons that are typically of excellent reliability. Since corporations require firearms if they don’t produce their own, the other corporations need to keep the armament producers afloat.
CAU may not be the only one, but they have plenty of deals with other companies, paramilitaries, and some nations’ Armed Forces. Though its largest source of income is Quartra, CAU can be found nearly if not everywhere on Zenn and even in several larger off-world colonies and stations.
Established: 2011
**Primary Focus:** Arms production, vehicle production, military/paramilitary contracting
**Headquarters:** Idol, Warsh, Quartra (A mid-sized country on Quartra located nine-hundred miles west of KC)
**Current Leader(s):** William Youn (a human man aged 64 years old)
**Number of employees:** >680,000
**Valued at:** 3.4 Trillion UT
##### Echan Security and Arms
One of CAU’s major competitors, this corporation does much of the same as CAU. Echan’s presence on Quartra is severely limited when compared to many other groups and companies though they remain incredibly powerful. Echan weapons typically have more technologically advanced components and engineering while also carrying a hefty price tag. ESA focuses much more on quality than quantity it would seem but a single cent to them is as the total amount of money a family would make across their entire life and the lives of their children. Echan’s private armies are arguably more skilled and better equipped than many many others’ while remaining at least one figure smaller.
**Established:** 2003
**Primary Focus:** Arms production, vehicle production, military/paramilitary contracting
**Headquarters:** Marsha, Thankk, Vern (a country in a continent to the East of Quartra)
**Current Leader(s):** Lee Forn (a Half-Elf man aged 75 years old)
**Number of employees:** ~456,000
**Valued** at: 2.9 Trillion UT
##### Genetic Linear Technology Inc.
GLTI (or GeneTECH) is one of the largest researchers of genetic science. Dedicating much of their time to analyzing the genomes and data that makes up everything alive. Genetic first arose after several epidemics spread the world over. After helping to develop treatments and vaccines, they began to grow larger and move into general research (sometimes alongside Ag-Inc.) and development of new genetic treatments.
**Established:** 4211
**Primary Focus:** Genetic Research, modification, etc.
**Headquarters:** Velshavan, Wanye, Quartra (a country one-thousand-five-hundred miles south of Klik City)
**Current Leader(s):** Tomanas Bahn (a Tiefling-Human aged 51 years old)
**Number of employees:** >50,000
**Valued at:** 1.5 Trillion
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##### Glittering General
Everyone, and I mean each and everyone, owns one thing with at least one part from GG, be it their washing machine nearing scheduled obsolescence, one of the cameras in their smartphone, the oil pan for their rustbucket minivan. GG as an entity is less of a single company and rather a conglomerate of divisions all subservient to the Glittering General name.
**Established:** Origins unsure
**Primary Focus:** N/A
**Headquarters:** Multiple HQs
**Current Leader(s):** Shevcovan Ephen (a half-dwarf man, age 126 years, leading the motor division), Andolan Sevena (a Tiefling woman, age 48 years, leading the electric division), Griffith Tylv (a predominately orc, mixed-race man, age 62 years, leading the aviation division), and more.
**Number of employees:** ~300,000
**Valued at:** 3.7 Trillion
##### Industrial Agriculture Inc.
Industrial Agriculture Inc. (or Ag-Inc.) is the tip of the spear into bioengineering of plants and animals as well as technologies to better increase the efficiency needed by the Agriculture Industry. Ag-Inc. is also the patent holder for the bioengineered plant used to produce 78% of the world's Biobutanol, as such they are a necessary corporation at least as of now.
**Established:** 2410
**Primary Focus:** Bioengineering, Farming technologies
**Headquarters:** Chench, Cevil, Vern (a country in a continent to the East of Quartra)
**Current Leader(s):** Kenk Rond (a half-goblin man, age 38 years)
**Number of employees:** ~23,000 (~38,000 if you include the farmers on the
company’s payroll)
**Valued at:** 1.7 Trillion UT
##### The Iwashima Corporation
Iwashima is the third of the major security/military firms and corporations. While Echan focuses on quality and CAU tries to strike a balance, Iwashima focuses much more on swarm tactics and a frightening scope and size for all of their operations and militaries. Iwashima is incredibly traditional and remains one of the only companies still tied to blood and lineage. This corporation is run almost as a dynasty or kingdom rather than a business entity.
**Established:** 1778
**Primary Focus:** Arms production, vehicle production, military/paramilitary contracting
**Headquarters:** Ember City, Hokran, Eve (a continent far to the east of Quartra)
**Current Leader(s):** Tame Iwashima (a human man aged 37 years old)
**Number of employees:** ~840,000
**Valued at:** 3.3 Trillion
##### MageTech
A corporation that capitalized on the integration of magic and technology on a military level.
This company came about quickly in a union of Artificers that tried to begin making their own technologies and over time they simply grew larger and larger, becoming a component of warfare among the modern spellslinger. Due to magic dying out from the time and training it needs being longer than how long it takes to be trained with technology MageTech is not as profitable or as powerful as some companies such as CAU, but they are nonetheless highly formidable.
**Established:** 1820
**Primary Focus:** Magic’s application in weapons and warfare.
**Headquarters:** Chovin, Warsh, Quartra
**Current Leader(s):** Andronas Crand (a Wood Elf man aged 55 years old)
**Number of employees:** ~19,000
**Valued at:** .8 Trillion UT
##### Mae & Roll Pharmaceutical
One of the leading pharmaceutical companies around, Gold Standard has their fingers in almost every branch of medicine; they’re also known as one of the most political corporations. M&R (often pronounced “M-N-R”) often lobbies for or against the legalization, criminalization, and government oversight of drugs and medicine that will be used in the medical field or used by individuals themselves.
**Established:** 1851
**Primary Focus:** Drugs and medicines
**Headquarters:** Feé, New Sophi, Quartra (a city eleven-thousand miles to northeast of Klik City)
**Current Leader(s):** Donovan Koshopenski (a Halfling-Human man aged 47 years old)
**Number of employees:** ~93,000
**Valued at:** 1.8 Trillion
##### Quill Cybernetics
Quill Cybernetics is one of the leading manufacturers of cyberware, augmentations, and anything interfacing man and machine. This company is one of the many who purchase from CAU, and with good reason. Quill is often targeted by bandits, space pirates and anyone else who likes Cyberware. Everyone loves cyberware.
**Established:** 2220
**Primary Focus:** Cyberware, microcomputers
**Headquarters:** Klik City, Quartra
**Current Leader(s):** Wren Kendel (an elven woman aged 400 years old)
**Number of employees:** ~31,000
**Valued at:** 1.3 Trillion UT
##### Rivers & Sio Co.
A company that makes many of the magic items for regular citizens, this company has been closely tied to MageTech and helps with the continued learning of the arcane arts through donations and supporting the teaching of magical courses in schools and colleges. R&S produces many of the spellcasting focuses of today along with the education materials.
\pagebreakNum
Telescopic titanium wands and rods, synthetic crystals, twigs and herbs encased in a transarcanant (meaning to allow magic energies to pass through easily) epoxy or metals, fully digital spelltablets and more are just some of their most produced items.
**Established:** 2120
**Primary Focus:** Magical items, spell foci, educational materials.
**Headquarters:** Trobaset, Vitro, Quartra (a nation bordering Klik City to the North)
**Current Leader(s):** Kels Curvin (a High Elf man aged 84 years old)
**Number of employees:** ~21,000
**Valued at:** .72 Trillion
##### R.R.R. Medical Response Company
After some time, Klik City´s EMS was privatized and a deal was cut with R.R.R. in order to save the city costs and further push the ideology that greed and money is good, after all ẗhe freer the market, the freer the people.” Whenever this deal was cut, a distant relative of M&R Pharmaceuticals rose into more power in the city, becoming one of the very few uniforms one may see following an accident. However you won't see them wanting to help first, they’ll first be scanning for insurance.
**Established:** 2021
**Primary Focus:** EMS
**Headquarters:** Klik City, Quartra
**Current Leader(s):** Vallery Fitz (a Genasi woman aged 53 years old)
**Number of employees:** 73,000 - 75,000
**Valued at:** 1.2 Trillion
##### Tenday World Banking
TWB is a world-wide banking corporation and agency that controls and backs many of the banks throughout the entire planet and has recently begun to attempt to expand even further beyond Zenn. Tenday has a hold and handles the banking needs of three-fifths of the most profitable megacorporations and is the chosen bank of nearly forty percent of those who live on Quartra. Tenday is a major player in almost every facet of modern economics.
**Established:** 1943
**Primary Focus:** Banking
**Headquarters:** Sevin City, Sevin, Quartra (a small country on the west coast of Quartra)
**Current Leader(s):** Maxwell Fev (a half-goblin man aged 38)
**Number of employees:** ~31,000
**Valued at:** 3.8 Trillion UT
##### Worldwide News Network
W.N.N. is, as you’d expect, a News Corporation that stretches worldwide. With reporters numbering into the thousands, editors, writers, and a whole number of other positions outside of just the regular office jobs.
**Established:** 1922
**Primary Focus:** News and media
**Headquarters:** Klik City, Quartra
**Current Leader(s):** Wren Kendel (a High Elf woman, age 220 years old)
**Number of employees:** ~31,000
**Valued at:** 1.3 Trillion UT
## Quartra
The bulk of the stories told on Zenn will take place on this continent. Quartra is a continent located mostly in the Northern and Western Hemispheres on Zenn. The continent is about six and a half thousand miles East Coast to West Coast and about nine-thousand from Northern Border to Southern Border.
This land has become a place of great action, danger, and adventure from both the arising of Klik City, the discovery of Hyper in the wreckage that once was Vinmor, and for it housing a great number of the most notable cities and states (Klik City, Feé, Sevin, and Warsh) though that may be just the perception of people who live there and others who romanticize the place. However, this continent is greatly powerful just on its East Coast alone.
### The Quartrian Bloc
This organization of forty countries all over Quartra is responsible for the unification of the continent and making sure all goings-ons in this land is copacetic and good. It was founded in the face of rising tensions among teh many countries shortly after the bombing of Vinmor. The QB also monitors trade and threats of war, having many countries there within protecting one another. Klik City is a strange political body in the QB. Klik City is not an official part of the QB but is very much backed and supported due to the stakes of the city and how important it is to the world at large.
## Klik City
Finally we come to the focus. Klik City. This city-state is about five-hundred and some change square miles of towering skyscrapers, dark and twisted streets and constant noise, light, and stimulation. The population of the city is about fourteen million spread in strange clusterings about the city, creating economic, employment, and many housing issues throughout the population that grows ever poorer while the rest remain or grow in wealth. The state was born of the Klik Emigrant. They were a poor bunch and received input and pressure from many econo-political (a term used to refer to corporations whenever they act as political entities in addition to businesses) bodies. As they were supported and paid the corporations tainted the vision and the ideas. That let the place grow like a tumor into the city we now know today. Some of the core tenets of the city still live on. The one above all others is personal freedom and individuality. THe city is inherently selfish and it is encouraged, nay required, that the first thing on one's mind should be themselves. Klik City itself holds little beyond the most basic of laws against hurting others; rape, murder, theft, assault, destruction or property, etc. are all illegal. But a great number of things in the city are decriminalized, some examples being prostitution and firearms in all forms. In the end, the country is seemingly ran by business and greed so the laws are lobbied for and against by people who seek to make more money, which is one of the only reasons the oh so common street drugs remain illegal.
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### Madcaps and the law
Mercenaries exist in a strange place in Klik City. Madcaps themselves are legal but a lot of the jobs they do are legally grey at best. The idea behind Madcap work seems to sometimes be an almost "might makes right" idea. But to that end, the law has become so rundown and laughable that action against any kind of mercenary would be a foolish action. In fact, a lot of more dangerous police work can be contracted out to Madcaps with a simple call to dispatch by an officer. This in and of itself is often a cheaper option than to keep sending officers to a meat grinder, the police being somehow both underfunded and weak in addition to corrupt and overpolicing some areas. For all intents and purposes, Madcap work is considered "legal," while it can be dubious it is nearly never prosecuted.
### The Politics of Klik City
Acting Consuls (4436 Election) - Ster Cana (a Half-Drow, Half-Halfling, age 81, former councilwoman backed by Ag-Inc.) and Jocin Sitte (a Tiefling, age 63, former Judge of the Consuls’ Court)
Klik City is a Representative Democracy (or so it is said) primarily overseen by two governing figures, the Consul Duo and the Council for Klik City. The seats of consul are elected through a simple popular vote held every five years. The Consuls hold equal power and operate as one entity with power that is based on their cooperation with the Council for Klik City. The Dual Offices of Consulship are representative positions within the government that work alongside the Council for Klik City, the Consuls hold the ability to propose laws for approval, enforce laws currently in effect, call laws into question for approval, and appoint public officials (including the Klik City Treasurer, the Judges of the Consuls’ Court, Deputy Consuls, and more).
The Consuls each hold protection tantamount to that of a president of another country. The Consuls are subject to removal from office should the public and the council ever agree that removal would be the best course of action at which point their Deputy Consul (the equivalent of a Vice-President) would take over or another election would be held (should both Consuls be ejected from their position in the government).
The Council for Klik City is a group of 111 officials oft backed by corporations, fellow politicians, philanthropists, and businessmen. The council rules alongside the Dual Consuls and approves and reviews many of the actions proposed or taken by the Consuls.
### Districts and Neighborhoods
Klik City is a very extensive city with many different areas and districts and neighborhoods with all different sorts of cultures and influences, levels of wealth, police presence, and so much more. Here we're gonna have a look at some of them.
**The Board.** The Board is a nickname given to the boardwalk in the northeast. This area has fallen on very hard times.
What once was a thriving tourist and beach experience is now an economically downtrodden area that houses many smugglers, poachers, black markets, and much more.
The area was supposed to be wildly successful, allowing for the rich folk to blow all their dirty money on a great many things while the workers earned next to nothing. But now it is little more than an even more violent area filled with warring gangs and the homeless or those who are nearly there.
**Briteside.** Briteside is the place to be for anyone who likes a good time. Briteside is constantly as light as day from the copious amounts of artifical luminesence with music constantly being pumped into the air. Briteside is also somehow a relatively safe area, at least in comparison to some of the other, rougher neighborhoods. The community there is more focused on getting high, drunk, stoned, and laid than anything else. Briteside is no more than two square blocks set right up against 45th Street (a well known spot for casual encounters and "paid affection"). Briteside is also just a short hike west of Klik's Embers.
**Cross Fron.** An area near to the centermost part of Klik City, Cross Fron is actually a singular street on which you can find many conference centres, hotels, headquarters and business areas. This area is by far one of the most well taken care of, protected (not only by police but by corporate agents and security), and business-centered areas while also being the smallest. The whole of the district is fenced in by massive floating advertisements and skyscrapers but just south in Downtown Cross you can find several high-end restaurants and bars used by meeting places for the rich and powerful.
**High Hills.** Elevated just above the city on the south-western part of Klik City several villas and mansions are seen. They are well manicured and maintained with luxury cars driving in and out of their constantly monitored gates. This area is where many of the non-businessman famous and wealthy make their homes. This area is full of musicians, famous Madcaps, and many others who wield money and reputation as their weapons nowadays.
**Klik's Embers.** This is another area where culture of Eve flourishes and is embraced. The district is named for Ember City (an almost offensive name considering the diversity of those in the district and surrounding areas), a prominent city in Eve in the country of Hokran. The area was made of immigrants and refugees from tough times in Eve and with it brought the traditions and influence to Klik City.
**Smokestacks.** Smokestacks is made of two halves. One half is of endless fields of factories and storehouses (in operation, by business or gang, or not) with, as the name implies, smokestacks that endlessly pump smog and smoke into the skies above. The other half is made of the cheap and mass-produced homes of those workers. Many of the homes in the residential half of Smokestacks are produced or made by the factories so that they can keep their slaves working until they drop.
**Woods.** A larger neighborhood down in the south-central area of Klik City. The area is a place of high crime across most of its southern parts (where the poorest houses and tenants are located). Woods is divided into lower, middle, and upper (southern, central, and northern) which, funnily enough, seem to represent its economic levels in the space.
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Many of the streets within Woods seem to stick together almost like extended families that bond through the horrors of the rampant violence and crime that rages through Klik City.
### Gangs and Criminal Organizations
What’s a man to do when he’s unable to bridge the gap between his life under the rule of the lords of money in their high towers and the high towers he seeks to be in? He turns to crime. Seeking to mimic and create facsimiles of these coalitions. Let me introduce you to just some of the many of those families of criminals.
##### 2econd 2ight Club
An organization that originated from 22nd Street. This group tends to be much more organized and put together, with an almost “fair” seeming code of conduct and rules, but let that not fool you they are just as vicious and savage as any other group. The 2econd 2ight Club is like a jagged and rough dagger housed inside of an ornate and polished case. 2econd 2ight started as a good vigilante group that sought to protect some peoples from the harm of the other gangs and groups, but as generations passed they fell into that den of snakes and became just one serpent among the writhing sea of venomous lizards.
**Established:** 4395
**Primary Crimes/Focuses:** Assault, Extortion, Racketeering
**Headquarters:** 22nd Street Tenement, Klik City
**Notable Member(s):** Opay Frin (an Avariel Elf man, age 150 years)
**Number of members:** 14,000 - 15,000 in Klik City
##### Carpe Diem
A loosely organized group of people dedicated entirely to hedonism and pleasure for one’s self and one’s self above all. This group doesn’t appear to commit as many violent or terrible crimes but they do still commit many. An abundance of the members of the gang are sex workers, drug addicts, and a number of other very worldly things. The gang’s name is derived from a common cruising place for all sorts of people looking for more extreme thrills, the place where this group first began. Carpe Diem has been linked with some cult activities and some truly vicious violent crimes committed by some of the group’s more sadistic members, with there allegedly being some sects that are much more focused on some of the most vile crimes one can imagine.
**Established:** 4402
**Primary Crimes/Focuses:** Drug Trafficking, Prostitution
**Headquarters:** Devil’s Diner in Briteside, Klik City
**Notable Member(s):** Unknown
**Number of members:** 10,000 - 12,000 in Klik City
##### Galan’s Kids
A ragtag group of vicious killers hellbent on exerting their violent will on others through murder, assault, robbery, and unspeakable actions while getting as rich as possible to maintain a life of decadence.
“Isn’t that every gang?” One may ask. The Kids are different. Vaguely militant, very old fashioned, and much more violent than other organizations, Galan’s Kids make sport of the foulest elements of humanoid behavior. The gang refuses most major cybernetic augmentations and sticks to simpler weapons (revolvers, rudimentary automatic rifles and pistols, primitive shotguns). This gang was born of a long ago war near the city-state of Corshivek and holds roots in the genocides of the peoples near. Glanton’s Kids make sure to give the worst deaths and final moments of life they can to the races they deem “less than.” These include Orcs, Tieflings, Minotaurs, Leonin, Satyrs, Centaurs, and anyone with a drop of these bloods in their veins. The gang is composed predominantly of lighter skinned humans (with some partial elves, dwarves, and halflings).
**Established:** 1702 (The military force that would become the gang is created)
**Primary Crimes/Focuses:** Desecration of graves/corpses, Hate Crimes against non-Humans, Murder, Robbery, Sex Crimes
**Headquarters:** Corshivek
**Notable Member(s):** Jackson Lloyd (A human man, age 55 years currently serving four consecutive life sentences in the South OC Penitentiary)
**Number of members:** <7,000 in Klik City
##### The Knife, The Storm, The Silence
Knife, Storm Silence is possibly one of the more positively viewed criminal organizations. This group was born from some of the poorest neighborhoods in the city.
The denizens of those four square blocks were tired of being targeted and brutalized by many of the gangs of the city and so they all banded together and took up arms to defend themselves and push back against the violence plaguing the city. KSS believes firmly in fast, brutal justice and operates officially if they even operate at all. Many people even doubt the existence of this group. If the group does exist they are likely far less organized than many of the others in the city, being closer to an angry mob than a cohesive unit of vigilantes. The only sign that this group even does exist is the presence of their namesake at many scenes of violence against organized crime groups.
**Established:** Unknown
**Primary Crimes/Focuses:** Murder, Threats, Torture
**Headquarters:** Unknown if it even exists
**Notable Member(s):** Unknown
**Number of members:** Unknown
##### Lil' Tet Elg'cahl Ka'lum
The Tet Cartel (as it is known in common) is a Drow-ran drug cartel that dabbles in human trafficking, originally from Parius (the continent to the west of Quartra). The Tet Cartel is known for their swift and efficient way of doing business. They are an extremely powerful group in their home, and while they still have some power in Quartra it is significantly less than they’d like. Overall they’re a relatively simple group in concept and goals, but that is partially what makes them so terrifying. The Tet Cartel is a band of ruthless killers who want to move drugs and live extravagantly and will do whatever it takes to do just that.
**Established:** 3987
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**Primary Crimes/Focuses:** Drug Trafficking, Extortion, Human Trafficking
**Headquarters:** Parius
**Notable Member(s):** Eszra Eg’la (a Drow man, age 623, currently “serving” 112 years in a private Parius prison)
**Number of members:** 13,000+ in Klik City
##### Mankind+
Is a group of fanatical believers in transhumanism and posthumanism. They seek to improve their bodies through cybernetics and gene therapy in order to become physically superior in any way that they can. Much of the hierarchy within the group is based on one’s amount of modification and the deeds they’ve done in the gang’s name, and beyond that those who were modified pre or shortly before birth are seen as some of the most pure and perfect creatures. Mankind+’s primary enemies are Galan’s Kids and And Then? due to them both rejecting a lot of the most state of the art technology. Due to the lack of empathy and mental stability that comes with repeated modification, many of the leaders and high-ranking members display highly sociopathic behaviors and a nearly inhuman capacity for deeds of evil.
**Established:** 4272
**Primary Crimes/Focuses:** Armed Robbery, Forced Cybernetic Modification, Murder
**Headquarters:** Unknown
**Notable Member(s):** Unknown
**Number of members:** 1,000 - 1,700 in Klik City
##### One Way
One Way is a collective of radical political activists aiming to overthrow the government of several key countries in order to replace their systems of government with a socialist state. This group has been known to engage in many forms of protest (violent, non-violent, criminal, and legal). The Way (as they are sometimes called) are seemingly solely politically motivated and seeking to unite the world under their political ideology.
**Established:** 4002
**Primary Crimes/Focuses:** Terrorism, Mass Murder
**Headquarters:** Unknown
**Notable Member(s):** Tevin Gold (Just one of the known organizers and leaders. A Leonin man, age 42)
**Number of members:** 17,00 - 19,000 in Klik City
##### The Silver Tooth
Possibly one of the most overpoliced groups in the world (even among the other “monstrous” races) are the Dhampir and the Vampire. Even in the modern world, these races are seen with suspicious eyes and whispering words. And that isn’t without some measure of earning. Many of the most terrible occurrences in history, massacres, serial killings, conquests, have been at the behest of the bloodthirsty Vampires. Whether or not Vampires are evil is not a topic of debate for this place. This is information on one of the most frightening gangs in Klik City: Silver Tooth. Silver Tooth began as a way for the Pir (the term for the collective of Dhampir, Vampires, and any similar races) to protect one another from discrimination. But over time the group began to resemble a dark, shadowy collective of bloodthirsty monsters from myth and legend.
Silver Tooth is often seen kidnapping or killing in order to harvest materials from peoples to feed themselves and others. Silver Tooth is known for their namesake, all initiates are required to replace their fangs with silver facsimiles or to at the very least cap one, though many high-ranking members will replace more and more as they climb through the ranks of the gang.
**Established:** 2044
**Primary Crimes/Focuses:** Desecration of of a grave, Kidnapping, Murder
**Headquarters:** Klik City, Quartra
**Notable Member(s):** Petrov Darinavo (a Vampire man of unknown age)
**Number of members:** 13,00 - 15,000 in Klik City
##### What’s Next?
What's Next? (or simply WN) is an ecoterrorist organization and gang based in Klik City. AT is disgusted by the modern world and seeks to use violent action to fight back against the pollution of what they see as the natural world. Many of the members lack, at the very least, serious cybernetic augmentations. This group is commonly at odds with Mankind+ and see them as fanatic worshippers of the modern era. And Then has been linked to many celebrities in recent years, extorting and forcing them to push their views and ideas. Many members of AT are practitioners of forms of magic (commonly druidic or elemental) and it has been rumored that many members are lycanthropes which could also explain their distaste for the Silver Tooth.
What's Next?’s name comes from their common mantra and motto, “The world has changed and contorted into something unnatural, what’s next?”
**Established:** 2312
**Primary Crimes/Focuses:** Extortion, Destruction of Property, Terrorism, Mass Murder
**Headquarters:** Klik City, Quartra
**Notable Member(s):** Unknown
**Number of members:** ~10,00 in Klik City
\pagebreakNum
# Chapter 2
##### Long Live The New Flesh: Augmentation
\pagebreak
## Cybernetics
The modification of one's body has gone beyond tattoos and piercings in the forty-fifth century. A full removal of limbs, grafting on of technological instruments, or internal implanting of machines allows for strength and feats that one might consider completely implausible in days of yore. This method of self-improvement has become all too common and accepted, sometimes to disastrous ends.
### Cyberware
As one can imagine, lopping off a limb and having it replaced by a mechanical variation of the lost member can be a taxing and straining process and practice, especially when the new limb has some more experimental features.
Any and all cyberware counts as a magic item for the purposes of attunement. Should one attempt to get more cyberware than they can attune to the surgery will fail and any limbs and money spent on the surgery are lost. You can end an attunement to a piece of cyberware by having it removed via surgery. You can only attune to one of each specific piece of cyberware, and you cannot attune to two different tiers of the same piece of cyberware.
You can refer to the Cyberware List below for a cyberware's tier and cost. Comparisons to magic items are difficult, since the items vary
widely in power and scope even within the same rarity, cyberware tiers are intended to roughly match magical item rarity. Tier 1 cyberware are equivalent to uncommon magic items while Tier 2 are equivalent to rare magic items, and so on.
### Augments
You can only have a maximum of three augments installed at any given time, surgery fails when you attempt to add a fourth. You can only have one of each specific augment. You can find the Augment List later in this chapter
### Cybernetic Neuroexcessus
Anyone who knows anything about cyberware knew this was coming. Since the practice of cybernetic augmentation is so stressful on the body and the mind having an excess of non-biological nerves connected can begin to disconnect one's self from their humanity. This dissociative disorder goes by several names including Cyberpsychosis and its more common name of Chromania (those afflicted being Chromaniacs). Cybernetic Neuroexcessus results in many different symptoms, none of which are particularly liked by anyone. They include lack of empathy, lack of impulse control, requirement of stimulation, delusions of grandeur, sadistic, or homicidal tendencies, dissociation, and psychopathic tendencies.
In the event that a Chromaniac should become violent and be deemed a major threat to public safety the KCPD Tactical Team's Cybernetic Neuroexcessus Response Unit (shortened to the KCPD CNRU or the "Chrome Squad") will be brought in, often through aerial vehicle, to dispatch the threat quickly, violently, and with extreme prejudice.
#### Modification Style
Many often use their bodily modifications to express their internal identities, attempting to make the image of their idealized self a reality through Cyberware. Some may have their pieces custom-made, some people may design and make their own, and others may buy wraps or paint for their Cyberware.
d6 | Style |
|:--------|:-----:|:------:|
1 | **Sinister.** Your modifications are large and bestial, giving you a terrifying form. Common for costumes and novelty pieces for a evil look.
2 | **Beautiful**. The changes you make, are centered around making you more attractive. This style is popular with celebrities and rich folk.
3 | **Crude**. Your enhancements are basic and lack features, only there to serve their purpose. Typically the standard cyberware look before any paint or wraps are added.
4 | **Brutal**. When you upgrade your body, you often mutilate a part of it to make room first. This style is popular with the thugs and toughs of Klik City.
5 | **Covert**. You hide your modifications as best as possible. Most don't notice at first glance. Many people who like an understated modification may choose this style along with those who aren't proud of their cyberware.
6 | **Wondrous**. Your extraordinary and astounding cyberware or wares are open for all to see and often look very extravagant and fantastical.
###### Cyberware
| Name | Damage (When applicable) | Cost |
|:--------|:-----:|:------:|:-----:|:------|
| Bear Knuckles | | |
| *Tier 1* | 2 Bludgeoning | 400 UT |
| *Tier 2* | 1d4 Bludgeoning | 1,500 UT |
| Data Spike | | |
| *Tier 1* | 1d2 Lightning | 300 UT |
| Hook Fire | | |
| *Tier 1* | 1d4 Piercing | 1,000 UT |
| Line Hand | | |
| *Tier 2* | - | 1,700 UT |
| Retractable Blade | | |
| *Tier 1* | 1 Piercing | 500 UT |
| *Tier 2* | 1d4 Piercing Damage | 1, 700 UT
| *Tier 3* | Special | 1,500 UT |
| Tactile Sense Enhancer |
| *Tier 2* | - | 700 UT |
| Canine Teeth Augmentation
| *Tier 2* | 1d4 Piercing | 1,725 UT |
| Cerebral Æthernet Hotspot | | |
| *Tier 1* | - | 600 UT |
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###### Cyberware
| Name | Damage (When applicable) | Cost |
|:--------|:-----:|:------:|:-----:|:------|
| Cranial Microchip Port | | |
| *Tier 2* | - | 1,800 UT |
| Low-Light Vision | ||
| *Tier 2* | - | 700 UT |
| Ocular Camera | | |
| *Tier 2* | - | 900 UT |
| Pain Perception Reducer | | |
| *Tier 2* | - | 800 UT
| Telescopic Vision | | |
| *Tier 2* | - | 1,200 UT |
| Amphibious Respiration System | | |
| *Tier 3* | - | 12,000 UT |
| Amphibious Respiration System | | |
| *Tier 2* | - | 4,000 UT |
| Data Drill | | |
| *Tier 2* | - | 575 UT |
| Drink Processing Enhancement |||
| *Tier 1* | - | 2,000 UT |
| Integrated Gas Filtration System | | |
| *Tier 3* | - | 3,000 |
| Organ Reinforcement | ||
| *Tier 2* | - | 8,500 UT |
| Organ Reinforcement | ||
| *Tier 2* | - | 8,500 UT |
Hydraulic Pistons |||
| *Tier 1* | - | 500 UT
| *Tier 2* | 1d4 Bludgeoning | 1,000 UT |
| *Tier 3* | 1d6 Bludgeoning | 2,700 UT |
| Impact Dampener |||
| *Tier 2* | - | 1,500 UT |
| Speed Servo |||
| *Tier 1* | - | 1,500 UT |
| *Tier 2* | - | 3,000 UT |
| *Tier 3* | - | 5,000 UT |
| Chips |||
| *Language* | - | 2,500 |
| *Tool* | - | 3,500 |
\columnbreak
###### Cyberware
| Class | Proficiencies Gained |
|:---:|:-----------:|
| Name | Damage (When applicable) | Cost |
| Chips |||
| *Weapon* | - | 4,250 |
### Cyberware Descriptions
Below you will descriptions of what the cyberware does and is and how it operates mechanically within the game. Please note that the GM has final say over any thing you or they consider vague and it is the GM that makes the final call.
**Amphibious Respiration System.** An oxygen-absorbing system is put in place into your skin, allowing you to gather air from water. You gain the ability to breathe underwater.
**Bear Knuckles.** A replacement for one's hands for brawlers and toughs. Your Unarmed Strikes deal Bludgeoning Damage corresponding to its tier.
**Canine Teeth Augmentation.** An augmentation replacing your jaw and teeth. If you use your teeth to preform an Unarmed Strike they now deal Piercing Damage that corresponds to its tier, additionally you may use either Strength or Dexterity for their attack and damage roll.
**Cerebral Æthernet Hotspot.** A triangular device placed at the base of the skull that gives off a small area of Æthernet access. Every creature within 10 feet of you, including yourself, have Æthernet access as long as as this augmentation is still activated (It may be activated or deactivated as a bonus action.) Additionally you may set a password that creatures will have to enter to be able to use this Æthernet access.
**Cleansing Breath.** A mix of necromancy and technology causes an invisible, tasteless, scentless gas to emit from you. All creatures within 10 feet of you have advantage on saving throws against effects based on gases and breathing.
**Cranial Microchip Port.** A slot for a microchip directly into your brain. Any information on the chip is interpreted by your brain and used. This allows for the use of the Chip Augmentations: Language, Tool Weapon. They provide fluency in one language, proficiency in one tool set, or one weapon respectively. Only one chip may be installed at a time and installing one takes 5 minutes, Æthernet access, and a computer. The chips themselves do not require attunement.
**Data Drill.** A computer integrated directly into one's brain, allows the user to sift and move through computer files at quadruple the normal speed.
**Data-Spike.** A small, spear-like, retractable protrusion and a replacement hand. The Data-Spike itself is capable of interfacing with a computer and sifting through data at double the speed of the average human, additionally you can download up to 150 pictures onto the Data-Spike or up to 30 minutes of video. The spike may used as a weapon in a pinch, you can make an unarmed strike with the Data-Spike, dealing 1d2 Lightning Damage on a hit.
\pagebreakNum
**Drink Processing Enhancement.** An enhancement to one's liver to have it better process alcohol. Additionally either by coincidence or purpose not stated by its creators this augmentation gives you advantage on saves against alcohol and on saves to avoid becoming addicted to a drug.
**Hook Fire.** A small grappling hook is implanted into the the forearm. As an action you can fire the hook in a 30 foot line and have it anchor at the first surface it hits. Additionally it can be used as a makeshift weapon, you can make a Unarmed Strike with a 10 foot reach that deals 1d4 piercing damage.
**Hydraulic Pistons.** A set of pistons implanted into the legs to provide a greater jump distance, deemed illegal by many sports. Your jump distance increases by 10 feet at Tier 1, 15 feet at Tier 2, and 20 at Tier 3 and your jump height increases by 5 feet at Tier 1 and 10 feet at Tier 2, and 15 at Tier 3. Additionally you can make an unarmed attack with your legs that deals Bludgeoning Damage corresponding to its tier.
**Impact Dampener.** A set of impact absorbing shocks are placed into the legs. You ignore fall damage up to 30 feet and fall damage dice becomes a d4 for every 10 feet instead of a d6.
**Integrated Gas Filtration System.** Essentially an internal gas mask, this augmentation gives you advantage on saving throws against gases, inhaled poisons, and magic that relies on the target breathing in, as long as you refill it with a capsule of filtration liquid after every five minutes of use.
**Line Hand.** A replacement hand and forearm that connects your hand to the arm via a carbon wire. Your Unarmed Strikes' reach increases by 5 feet.
**Low-Light Vision.** A set of eyes suited for low-light enviroments. Your Darkvision score increases by 15 feet, if you do not have Darkvision you gain 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.
**Ocular Camera.** An extremely small camera embedded into one's eye. As a Free Acton you can issue a mental command telling the camera to take a picture or start recording video and audio. The Ocular Camera can hold up to 5,000 pictures or 10 minutes of video and audio before needing to transfer the content to a drive.
**Organ Reinforcement.** The most important organs are enhanced with cybernetics to make you more resilient. You add 5 to your Hit Point Maximum.
**Pain Perception Reducer.** A computer is placed into the spinal cord with the ability to dampen the pain receptors for a moment. You gain advantage on Saving Throws to endure extreme pain.
**Retractable Blade.** A blade put into the recipient's leg, foot, or forearm. You can use your bonus action to cause the blade to extend or retract. While extended you can make an attack with the blade, the attack deals one piercing damage at tier one, 1d4 piercing damage at tier 2 and uses the stats of either a shortsword or thermal shortblade (decided when this cyberware is acquired) at tier three.
**Speed Servo.** A series of motors and other machines that increase the movement speed of the recipient. Your Walking Speed increases by 5 feet at Tier 1, 10 feet at Tier 2, and 15 feet at Tier 3.
**Tactile Sense Enhancer.** Several computers connected to the hands. You gain advantage on checks to reveal information based off of touch.
**Telescopic Vision.** A zoom feature is put into your eyes. You can use your Bonus Action to gain the benefits of a telescope.
###### Augments
| Name | Damage (When applicable) | Cost |
|:--------|:-----:|:------:|:-----:|:------|
| Arcane Conduit | - | 950 UT |
| Cosmetic Therapy | - | 30 UT |
| Dead Man's Switch | - | 400 UT |
| FashionWare | - | 15 UT |
| Integral V.M. | - | 400 UT |
| Magnetic Palm | - | 300 UT |
| NanoSurgeons | - | 1,500 UT |
| Wrist Watch | - | 75 UT |
### Augment Descriptions
**Arcane Conduit.** A prosthetic hand replacing your original with a Weave and Dunamancy conducting crystal laid into the center of the palm. Choose one hand, that hand now operates as an Arcane Focus.
**Cosmetic Therapy.** Cosmetic Therapy is not a cybernetic augmentation, but a biological one. Undergoing gene therapy, surgeries, and more will allow one to change almost anything about their appearance. One may change their hair or eye color, grow a tail, have a snake-like tongue, alter their skin color and so much more. You can have any number of Cosmetic Therapy changes made and they never count towards your number of maximum Augments installed. Additionally, to remove anything changed by Cosmetic Therapy you must undergo Cosmetic Therapy again. Any time Cosmetic Therapy is underwent at the hands of a respectable figure, the changes are documented and one's ID and information is updated.
**Dead Man's Switch.** A small computer that measures your vital signs for irregularities, upon reading such it will execute a command. If you spend 10 minutes with a computer you can set an action to happen if you die. Such actions could be "Wire 100,000 UT to Jackson Gold." or "Send the following video file to W. T."
**FashionWare.** FashionWare is a blanket term used to describe all cyberware or augments that only exist to enhance, alter, or otherwise change one's appearance. FashionWare can take the form of metallic inlays into one's skin that appear as lines on a circuit board, an unnatutal eye color or pupil shape, a replacement for your jaw making it appear as though it is made of chrome or gold, a full limb built for appearances, something only very *intimate* colleagues will see, or anything in between. You can have any number of FashionWare installed and they never count towards your number of maximum Augments installed.
\pagebreakNum
**Integral V.M.** An internal monitor keeping track of an individuals vitals and current goings-ons in the body of the user. You are in complete and total knowledge of your Blood Pressure, Blood Sugar, Heart Beats per Minute, Body temperature, Rate of Respiration and any rate of blood loss.
You can link the signs to a computer, any sort of cybernetic eyes you have or your Wrist Watch Cyberware (should you have it installed) to show others.
**Magnetic Palm.** A complete hand or just a coating on the hands of the recipient. You can pick up any metal object you can lift within 10 feet of you.
**NanoSurgeons.** A series of microscopic machines capable of repairing wounds over a course of time. When you roll Hit Dice to regain Hit Points you may roll an additional 2d6 and regain Hit Points equal to the numbers rolled.
**Wrist Watch.** A light weight watch with a either an LED Light Display that shines through your skin or a Holographic camera that shows a render of a clock when prompted (verbally, somatically or mentally.) When you purchase this cyberware you may pay an additional 300 UT to upgrade the watch to gain the ability to interface with a maximum of three computers, gaining access to some basic things you may be able to do with them such as texting, calling, checking and sending digital mail and the like; furthermore, it gains the ability to connect to a Integral VM to show your vitals to others. Only when you spend the extra money to upgrade this augment does it count towards your maximum number of augments equipped.
### Illegal Cyberware
In the year 4435 Klik City Police launched a raid on an individual suspected of illegal activities; upon entering they realized they were more than correct. The individual had been robbing graves for cyberware, killing citizens and taking their augmentations, and developing Cybernetic Augmentations not following the 3114 Bill of Cybernetic Augmentation laws, following a rise in dangerous and low-quality cyberware. The perpetrator escaped from police and is believed to have resurfaced recently, still creating illicit cyberware.
Anyone discovered with such augmentations will be liable to legal prosecution.
| Item | Damage (when applicable) | Cost |
|:---|:---:|:---:|
| Hand-Gun
| *Tier 2* | Special | 12,000 UT |
| *Tier 3* | Special | 15,000 UT
| B&E Arm Rig | | |
| Tier 2 | - | 8,000 UT |
| Countenance Distorter |||
| *Tier 3* | - | 35,000 UT
### Illegal Cyberware Descriptions
**B&E Arm Rig.** A collection of tools hidden in one's hand allowing this to pick locks and such. As long as you have the modified hand free you are treated as having Thieves' Tools.
**Countenance Distorter.** A device implanted into your face, causing it to emit a low amount of nearly undetectable radiation that causes security cameras and similar recording items to simply pick up static in place of your face.
**Hand-Gun.** A .35 pistol mechanism hidden in the forearm and hand of the recipient. As long as your modified hand is free you are able to make an attack with the Hand-Gun. The weapon has the statistics of a K9 Sidearm, however this weapon requires one minute to load as you load each individual bullet into the mechanism through a hidden port in your forearm.
At Tier 2, attacks with this cyberware gain a +1 bonus to attack and damage rolls, additionally attacks with this cyberware count as magical for the purposes of overcoming damage immunities and resistances
\pagebreakNum
# Chapter 3
##### Big Iron: Weapons and Armor
\pagebreakNum
## A New Age of Weapons
Naturally, with time comes new technology and with new technology comes new weapons and devices of war. Firearms, saws, new forms of steel and other materials. All of these things come together in the modern age to allow new heights of combat and bloodshed.
Any attack with a firearm while in stealth, reveals your position to any and all characters within eight-hundred feet.
### New Weapon Properties
There a several new properties added by this list of weapons, this section shall go over them.
**Automatic.** When you make an attack with this weapon you can make a number of attacks equal to the Automatic Score, all attacks have a -2 modifier to their attack rolls, this can not be used in conjecture with the *Extra Attack* Class Feature or any similar features.
**Anti-Disarm.** These weapons are exceptionally hard to get off of their wielder against their will. Any saves to keep from being disarmed of this weapon are made with advantage.
**Close.** When you make an attack against a creature within 10 feet roll the dice in place of the normal damage dice.
**Conceal.** Checks made to hide this weapon are made with advantage.
**Cumbersome.** When making an attack with a cumbersome weapon, you must use your Strength modifier for the attack and damage rolls.
**Distance.** Any attacks with this weapon while within a number of feet equal to or less than the distance score to the target have disadvantage. This property may not be ignored by any feats, class features, racial features, etc.
**Explosive.** When you make an attack with this weapon you may declare either a position or enemy. Every creature within a number of feet specified alongside this property must make a Dexterity Saving Throw (DC = 8 + Your Proficiency Bonus + Your Dexterity Modifier) or take the weapon's damage as well.
**Flamethrower.** When an attack with this weapon hits the target, the target must make a Dexterity Saving Throw (DC = 8 + your proficiency modifier + your Dexterity Modifier) or be lit on fire. A target on fire takes 1d6 Fire damage at the end of each of their turns. The target may make a Dexterity Saving Throw at the end of each of their turns to put out the fire. The fire lasts for one minute unless extinguished either by the target, by taking any amount of Cold Damage, or by submerging themselves in a non-flammable liquid for one round.
**Foregrip.** This weapon can be used with one or two hands. A range value in parentheses appears with the property. When attacking with this weapon while using two hands you may use the range value in parentheses rather than the range value listed alongside the Range property.
**Magic Resistant.** This weapon is particularly resistant to magic and its effects. Whenever you have a magic item of this weapon it counts as one rarity higher (ex. Rare to Very Rare, Uncommon to Rare) ignoring Common Magic Items and Artifacts. Additionally, any damage dealt by magic to this item is halved. This weapon can not be affected by Artificer Infusions
**Misfire.** Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair the weapon, you must make a successful Gunsmithing Tools, Mechanic's Tools, Smith's Tools, or Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm.
Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
**Mounted.** This weapon is normally used while mounted on a some kind of bracing mount or the like. You can mount or dismount this weapon as an action. While it is mounted, it can not 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.
**Non-Lethal.** Attacks with this weapon are always treated as Non-Lethal unless attacking an unconscious target.
**Reload.** The weapon can be fired a number of times equal to its Reload score before you must spend one action to reload. You must have one free hand to reload a firearm.
**Sawing.** For every 2 subsequent attacks you make on a target
without the target or you moving you gain an additional 1d4
slashing damage to a maximum of 4d4.
**Scatter.** All creatures within the distance listed alongside this property must make a Dexterity Saving Throw (DC = 8 + your proficiency bonus + your the damage modifier used for damage rolls with this weapon), taking damage equal to the damage modifier used for damage rolls with this weapon.
**Smart.** As a Bonus Action you can engage Smart Fire, while engaged, these weapons ignore half-cover of targets as the bullets are guided by computers, but attacks against a target less than half of the weapon's normal range are made with disadvantage always, no matter what. Smart Fire lasts until the beginning of your next turn.
**Spray.** These weapons are able to fire many many times with little accuracy to fill an area with bullets. As an Action you can expend 10 pieces of ammunition to cause cause all creatures in a 15 foot cube no more than 40 feet away from you to make a DC 15 Dexterity Saving Throw, on a fail they take normal weapon damage.
**Tech.** These guns lack gunpowder and rather use electricity and electromagnets to discharge their projectiles. These firearms are only heard out to 50 feet unless further silenced, as such they do not reveal your position to anyone greater than fifty feet away when an attack from stealth hits.
**Unwieldy.** Creatures of Medium size or smaller have disadvantage on all attacks made using this weapon. If the creature has a Strength Score equal to or above the number listed alongside this property, you may attack with this weapon without suffering disadvantage on attacks with this weapon.
\pagebreakNum
### Special Weapons
**Billhook.** When you make an attack with this weapon against a creature mounted on either a Horse (or similar mount) or a motorcycle (or any similar vehicle) you may make a Strength (Athletics) Check (DC equals 8 + the target's proficiency bonus + the targets Strength or Dexterity Modifier *or* the DC is determined by the GM) to attempt to dismount them.On a success they dismount and fall prone, their mount or vehicle then moves fifteen feet in the direction it was initially going before coming to rest.
**Boot Knife.** This weapon is in the toe of whatever footwear you possess. You can wield this weapon with using your hands.
**Coil Lance.** A sharp lance-like weapon wrapped in a coil of wire connected to a large battery. You have disadvantage when you use this weapon to attack a target within five feet of you, additionally this weapon requires two hands to wield unless you are mounted on a horse or an M1 Vehicle.
**EX Gunblade.** A large sword with a revolving cylinder and barrel integrated into the guard and spine of the blade. This weapon can be used as a Ranged Weapon. When you make a ranged attack with this weapon it deals 1d6 Piercing Damage. When the weapon is treated as having the following properties: *Ammunition*, *Heavy*, *Misfire 2*, *Ranged (45/60)*, *Reload 4*. The second barrel of the gun uses .44x1.20" Magnum Rounds.
**Garrote** When you use an Action to attack with this weapon you may use your Bonus Action to attempt to grapple them. When grappled this way the target is incapable of breathing and the max amount of time a creature can go without breathing is halved. Additionally you can only make one attack with the garrote per turn.
**Harpoon.** When you make a ranged attack that hits your target, the harpoon lodges itself into the target. The target can not move any further from you than from their position when you first hit them. You can make an Athletics Check contested by a Strength Saving Throw from the creature with the harpoon lodged into them, on a success you pull them ten feet closer. A creature can spend an action to make a Strength (Athletics) Check (DC = 8 + your proficiency bonus + your Strength Modifier), on a success they remove the Harpoon and it is dropped in a space within five feet of them. Additionally, this weapon may be loaded into a Crossbow, Heavy in order to increase its effective range by twenty feet for ranged attacks.
**IPP Dual Pistol Set.** Rather than being a single two-handed weapon this set of pistols are two one-handed weapons. To reload these weapons with Extended Magazines or Swift Load Magazines you must have and use two of the respective magazines. Additionally, when you take the Attack Action you may make two attacks with these weapons as a Bonus Action, these attacks do not add your Damage Modifier to the Damage Rolls.
**Lenore Revolver.** The revolver features a second barrel for the firing of a shell for more close range attack. You are able to make an attack with this weapon's second barrel. When you make an attack this way it deals 1d6 Piercing Damage. When the weapon is treated as having the following properties: *Ammunition*, Close (1d8) *Misfire 2*, *Loading*, *Ranged (30/40)*. The second barrel of this firearm uses 20 Gauge Shell.
**NKM Thrusting Knife.** This type of blade was first designed for trench warfare and has sense been altered and changed to function as a particularly messy weapon. If you hit a creature with this weapon that creature takes 1d4 Damage on their next turn from blood loss. This damage can not be reduced and only effects creatures with blood or similar bodily fluids.
**Raid Shotgun.** This firearm is specialized for breaching doors. As an Action you can shoot a door locked door with a standard, non-technoligical lock and cause it to open. This shot cannot be silenced by means other than magic.
**Shell Knuckles.** If you run out of ammunition you aren't required to reload, instead you can keep attacking, your damage die changes to 1d8.
**Sword Sheathe Bludgeon.** This weapon can be used to store one melee weapon from the following list: EX Gunblade, Katana, Longsword, Rapier, Sabre, Thermal Blade, Thermal Shortblade, When stored this way, as part of the action to draw the weapon stored within the Sword Sheathe Bludgeon, you may draw the Sword Sheathe Bludgeon in your off-hand.
**Shock Gauntlets** While you wear this glove they function as normal gloves and you are able to use them as such. As a Bonus Action you can activate the gauntlet when you have a free hand to turn the gauntlet into a weapon activating the batteries and increasing their weight.
**Tri-Branch.** The technology used in this weapon allows it for effortless retrieval. When you make an attack with this weapon if you miss you catch the weapon should you have a free hand. If the weapon hits make a DC 12 Dexterity (Sleight of Hand) check, on a success you catch the weapon if should you have a free hand.
**ULT Shuriken.** Due to the compactness of these weapons you can hold up to 4 in one hand at a time. Additionally these shurikens are well suited for ricochet. You can choose to attack around a wall by taking disadvantage on the attack roll.
> ##### Hyper Damage
> If a creature has resistance to Force and Lightning damage they have resistance to Hyper Damage. Hyper Damage is a mixture of the force of the energy, magical or otherwise, possible burns and the hole left in its wake. Hyper Damage is added to the "Elemental Adept" Feat and any similar features (talk to your GM).
| Name | Cost | Damage | Weight | Properties |
|:---------|:-----:|:------:|:-----:|:------|
| *Simple Melee Weapons* |
| Boot Knife | 15 UT | 1d4 Piercing | 1 lbs. | Conceal, Finesse, Special
| Collapsible Baton | 10 UT | 1d6 Bludgeoning | 2 lbs. | Finesse, Concealable, Non-Lethal |
| Garrote | 10 UT | 1d6 slashing | 4 lbs. | Finesse, Concealable, Special, Two-handed |
| Knife | 1 UT | 1d4 Slashing | 1/2 lbs. | Finesses, Light, Thrown (20/60) |
\pagebreakNum
| Name | Cost | Damage | Weight | Properties |
|:---------|:-----:|:------:|:-----:|:------|
| *Simple Melee Weapons* |
| Knuckledusters | 1 UT | 1d4 Bludgeoning | 1/2 lbs. | Anti-Disarm, Ligth
| Laser Spear | 45 UT | 1d4 Piercing +1d4 Hyper | 10 lbs. | Reach, Thrown (30/60), Two-Handed,|
| Light Chain Sword | 130 UT | 1d10 Slashing | 5 lbs. | Heavy, Sawing, Misfire 2 |
| Magma Blade | 60 UT | 1d6 Slashing +1d4 Fire | 10 lbs. | Versatile (1d8 Slashing) |
| NKM Thrusting Blade | 20 UT | 1d4 Piercing | 1 lbs. | Conceal, Finesse, Special |
| Photon Axe | 70 UT | 1d4 Slashing +1d4 Hyper | 10 lbs. | Versatile (1d6 Slashing) |
| Scythe | 1 UT | 1d8 Slashing | 6 lbs. | Reach, Two-Handed
| Shock Gauntlet | 70 UT | 1d4 Bludgeoning + 1d4 Lightning | 1 lbs. | Anti-Disarm, Light, Non-Lethal, Special |
| Shriek Knife | 90 UT | 1d4 Piercing + 1d4 Thunder | 1 lbs. | Finesse, Light |
| Sword Sheathe Bludgeon | 2 UT | 1d4 Bludgeoning | 1 lbs. | Finesse, Light, Special
| Tactical Dirk | 2 UT | 1d4 Piercing | 1 lbs. | Finesse, Light, Versatile (1d6)
| *Simple Ranged Weapons* |
| Recurve Shortbow | 30 UT | 1d6 Piercing | 1 lb. | Ammunition, Cumbersome Ranged (90/150), Two-Handed, Unwieldy 12
| *Martial Melee Weapons* |
| Bastard Sword | 100 UT | 2d4 Slashing | 6 lbs. | Heavy, Versatile (1d12), Unwieldy 16
| Billhook | 75 UT | 1d10 Slashing | 8 lbs. | Heavy, Reach, Special, Two-Handed
| Cane Sword | 20 UT | 1d6 Slashing | 3 lbs. | Conceal, Finesse
| Chain Sword | 185 UT | 2d8 Slashing | 10 lbs. | Heavy, Misfire 3, Sawing, Two-Handed |
| Claw | 5 UT | 1d6 Slashing | 2 lbs. | Anti-Disarm, Finesse
| Coil Lance | 95 UT | 1d6 Piercing +1d6 Lightning | 4 lbs. | Reach, Special |
| EX Gunblade | 255 UT | 2d4 Slashing | 9 lbs. | Finesse, Heavy, Special |
\columnbreak
| Name | Cost | Damage | Weight | Properties |
|:---------|:-----:|:------:|:-----:|:------|
| *Martial Melee Weapons* |
| Harpoon | 10 UT | 1d6 Piercing | 5 lbs. | Special, Thrown (40/70)
| Heavy Pick | 75 UT | 1d8 Piercing | 8 lbs. | Heavy, Versatile (1d10)
| Heavy Whip | 35 UT | 1d6 Bludgeoning | 3 lbs. | Finesse, Reach |
| Hyper Gauntlet | 80 UT | 1d4 Bludgeoning +1d4 Hyper | 0 lbs. | Anti-Disarm, Finesse |
| Katana | 25 UT | 1d6 Slashing | 3 lbs. | Finesse, Versatile (2d4)
| Katar | 7 UT | 1d6 Piercing | 2 lbs. | Anti-Disarm, Finesse
| Light Brand | 65 UT | 1d4 Slashing +1d4 Hyper | 4 lbs. | Anti-Disarm, Finesse |
| Mining Drill | 75 UT | 1d6 Piercing +1d6 Slashing | 10 lbs. | Heavy, Sawing, Two-Handed |
| Nunchucks | 10 UT | 1d8 Bludgeoning | 2 lbs. | Finesse
| Sabre | 15 UT | 1d8 Slashing | 3 lbs. | Finesse
| Seismic Pick | 100 UT | 1d4 Piercing +1d4 Thunder | 6 lbs. | Heavy, Reach, Versatile (1d6 Piercing) |
| Shell Knuckles | 75 UT | 1d6 Bludgeoning +1d4 Piercing | 2 lbs. | Anti-Disarm, Finesse, Misfire 1, Special, Reload 2 |
| Thermal Blade | 90 UT | 1d4 Slashing + 1d4 Fire | 7 lbs. | Versatile (1d6 Slashing) |
| Thermal Shortblade | 60 UT | 1d2 piercing +1d4 Fire | 4 lbs. | Finesse, Light |
| Warfan | 75 UT | 2d4 Slashing | 1 lbs. | Finesse, Light |
| War Scythe | 40 UT | 1d10 Slashing | 7lbs. | Reach, Two-Handed
| *Martial Ranged Weapons* |
| Tri-Branch | 25 UT | 1d6 Slashing | 2 lbs. | Finesse, Special, Thrown (60/90) |
| ULT Shruriken | 1 UT | 1d6 Piercing | 1/8 lbs. | Finesse, Special, Thrown (40/80) |
| Recurve Logngbow | 150 UT | 1d8 Piecing | 3 lbs. | Ammunition, Cumbersome, Heavy, Ranged (150/300), Two-Handed, Unwieldy 14
| Repeater Hand Crossbow | 170 UT | 1d6 Piercing | 2 lbs. | Ammunition, Reload 6, Ranged (70/90)
\pagebreakNum
| Name | Cost | Damage | Weight | Properties |
|:---------|:-----:|:------:|:-----:|:------|
| *Martial Ranged Weapons* |
| Repeater Heavy Crossbow | 200 UT | 1d8 Piercing | 5 lbs. | Ammunition, Heavy, Reload 8, Ranged (90/120), Two-Handed
| *Martial Ranged Weapons (Firearms, smallarms)* |
| G22 Pistol | 330 UT | 1d8 Piercing | 3 lbs. | Ammunition, Misfire 2, Ranged (60/75), Reload 10, |
| K9 Sidearm | 120 UT | 1d6 Piercing | 3 lbs. | Ammunition, Conceal, Light, Misfire 2, Ranged (55/75), Reload 9 |
| 4411 Revolving Sidearm | 35 UT | 1d6 Piercing | 3 lbs. | Ammunition, Light, Misfire 1, Ranged (50/70), Reload 7 |
| DeuTonn Automag 4012 | 225 UT | 1d10 Piercing | 5 lbs. | Ammunition, Heavy, Misfire 2, Ranged (65/95), Reload 9, Unwieldy 14 |
| Hand Hunter Shotgun | 150 UT | 1d8 Piercing | 4 lbs. | Ammunition, Misfire 1, Ranged (35/45), Scatter |
| IPP Dual Pistol Set | 500 UT | 1d8 Piercing | 7 lbs. | Ammunition, Misfire 2, Ranged (65/80), Reload 12, Two-Handed, Special
| Jupiter Model 8 | 60 UT | 1d6 Piercing | 2 lbs. | Ammunition, Light, Misfire 2, Ranged (55/90), Reload 11 |
| Underwrist 888 | 100 UT | 1d6 Piercing | 2 lbs. | Ammunition, Conceal, Light, Misfire 2, Ranged (45/60), Reload 8
| Investigator's Special | 50 UT | 1d6 Piercing | 2 lbs. | Ammunition, Anti-Disarm, Conceal, Light, Misfire 1, Ranged (50/60), Reload 6
| J4 Pistol | 225 UT | 1d6 Piercing | 3 lbs. | Ammunition, Light, Misfire 3, Ranged (50/85), Reload 15 |
| Lightning Coil Pistol | 95 UT | 1d2 +1d4 Lightning | 2 lbs. | Ammunition, Close (1d4 +1d4), Misfire 2, Non-lethal, Ranged (40/50), Reload 6, Tech |
| Hail Maker Sidearm | 80 UT | 1d2 Piercing + 1d4 Cold Lightning | 4 lbs. | Ammunition, Close (1d4 +1d4), Light, Misfire 2, Ranged (40/50), Reload 4, Tech |
\columnbreak
| Name | Cost | Damage | Weight | Properties |
|:---------|:-----:|:------:|:-----:|:------|
| *Martial Ranged Weapons (Firearms, smallarms)* |
| Red Wyrm Pistol | 80 UT | 1d2 Piercing + 1d4 Fire | 5 lbs. | Ammunition, Light, Misfire 2, Ranged (50/70), Reload 7|
| Angel Hunting Pistol | 250 UT | 1d10 Piercing | 5 lbs. | Ammunition, Heavy, Loading, Misfire 2, Ranged (80/95)
| Kata AutoRevolver | 85 UT | 1d8 Piercing | 2 lbs. | Ammunition, Misfire 1, Ranged (50/85), Reload 6
| Lenore Revolver | 100 UT | 1d6 Piecing | 2 lbs. | Ammunition, Misfire 2, Ranged (50/70), Reload 9, Special
| Napier Special | 130 UT | 1d8 Piercing | 5 lbs. | Ammunition, Close (1d8), Heavy, Misfire 2, Ranged (30/70), Reload 3, Unwieldy 15 |
| Stag 3989 | 185 UT | 2d4 Piercing | 3 lbs. | Ammunition, Heavy, Misfire 1, Ranged (65/85), Reload 6 |
| Tarrasque LC Revolver | 250 UT | 1d12 Piercing | 5 lbs. | Ammunition, Cumbersome, Heavy, Loading, Misfire 1, Ranged (75/90), Reload 5
| *Martial Ranged Weapons (Firearms, longarms)* |
| A7 Raid Shotgun | 325 UT | 1d12 Piercing | 6 lbs. | Ammunition, Close (1d8+1d6), Misfire 2, Ranged (40/70), Reload 6, Special, Two-Handed |
| Bull-77 Bullpup Shotgun | 220 UT | 1d10 Piercing | 11 lbs. | Ammunition, Close (2d6), Misfire 3, Ranged (40/90), Reload 7 |
| Enforcer Double Barrel | 175 UT | 2d6 Piercing| 8 lbs. | Ammunition, Close (1d6+1d8), Two-Handed, Misfire 2, Ranged (40/80), Reload 2 |
| HRF Infantry Repeating Rifle | 110 UT | 1d10 Piercing | 5 lbs. | Ammunition, Heavy, Misfire 1, Ranged (85/100), Reload 7
| HRF Light Cavalry Carbine | 110 UT | 1d8 Piecing | 4 lbs. | Ammunition, Misfire 1, Ranged (70/80), Reload 9
| Hyperion N23 Rifle | 225 UT | 1d12 Piercing | 12 lbs. | Ammunition, Automatic 2, Heavy, Two-Handed Reload 9, Misfire 3, Ranged (100/140) |
\pagebreakNum
| Name | Cost | Damage | Weight | Properties |
|:---------|:-----:|:------:|:-----:|:------|
| *Martial Ranged Weapons (Firearms, longarms)* |
| Indel 99 | 120 UT | 1d8 Piercing | 4 lbs. | Ammunition, Close (1d6+1d4), Misfire 2, Reload 5 Ranged (35/55), Scatter 5, Two-Handed |
| ISP-9 | 145 UT | 2d4 Piercing | 7 lbs. | Ammunition, Misfire 2, Ranged (90/125), Reload 10, Two-Handed
| K5 Hunting Rifle | 170 UT | 2d6 Piercing | 8 lbs. | Ammunition, Distance (30), Loading, Misfire 1, Ranged (130/160) |
| LAR | 195 UT | 1d10 Piercing | 7 lbs. | Ammunition, Misfire 2, Ranged (110/130), Reload 9, Two-Handed
| M9 Pestil SMG | 1750 UT | 1d8 Piercing | 4 lbs. | Ammunition, Foregrip (70/80), Misfire 2,Ranged (35/70), Reload 12, Scatter 5, Tech |
| NJR Carbine | 190 UT | 1d8 Piercing | 10 lbs. | Ammunition, Misfire 2, Ranged (90/115), Reload 14, Spray, Two-Handed |
| NPF22 Revolving Shotgun | 125 UT | 1d8 Piercing | 7 lbs | Ammunition, Close (1d10), Misfire 1, Ranged (40/90), Reload 5, Two-Handed |
| ST-1 Rifle | 200 UT | 1d10 Piercing | 6 lb. | Ammunition, Misfire 2, Ranged (140/165), Reload 10, Two-Handed |
| O-44 Light Machine Gun | 465 UT | 1d8 Piercing | 13 lbs. | Ammunition, Automatic 3, Cumbersome, Heavy, Magic Resistant, Misfire 3, Ranged (55/80), Reload 32, Spray, Two-Handed, Unwieldy 13 |
| P46 Raid SMG | 160 UT | 1d6 Piercing | 5 lbs. | Ammunition, Foregrip (50/70), Misfire 2, Ranged (30/95), Reload 16, Tech |
| Red Drake Sniper Rifle | 155 UT | 1d6 Piercing + 1d4 Fire| 14 lbs. | Ammunition, Heavy, Misfire 3, Ranged (120/140), Reload 5, Smart, Two-Handed |
| T87 Antipersonnel Rifle | 500 UT | 2d6 +1d4 Piercing | 10 lbs. | Ammunition, Distance (30) Heavy, Loading, Magic Resistant, Mounted, Ranged (150/200), Reload 1, Two-Handed, Unwieldy 15 |
| Talon 91k | 125 UT | 1d12 Piercing | 7 lbs. | Ammunition, Distance (20), Misfire 2, Ranged (125/175), Reload 4, Unwieldy 14 |
### Weapon Producers
On our planet of Zenn there are a great many producers of arms for your self-defense needs, some being more reliable than others. Often, these companies will specialize in a particular style for their weapons. We will provide a list of some of the major weapon production companies below. Largely, the weapon industry is made of many copies and clones of firearms or firearms that function very closely to others.
**CAU.** A company with a contract with the country's military, creating reliable, if cheaply made, weapons for use on the front lines. CAU weapons are often the kind touted as "Assault Weapons" back whenever gun control was something that could be attained and look tactical and militaristic.
**Echan Security and Arms.** Echan is known for their technologically advanced weapons and their high-quality Vernian craftsmanship. They provide excellent competition for the dependability of CAU weapons but are normally pricer and can almost function as a fashion statement or status symbol.
**Exile Weapon Inc.** Exile is a producer of civilian arms, known for their diverse collection of weapons, from technologically advanced pistols to relatively simple shotguns. Exile is well-known for producing many different kinds of melee weapons in addition to their firearms. Many Exile arms, while some can be advanced, are incredibly affordable and changeable. Exile is praised for its modularity and if you see someone with a very odd-looking custom gun they did themselves, it's most likely an Exile.
**The Iwashima Corporation.** Carrying the craftsman elements ship from Hokran and Eve as a whole, these are weapons from the third of the big three war companies. These weapons are often strangely designed and make use of unique technologies to have an almost alien feel about them.
**Mentor Arms Inc.** Mentor Arms Inc. is a Firearms producers specializing in additional effects on their weapons. Mentor weapons can freeze, electrocute, and light ablaze. Mentor may make some non-elemental weapons but because they mostly use smaller calibers they aren't normally as effective.
**Maker's Inc.** Producing mining, construction and and other equipment and tools. However, one can definitely use a drill or a motorized saw or a nailgun as a weapon is it really comes down to it. And some of the nail charges can just so happen to fit some calibers of pistol ammunition and can be serendipitously altered even further.
**Railor Guns.** Railor is a company that makes many kinds of older-styled weapons. Railor makes revolvers, pump-action, bolt-action, lever-action, and single-shots most above all. Though they occasionally venture out into some very simple and old school semi-automatic weapons and some blades and weapons used in dueling.
> #### Flavoring Weapons
> Due to the nature of the modern weapon industry, you can really call any of the weapons here by another name or find art for it and say it's similar enough to use a premade weapon's statistics. Work with your GM to get very creative with how you describe or name your weapons.
\pagebreakNum
### Weapon Descriptions
**Bastard Sword.** A heavier version of the longsword with crushing downward slashes and lunges, this weapon is more suited for transitioning between one and two hands. This
**Billhook.** This pole arm features a hook-like blade on one side of its head and several spikes and blades on the other, this weapon was designed for use against mounted enemies. It fell out of popularity some time ago but as the Madcap business has begun to be more prominent its seeing some kind of a comeback
**Boot Knife.** This weapon is stuck into the end of a shoe or a boot and then juts out the front when needed. This weapon makes for a covert self defense tool.
**Cane Sword.** This sort of novelty weapon saw limited use but in these times of rampant espionage and assassinations, this weapon is easily smuggled in and used to dispatch other targets, so long as they didn't smuggle anything in too.
**Chain Sword.** A more elegant form of the chainsaw. Consisting of a sword blade-like outer shell with a razor sharp chain attached to the outside and a grip protected by a hand guard. When the safeties are disabled and the trigger is pulled the blade beings to spin rapidly, prepared to cut through most materials.
**Coil Lance.** One of Mentor's few ventures into melee weaponry. This weapon was designed mostly for shows but soon became a collector's piece. A long, carbon fiber lance wrapped in wires connected to a high voltage battery to shock the person you happen to be doing battle with.
**Collapse Baton.** A glorified bludgeon. Made use of by many people to hit and strike others with in defense or assault. With a bending core and a load of metal at the end, the whip-like motion grants a fair amount of striking power.
**EX Gunblade.** This weapon is one that has been striven for by many blacksmiths and gunsmiths, now it is finally able to be used as the vision was seen so long ago. This weapon is most commonly a blend between a revolver and a sort of heavier version of Backsword, though many forms of the "Gunblade" have made their way around from Axe versions to amalgams of scythe and rifle.
**Garrote.** A thin carbon wire used to choke, strangle, and otherwise stop a target from breathing. Commonly used by Black Ops Teams, Abductors, and Secret Police to abduct people in the night.
**Knife.** A simple weapon more suited for cutting, slicing, and ripping than a dagger is while maintaining the same level of ease of use.
**Knuckledusters.** A weapon that fits around one's fingers in order to allow better use of a punch. Knuckledusters are commonly made of metal and are occasionally fitted around knife hilts.
**Harpoon.** A spear-like weapon made of a solid piece of metal topped with a barbed point. This weapon is often used against large marine animals, but as they have with all things, Madcaps and their business has changed the landscape of modern weaponry in their urban environments.
**Heavy Pick.** A more serious version of the Warpick, this weapon is far larger and far heavier, with a sharper point for delivering even more terrifying and terrible blows to armor or directly to one's skull.
**Heavy Whip.** A long lash made of many, tiny steel links attached to each other.
**Hyper Gauntlet.** A kind of glove-gauntlet hybrid outfitted with Hyper Technology to cause controlled bursts of Hyper-based energies when the wearer hits a target in order to damage flesh in addition to the sheer weight of the wristwear.
**Laser Spear.** A long haft like that of a spear with a button that, when activated will emit a spear-like tip made of the same material of the Laser Sword.
**Light Brand.** A small sleeve that goes over your knuckles and, when prompted to, extends a blade of controlled Photons to use to cut and slice.
**Magma Blade.** Originally a tool for the heating of certain metals during construction or building. A grip for a blade that releases a liquid that becomes superheated and then put into suspended animation when a button is pressed, when pressed again the liquid returns to the grip and freezes, becoming more compact when it does.
**Photo Axe.** A mechanical axe handle that causes a blade of concentrated light to appear as a laser when made to.
**Scythe.** A tool used for the harvesting of grain with its long and wicked blade, this tool can be used to cut into someone in a pinch.
**Mining Drill** A drill designed to double as a weapon should the need be. This drill was used to mine through the surfaces of planets and into asteroids and meteors, so it should have no problem with a person.
**Nunchucks.** This weapon is a rather simply one. Two lengths of firm material bound at their tops by a chain, wire, rope, or some similar material to allow one to swings the weapons at great speed.
**Sabre.** This long and curved weapon was used by cavalry and noblemen long ago but now sees use in those who wish to have something a little easier to maneuver while also having a cutting edge.
**Seismic Pick.** A rod that focuses sound waves into an area to break apart stones and anything else it comes into contact with.
**Shell Knuckles** A tactical glove with a plane in which to load 12 Gauge Shotgun Shells. A pressure plate located at the front of the knuckles discharges a shell when enough force is applied to it, ie hitting someone.
**Shock Gauntlets.** A plated glove developed for when an armed assailant gets a little too close to Riot or Tactical Officers to use their firearms; normally just a plated glove, when activated the glove's weight will increase and it will begin emitting electricity for a non-lethal shock.
**Shriek Knife.** A fairly normal knife that produces a high pitched shriek as it cuts, used to easily cut through glass and other such materials.
\pagebreakNum
**Sword Sheathe Bludgeon.** This weapon is a reinforced sword sheathe that can be used as a club. Its seen much success in popular media depicting swordsmen and warriors stylishly drawing a weapon and cutting someone down before striking another with their sheathe.
**Tactical Dirk.** A weapon given to some members of the military, its hilt is suited to gripping with both hands in order to put more power behind its thrusts.
**Thermal Blade.** A folding single edged, slightly curved sword featuring built in technology to heat the blade to sear anything it cuts or slices.
**Thermal Shortblade.** A blade similar to the Thermal Blade except it is made for stabbing rather than slicing, and so the element focuses the heat generated into the tip of the blade.
**Tri-Branch.** A circular device with three blades that fold in. Used as a slicing weapon along with as a boomerang with slicing capabilities.
**ULT Shuriken.** A particularly thin and light shuriken that seems to be extremely easy to acquire. Originally created as a novelty weapon, this throwing star was later further developed into a full-fledged weapon.
**Warfan.** A self-defense weapon targeted towards women and made for its easy concealment and lightweight.
**War Scythe.** This weapon is much more suited for combat than its grain-harvesting counterpart, with a more streamlined build and edge meant for cutting through flesh and cleaving into bone.
### Firearm Descriptions
**4411 Revolving Sidearm.** A strange looking gun with multiple barrels that turn and click into place, mimicking the pepperboxes of old. This strange piece fires .40 rounds as opposed to the much more common .35.
**A7 Raid Shotgun.** A 12 Gauge Shotgun used during police raids on houses, businesses, and other buildings considered dangerous. Sporting a built-in breaching barrel and muzzle to get into locked rooms quickly, now suited for civilians.
**Angel Hunting Pistol.** A weapon of pristine and precise craftsmanship made long ago. This polished and well-crafted, single-shot handgun was designed for hunting with supreme skill.
**Bull-77 Bullpup Shotgun.** A 12 Gauge bullpup shotgun used by some military personnel in urban areas with small spaces. This shotgun was born shortly after a slew of terrorist attacks some time ago that made CQC and room-clearing more of a focus.
**DeuTonn AutoMag 4012.** A large semiautomatic pistol chambered in the mighty .44 magnum. This weapon was originally drafted for military use. After the military rejected the weapon for their contracts, a smaller amount of these pistols were produced due to their weight and expensive nature.
**Enforcer Double Barrel.** A simple, yet effective double barrel shotgun. Firing a 16 Gauge Shell. Used by some for defense for their homes or businesses or for hunting.
**G22 Pistol.** A simple .35 pistol that often is someone's first pistol. Praised for its lack of recoil and surprising versatility. This gun has become the choice for many people as their handgun of choice.
**Hail Maker Sidearm.** A revolver firing a spread of super-cooled pellets from a .410 Gauge Shell. This firearm was originally intended for use in environments of high heat in order to keep the firearm operable and prevent from misfirings due to the heat.
**HRF Infantry Repeating Rifle.** A more modern reproduction of a much much older lever-action rifle. This weapon served as one of the most common sights during the days of exploration and development of the modern world. This weapon saw use with many of the common infantryman of Quartra Armies and Militias and some measure of success with civilians and police.
**HRF Light Cavalry Carbine.** This is one of the two most common reproductions of much older rifle. This weapon's original model saw much use on horse back and by some lighter military units as well as runaway success with law enforcement and civilians.
**Investigator Special.** A modified version of an older police revolver that has remained popular due to its small profile (thanks to its very shortened barrel, bobbed hammer, and half-cut trigger guard), ease of concealment, and its portrayal in Noir and Detective Films.
**IPP Dual Pistol Set.** A pair of handguns issued by Exile more as a novelty piece than anything. Nevertheless, after seeing the pistol's success among some civilians, they went into full production and saw further development.
**ISP-9.** An older .22 rifle that later went on to influence some later rifles' designs. It was intended for use on Aircraft Carriers, it was later used for some small game hunting and campers.
**Ithi 99.** A shotgun designed by a left-handed hunter. The shells are ejected from the same port as they are loaded making it a very popular choice amoung left-handed and ambidextrous people along with those who recognize its abilities as a cheap and fairly powerful weapon.
**J4 Pistol.** A .35 handgun with a compact frame and large magazine capacity. The standard arm and choice weapon for many police officers due to its quick trigger action for split second decision making.
**Jupiter Model 8.** An older semi-automatic pistol used in previous wars using a strip loaded internal magazine, praised then but considered a relic now, those who mock it would quickly sing a different song should they spend more time with this weapon.
**Kata AutoRevolver.** A service revolver developed for lesser-crime areas. With a barrel at the bottom chamber at the cylinder rather than the top to change recoil.
**K5 Hunting Rifle.** A high power, .30x2.5 hunting rifle with a dead on accuracy. This weapon is used by hunters all over the globe.
**K9 Sidearm.** A very affordable and relatively reliable and modern gun developed for use by all. After little deliberation this pistol was adopted as the standard issue firearm for the KCPD for the years 4415-4430.
\pagebreakNum
**LAR.** A lightweight battle rifle was created for some longer distanced engagements, this weapon doesn't have a Fully Automatic Variant due to the loss of accuracy from this weapon's higher caliber and lighter weight. The weapon saw some success with marksman before further inovations were made.
**Lenore Revolver.** A wonder of manufacturing, this nine-shot revolver features a secondary barrel under the main barrel that can be loaded with a shotgun shell to provide a bit more power in a close-up engagement.
**Lightning Coil Pistol.** A non-lethal, short range tesla that fires a jolt of electricity through the air and into the target, incapacitating but not killing. Uses energy cells as ammunition.
**M9 Pestilli SMG.** A .40x1 submachine gun with a small frame and impressive round velocity. A choice for many people who want to spit out many rounds in a short amount of time without fully-automatic fire.
**Napier Special** This weapon was developed to be a close-range hand cannon for a specific firearms-obsessed and militant madcap some time ago. With a large frame for large hands that houses shotgun shells rather than your typical cartridge, this firearm caught on in popularity not only for its power but the terror it brings when you dematerialize someone's skull in point-blank range.
**NJR Carbine** A carbine carried by some officers when needed. Chambered in .223x1.8, this gun is also a choice gun among rifle owners for self defense and some hunting purposes. This weapon has also largely replaced the military rifle of yesteryear.
**NPF22 Revolver Shotgun.** A truly strange sight to behold to most, using a revolving cylinder of 5-rounds to cycle shells this is a very old fashioned and reliable scattergun.
**O-44 Machine Gun.** A behemoth of a firearm. This belt-fed machine gun is made to be wielded by two people or one stronger individual and is commonly used to mow down rows of enemies at a time.
**P46 Raid SMG.** A close-range, SMG firing .35 rounds that move rapidly but lose velocity over times relatively quickly. A good firearm for close-range but not as good for longer distances.
**Red Drake Sniper Rifle.** A rifle brother of the Red Wyrm Pistol, firing .220 rounds heated by a similar system to allow for long range incineration and shooting.
**Red Wyrm Pistol.** A .22 pistol that heats up its bullets. This small framed gun uses technology derived from the Thermal Blade to heat its projectiles to red hotness. The weapon is known for the distinct low whistle it seems to exude after firing a few shots.
**Angel Hunting Pistol.** An ergonomic break-action pistol with a single .33x2.5 round. Used by small game hunters for its rifle rivaling range.
**ST-1 Rifle.** A battle rifle developed and modeled after the LAR with a smaller magazine but a larger effective range. Named for all the sounds of the rifle seeming to be dull and separate. This weapon is used by many marksman in the field.
**Stag 3989.** A relatively large revolving handgun, this simple, yet effective, pistol is sure to blow through just about anything in its way with the .44 Magnum round it's chambered in.
**T87 Anti-Personnel Sniper Rifle.** A very high powered rifle for very long range. The T87 fires a .50x4.250 Caliber bullet sure to delete a target if it makes a solid hit on them. This weapon was initially developed in order to assist in the removal of enemy vehicles from combat so that ground troops might move in swifter ans safer.
**Talon 91k.** Another older rifle now used in ceremonies by the country's military. A Semi-Automatic rifle that also comes with a bolt that allows for misfired rounds to be ejected easily to keep firing.
**Tarrasque LC Revolver.** A piece created more out of a "Can we?" question than anything else. This massive revolver was developed for deterring some seriously large predators and hunting but can leave a mightily frightening sight if used on a man.
**Underwrist 888.** A strange firearm that straps directly under one's wrist and fires .35 rounds. It was designed for its ability to be concealed and deployed for use quickly if needed for whatever reason (so long as it was legal!)
### Firearm Ammunition
The guns offered here in Klik City require many different types of bullets to fire. Additionally some companies even modify bullets to work better than a standard bullet.
###### **Ammunition**
| Name | | Compatible weapons | | Cost |
|:---------|:-----:|:------:|:-----:|:------|
| *Handgun and SMG* |
| .22x.6 | | J4 Pistol, Lightning Coil Pistol, Red Wyrm Pistol | | 10 UT/ 20 rounds |
| .32x.6 Tap | | 4411 Revolving Sidearm, Jupiter Model 8 | | 10 UT/10 rounds
| .35x.75 Atlas | | Investigator's Special, IPP Dual Pistol Set, J4 Pistol, K9 Sidearm, G22 Pistol P46 Raid SMG, Underwrist 888 | | 10 UT/10 rounds
| .40x1 | | Kata AutoRevolver, M9 Pestil SMG | | 10 UT/ 10 rounds
| .45x.8 | | HRF Light Infantry Repeater, Lenore Revolver (primary barrel) | | 10 UT/10 rounds
| .44x1.20 Magnum | | DeuTonn AutoMag 4012, Stag 3989 | | 15 UT/10 rounds
| .500x2.2 | | Tarrasque LC Revolver | | 17 UT/10 rounds
| *Rifle* |
| RT .22x1.1 | | ISP-9 | | 11 UT/10 rounds
| .223x1.8 Sal| | NJR Carbine, Red Drake Sniper Rifle | | 12 UT/10 rounds |
| .30x1.5 | | O-44 Light Machine Gun, ST-1 Rifle | | 13 UT/10 rounds
| .310x2 | | Hyperion N23 Rifle, LAR | | 15 UT/10 rounds
\pagebreakNum
###### **Ammunition**
| Name | | Compatible weapons | | Cost |
|:---------|:-----:|:------:|:-----:|:------|
| *Rifle* |
| .33x2.5 Railor | | Angel Hunting Pistol, HRF Infantry Repeating Rifle, Talon 91k, K5 Hunting Rifle | | 15 UT/10 rounds |
| .45x4.250 CRR | | T87 Antipersonnel Sniper Rifle | | 15 UT/5 rounds
| .62x4.55 KSA | | | | 17 UT/5 rounds
| *Shotgun* |
| .410 Gauge Shell | | Hail Maker Sidearm | | 10 UT/10 rounds |
| 20 Gauge Shell | | Hand Hunter Shotgun, Indel 99, Lenore Revolver (secondary barrel) Napier Special | | 12 UT/10 rounds |
| 16 Gauge Shell | | Enforcer Double Barrel | | 12 UT/10 rounds |
| *Shotgun* |
| 12 Gauge Shell | | A7 Raid Shotgun, Bull-77 Bullpup Shotgun, NPF22 Revolver Shotgun | | 13 UT/10 rounds |
| 10 Gauge Shell | | | | 15 UT/10 rounds
### Armor
Body armor comes in a large variety of shapes, sizes, styles, materials, weights and usefulness. This goes double in Klik City.
#### Concealability
Many forms of protection in the modern age are designed so they can be concealed. Unlike smaller items, there is not much a PC can do in the moment to conceal armor. The DC to see worn armor is static and unaffected by anything short of magic or advanced technology.
When a creature that can see enters into a space within fifteen feet of you they may make a Wisdom (Perception) check. The DC of this check is determined by type of armor, and is able to be seen in the *Perception DC* column on the armor table. If an armor type does not have a listed DC, it is always considered noticed by anyone seeing the character wearing it.
##### Light Armor
Light armor is a common site on the streets of Klik City. It's for people who don't necessarily plan on combat but anticipate it nonetheless. Some people however, go into the heat of battle in lighter armors, relying on their style and agility over a thick sheet of steel to defend them from blades and bullets.
**Heavy-Duty Coat.** A thick coat designed for cold weather can provide some small degree of protection when worn, but is far from real armor.
***Special.*** A Heavy Coat is nearly never considered to be armor by those seeing it. It is not considered noticed until you enter combat.
**Leather Outerwear.** This armor is normally a heavy leather jacket, a leather vest, or can sometimes be a baseball catcher’s pads or other such heavier garment. This pseudo-armor frequently worn by a number of the rougher figures in society.
***Special.*** Leather Outerwear is nearly never considered to be armor by those seeing it. It is not considered noticed until you enter combat.
**KCPD UC 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 Jacket.** A favorite of the paranoid roamer of KC everywhere, this type of coat offers significantly more protection than a standard piece of outer layer clothing, being lined with armored materials and platings to allow one to take a few hits.
**Deployable Armor.** This armor comes in a very wide selection of different kinds. There are low-power high-visibility energy shields hidden in some items, quickly deployable aprons hidden in bags, and a wide range of other kinds of armors. Deploying the Deployable Armor is *Use Item* Action. This garment provides no AC bonus when undeployed.
***Special.*** While undeployed, characters automatically fail Perception checks to notice this garment (though at the GM's discretion they may notice the pouch, and intuit what it contains). While deployed, the armor is not considered concealable.
**Concealed Police Vest.** A piece of equipment more durable and protective than the KCPD UC Shirt but a bit more costly, uncomfortable, and heavy. Often used in operations where danger is a much more real possibility.
#### Medium Armor
Medium armor is the half-way point between a tee-shirt and a set of full battle armor you might see an eight-foot cyborg in. This kind of armor is more restricting than some of the lighter armors, but provide more protection.
**Lightweight Ballistic Vest.** Standard issue in many police forces, this vest provides maximum protection in a garment that can be worn all day long and maybe be hidden under some particularly heavy clothing. While it may go unnoticed by a quick glance, it is usually visible to anyone looking closely for it.
**SUE Body Armor.** Small Unit Engagement Body Armor is a type of armor developed for use in tactical and decisive missions that require just a few units to move in and do a job quickly. SUE Body Armor is often used by Special Forces members.
**Tactical Vest.** The standard body armor for the KCPD's tactical units, this vest provides entire torso protection in the toughest, most flexible protective materials available rated to absorb a few rifle cartridges and allow the unit to keep fighting.
**Composite Plate.** A wonder of protective engineering and machining technologies. Commonly made of a newer Hyper-Age alloy and reinforced in the less armored areas with ballistic fiber, this is a beloved piece of equipment for many madcaps and cyberpunks, often customized and fitted with slogans, artwork, and motifs to give it a bit more style.
\pagebreakNum
#### Heavy Armor
Gear made for when a tank is too big to roll through. Heavy Armor offers some serious protection for those who don't mind making a well-announced entrance.
**Riot Gear.** Built like the tactical vest but with even more plates and coverage. This armor provides additional protection in battles against even more heavily armed opponents, some burgeoning Cyberpsychos and paramilitary groups.
**Engagement Body Armor.** The standard for battlefield protection on heavier military units, this armor incorporates plating on the arms and legs in comparison to some others, allowing for some serious battles and sieges.
**Heavy Engagement Body Armor.** The big brother to the Engagement Body Armor. This consists of a heavy torso covering with polymer plates over the full torso, a neck guard, arm protection, and a full helmet. Heavy and almost burdensome, this armor is typically donned by the heads of security for corpos and the biggest, most chromed-up soldiers on the battlefield.
#### Shields
While they have fallen out of popularity somewhat in modern times - due to the popularity of two-handed firearms and the need for a free hand - shields do still have their uses in certain situations.
**Ballistic Shield.** A large, thick shield of steel and polymers, these are what are used by some members of both military and paramilitary organizations. Piercing shields often come with a small viewing slot made of a clear, bulletproof material in the upper half at about eye level. While wielding this shield your speed decreases by ten feet.
**Riot Shield.** Used primarily by police forces against large hordes of unruly civilians with primitive or less powerful weapons, these excel in melee combat against a lightly armed individual.
##### Armor
| Armor | Value | Armor Class (AC) | Strength | Stealth | Perception DC | Weight |
|:---|:---:|:---|:---|:---|:---:|:---:|
| *Light Armor* |
| Heavy-Duty Coat | 8 UT | 11 + Dexterity Modifier | — | Disadvantage | Special | 2 lbs. |
| Leather Outerware | 15 UT | 11 + Dexterity Modifier | — | — | Special | 3 lbs. |
| KCPD UC Shirt | 30 UT | 11 + Dexterity Modifier | — | — | 20 | 2 lbs. |
| Kevlar-Lined Jacket | 20 UT | 12 + Dexterity Modifier | — | Disadvantage | 15 | 3 lbs. |
| Deployable Armor | 50 UT | 12 + Dexterity Modifier | - | - | Special | 4 lbs. |
| Concealed Police Vest | 75 UT | 13 + Dexterity Modifier | Str 13 | — | 18 | 3 lbs. |
| *Medium Armor* |
| Lightweight Ballistic Vest | 100 UT | 14 + Dexterity Modifier (max 2) | — | — | 16 | 4 lbs. |
| SUE Body Armor | 125 UT | 15 + Dexterity Modifier (max 2) | — | — | — | 6 lbs. |
| Tactical Vest | 250 UT | 16 + Dexterity Modifier (max 2) | Str 14 | Disadvantage | — | 7 lbs. |
| Composite Plate | 750 UT | 16 + Dexterity Modifier (max 2) | Str 17 | - | - | 5 lbs. |
| *Heavy Armor* |
| Military Armor | 30 UT | 14 | - | Disadvantage | - | 13 lbs.
| Heavy Armor | 60 UT | 15 | - | Disadvantage | - | 15 lbs.
| Riot Armor | 75 UT | 16 | Str 13 | Disadvantage | — | 25 lbs. |
| Engagement Body Armor | 200 UT | 17 | Str 13 | Disadvantage | — | 30 lbs. |
| Heavy Engagement Body Armor | 1,500 UT | 18 | Str 15 | Disadvantage | — | 40 lbs. |
| *Shields* |
| Riot Shield | 25 UT | +2 | — | — | — | 6 lbs. |
| Ballistic Shield | 30 UT | +3 | Str 17 | Disadvantage | — | 16 lbs. |
# Chapter 3
##### Take Me Out: Everyday Shopping
# Chapter 4
##### Come Together: The Many Faces of Klik City
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# Character Options and Player Materials
The following the section of this document is devoted entirely to materials mainly for the Players and their Player Characters. It will cover Backgrounds, Feats, Subclasses and other things for the Players.
### New Skill
With the rise of technology new skills had to rise with them, below is the new skill that comes with living in the future of Zenn.
* **Intelligence (Tech)** This skill covers general use of technology, such as hacking, repairing a bit of circuitry or coding with a computer. Artificers, Bards, Rogues, and Wizards have this skill added to their class's skill proficiency list. Additionally, any ability that gives access to proficiency in Intelligence (Arcana) skill checks, may instead give proficiency in Intelligence (Tech) skill checks.
## Backgrounds
Being a world in the future, new professions and such have arisen and serve as backgrounds and backstories for many people of Zenn. Ranging from transplanetary truckers to
### Mechanic
You've been in a garage as long as you can remember, fixing up cars, working on planes, maybe even repairing spaceships. Whatever you were working on was something big and something that moves people, and that's all that matters. You may have been in the armed services as a repair technician or maybe you were in a Neo-Biker Outfit, working on you and your buddies's rides to make them as mean as possible.
You've moved on to go apply your skills in a new field. You may hunt down people out in the badlands in a customized dune buggy or maybe you are the designated driver for a motley crew of misfits on a warpath across the KC Underworld. Maybe you were kicked from your biker outfit and now you're hunting down the members after they committed some crime against you or your family.
**Skill Proficiencies:** Athletics, Investigation
**Tool Proficiencies:** Mechanic's Tools, Air Vehicles or Land Vehicles or Water Vehicles (your choice)
**Equipment:** Mechanic's tools, one set of common work clothes, credentials showing you as a capable mechanic, 15 UT
##### Feature: Quick Fix
If you are able to diagnose a problem with a ship, car, motorbike, or other motorized vehicle over the course of a short rest you can make a quick fix for the vehicle, making it run as normal, however after two days the quick fix will wear out and you will be unable to use this feature on that vehicle until you actually fix whatever is causing the issue.
If the issue is caused by damage to the vehicle you can give the vehicle Temporary HP equal to a roll of a number of d4s equal to your proficiency modifier. These Temporary Hit Points fade after 48 hours and this ability can not be used on that vehicle again until its hitpoints are restored to one-half of the vehicle's hitpoint maximum.
### Medic
You spent quite some time with the intent to put a little bit of the world that others had torn apart back together. One way or another you came into the profession of making other people healthier or more comfortable, be it a battlefield medic or an EMT, whatever you used to be you now apply your knowledge to keeping those around you's hearts beating.
As for reasons you began your career as an adventurer, you may have been an army doctor and gotten tired of seeing your comrades getting hurt and moved off to work as a roving doctor to help adventuring parties stay alive. Maybe you worked as an EMT before joining a police department and upon seeing how corrupt it was you left to go take down the people who let the corruption fester.
**Skill Proficiencies:** Medicine, Investigation
**Tool Proficiencies:** Surgery and Cyberware Installation Tools, Medic Kit
**Equipment:** Healer's Tools, one set of Average Clothes, one set of scrubs sealed in an airtight container, a certification for whatever position as a Medic you held, 25 UT
##### Feature: Doctor! Doctor!
Due to your long history of helping people you know the typical location of places where you may go to get supplies to help people or take them to seek further care. When moving to a hospital or other medical care facility you may move at double your normal speed if you have another person in tow. Additionally, you can tend to the wounds of a creature that is dying while they are being transported in a motor vehicle. If you treat the wounds of a creature this way, they are considered stable.
##### Suggested Characteristics
Most of the time people who fill the role of a medic fall into one of two categories: the power-hungry and the compassionate. Some people want the knowledge that they have the life another living person in their hands and that they can end it at any moment. The others mostly just want to help people truly and that is what gives them joy and fulfills their desire to make the world a better place.
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### Sex Worker
You have spent your time in the company of others doing certain profitable services. You may have been an escort, a dancer, or maybe a star of a very particular branch of film, and so you know the people around the block. Some may find your work deplorable and see you as less-than, the vast majority of people will mostly just see your profession as just another form of employment.You may have turned to your new profession of bounty hunting from a member of your community going missing and so you are seeking what happened to your friend.
**Skill Proficiencies:** your choice of two skills between Insight, Performance, Persuasion
**Tool Proficiency:** One type of Gaming Set.
**Languages:** Undercommon
**Equipment:** One set of Expensive Clothes, one piece of eye-catching jewelry, a pocket knife, a set of makeup, 15 UT
##### Feature: Birds of a Feather
You have a communal bond with those in your profession and those close to your community. You may find favor in the eyes of former clients or old friends you met in your work, possibly giving you a place to stay or an "in" when looking for work, any work and not just sex work.
##### Suggested Characteristics
You know how to please people and play into them, mayber you're all bubbly and sweet on the job, but in your normal behavior you could be a meaner, cold person, just doing your work because it's all you can, or maybe you truly do enjoy your work and are a happier person, trying to find joy in this dark world. A whole host of different characteristics could fit into your highly sexualized profession.
### Supply Transporter
You've spent your share of time out in the wide open reaches, be it space, the sky, or just the road, transporting goods of various kinds from one place to the next. You may have done simple runs between states or cities or gone all the way up to cross solar system convoys, and your time has served you well when it comes to dealing with other people of the trade and flying a rig safely and steadily.
Chances are you got tired of the business and moved on to your new job of bounty hunting and adventuring. Maybe you ran into a spot of trouble or crossed paths with a salty figure and had to flee, leaving your old profession behind and starting anew. Maybe due to your transport skills you joined the military and that led you down a road that you would've much rather not gone down.
**Skill Proficiencies:** Perception, Flying
**Tool Proficiency:** Mechanic's Tools, Land Vehicles, Air Vehicles, or Space Vehicles (your choice)
**Language:** One exotic language
**Equipment:** A keepsake from your time as a Supply Transporter, one set of Average Clothes, 15 UT leftover from your last job
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##### Feature: King of the Road
Due to your prior experience you have extensive knowledge when transporting any goods and you know the proper processes and ways of going about so you can more easily smell when something is off or awry.
You gain advantage on any checks to discern any foul goings-ons when it comes to exchanging your services for money.
##### Suggested Characteristics
Your life would leave most people grizzled and cynical, you've seen kidnappings, human trafficing (maybe taken part in it,) and heard tale from others of the things they've seen during their time on the road. You may be a beaten down, rough and tumble one.
## Feats
In the future certain skills have been further progressed by some people who have seemed to turn whatever it is into an art form nearly. Below you will find a list of feats for your player character to take.
### Driver
You have honed your skills behind the wheels of different vehicles, knowing how to drive quickly, smoothly, and, some of the time, safely. You gain the following benefits:
- When you make a check to do a maneuver with a motor vehicle you make the check with advantage.
- When you are driving a vehicle not in combat your vehicle's speed increases by 30 Feet.
### Motor Mechanic
You have spent much time around motor vehicles and have rightly become one of the best mechanics in KC, truly an artisan in the garage. You gain the following benefits:
- Increase your Strength, Dexterity or Intelligence Score by 1 to a maximum of 20.
- Over the course of Short or Long Rest you can reinforce the chasis of a motor vehicle, Temporary Hit Point equal a number of d6 equal to your Proficiency Modifier.
- Whenever you restore Hit Points to a Motor Vehicle using tools you can add your proficiency bonus to the Hit Points Restored.
### Synth
Appearances can be deceiving, you are not fully organic but a mix of mechanical and biological whether you know so or not.
- You count as both Construct and Humanoid for the purpose of creature type.
- You are immune to disease.
- You don't need to eat, drink, or breathe, but you can
ingest food and drink if you wish.
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- Instead of sleeping, you enter an inactive state for
six hours each day. You don't dream in this state and you
are fully aware of your surroundings and notice
approaching enemies and other events as normal. You
can still be rendered unconscious by sleep-inducing
magic.
You must be first level to take this feat and can not do so after first level. Additionally, you may take this feat during character creation for free, without needing to have the ability to gain a feat.
### Unsettling Calmness
In battle you are eerily calm and collected, to the point where it is particularly off-putting to those you engage with the. You gain the following benefits:
- The range at which you have disadvantage on ranged attacks changes from five feet to ten feet.
- You have advantage on any checks or saves to maintain a level-head, keep your cool, etc.
- You may cast spend an action to attempt to bring others to your level of calmness. Every creature in a twenty foot sphere centered on yourself makes a DC 14 Wisdom (Insight) Check. On a success, the creature is affected by the first effect of the *Calm Emotions* Spell. You may use this ability once per long rest. This ability is not magical or psychic in nature.
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# Chapter 5
##### Thunderkiss: Travel
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### Travel in the Future
Time has progressed, and so has the technology used to travel. Following the 3782 Fuel Act, the use of Gasoline as a fuel has long declined. This led to the use of a newer, hotter-burning, less polluting fuel: Biobutanol (or coloquially Blue, a name earned by the blue flame produced by Biobutanol's combustion). This four-carbon alcohol was the result of several countries and a corporations working together to reduce emissions of carbon. This new fuel does not mix with water so it provides more opportunities for use. Biobutanol is commonly used in commercial vehicles, aircrafts, boats, and submersible vehicles. The only vehicles not using Biobutanol are using Hyper or a Hyper Derivative in order to achieve space travel.
### Owning a Vehicle
Many modern day people own a vehicle, or at the very least will or have operated a vehicle at some point in their life.
Vehicles in this section are named with generic terms to better allow the GM and Players to describe their own vehicles. Later in this chapter, you will find some manufacturers you may use to quickly fill out a manufacturer and model for your vehicle. Additionally, Land Vehicles may only be used on land, if they enter a body of water they break down and are unable to be used until retrieved and repaired. Sea Vehicles may only be used on water, on land their speed, range, and ramming speed becomes 0. Air vehicles may be used on land or the sky but not in water (save for the sea plane which functions as a raft while in water) otherwise they break down as a Land Vehicle does while in water.
**Cargo.** The table indicates the maximum amount of cargo each vehicle can carry. Cargo is tracked by both weight and volume. The first number is the amount of pounds a vehicle can tow or carry while the second number is the amount of cargo the vehicle can contain within itself. Trailers are available for purchase and will toll on the vehicle's Cargo-Weight Score but will provide a boost to the vehicle's Cargo-Volume Score.
**Crew.** A Vehicle needs a crew of hirelings or PCs to function. As per the Player's Handbook, one skilled hireling costs at least 2 UT per day. The minimum number of skilled hirelings or PCs needed to operate a vehicle depends on the type of vessel, as shown in the Vehicle's respective table.
**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.
**Passengers.** The table indicates the number of Small and Medium passengers the vehicle can accommodate. A number of creatures of Small or Medium size equal to the vehicle's Passenger Score can fit within the vehicle. If a creature is of Tiny size the vehicle can fit two Tiny creatures can fit for every one Small or Medium passenger the can accommodate. Most vehicles can not hold creatures of Large or greater size unless specifically stated.
**Ramming Damage.** A vehicle is typically a heavy object that moves at high speeds. As such, it hurts to get hit by a vehicle. Every vehicle has a Ramming Damage. This damage is the amount of damage a creature takes when they get hit by the vehicle after it is either at its top speed or has moved 3/4 of its speed in a straight line toward the target.
**Range.** Range is how far a vehicle can go before needing to stop to refuel. While fueling stations are relatively common, your GM may determine that one is not nearby. If you can not find a fueling station you can transport fuel in a canister. The canister can be purchased for 2 UT and holds one refuel worth of fuel. Listed under Range are two numbers, the first is how far you can go while the second is how much it costs to refuel your vehicle.
**Speed.** Every vehicle has two speeds listed. The first is how far and fast the vehicle is able to move in combat, the second is their top speed outside of combat. While operating a vehicle, you may not dash and you are within the space occupied by the vehicle and you move with the vehicle until you exit the vehicle as a Free Action.
Turning in a vehicle is a lot more complicated than turning while running on foot. A vehicle is allowed to turn two sides of the octagon per turn if it has the space.
Inside a the city typically has a speed limit, while within the city (if you choose to remain lawful), your maximum speed is limited to 60 MPH. If you do no choose to remain lawful you may move up to your maximum speed, however you may be requested to make a check of some kind to avoid a ticket. If you choose to accept the ticket, the GM will determine an amount of money that you are required to pay, otherwise the issue will continue.
### Automotive Repair
Repairs to a damaged vehicle can be made while the vessel is parked. Repairing a damaged vehicle costs 10 UT and three hours of work from a creature that is proficient in Mechanic's Tools. After those three hours, the mechanic rolls a d6 and the vehicle regains a number of hitpoints equal to the result of the die to a minimum of the mechanic's Proficiency Bonus.
##### Land Vehicles
| Vehicle | Cost | Speed | Ramming Damage | Range | Crew | Passengers | Cargo | AC | HP | Damage Threshold |
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| Armored Van | 8,000 UT | 45 ft./65 MPH | 3d8 Bludgeoning | 130 Mi./5 UT | 1 | 4 | 1,500 lbs./30 cu. lbs. | 17 | 200 | 25 |
| Bicycle | 30 UT | 40 ft + your strength score/25 MPH | 2d4 Bludgeoning | 20 + Your Constitution Score Mi./0 UT | 1 | 0 | 0 lbs./0 cu. ft. | 10 | 15 | 5
| Bus | 4,500 | 40 ft./70 MPH | 4d6 Bludgeoning | 170 Mi./9 UT | 1 | 40 | 200 lbs./14 cu. ft. | 13 | 90 | 10 |
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##### Land Vehicles
| Vehicle | Cost | Speed | Ramming Damage | Range | Crew | Passengers | Cargo | AC | HP | Damage Threshold |
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| Cheap Car | 2,100 UT | 70 ft./85 MPH | 2d10 Bludgeoning | 160 Mi./3 UT | 1 | 3 | 200 lbs./12 cu. ft. | 11 | 80 | 10
| High-End Motorcycle | 1,550 UT | 120 ft./170 MPH | 2d10 Bludgeoning | 200 Mi./2 UT| 1 | 1 | 125 lbs./2 cu. ft. | 15 | 45 | 10
| Motorcycle | 700 UT | 60 ft./110 MPH | 1d6 + 1d10 Bludgeoning | 120 Mi./1.2 UT | 1 | 1 | 75 lbs./3 cu. ft. | 14 | 25 | 5
| Muscle Car | 5,600 UT | 100 ft./175 MPH | 2d12 Bludgeoning | 225 Mi./3.2 UT | 1 | 4 | 300 lbs./13 cu. ft. | 15 | 135 | 15
| Small Sports Car | 3,150 UT | 80 ft./90 MPH | 2d8 Bludgeoning | 200 Mi./2.5 UT | 1 | 2 | 175 lbs./7 cu. ft. | 10 | 70 | 10
| Skateboard/Scooter | 20 UT | 35 ft + your dexterity score/25 MPH | 1d4 Bludgeoning | 20 + Your Constitution Score Mi./0 UT | 1 | 0 | 0 lbs./0 cu. ft. | 10 | 5 | 5
| Sports Bike | 750 UT | 100 ft./140 MPH | 2d6 Bludgeoning | 175 Mi./1.7 UT | 1 | 0 | 50 lbs./2 cu. ft. | 15 | 35 | 10
| Supercar | 15,675 UT | 120 ft./190 MPH | 2d6 + 1d8 Bludgeoning | 300 Mi./4 UT | 1 | 1 | 250 lbs./ 10 cu. ft. | 14 | 120 | 15
##### Aerial Vehicles
| Vehicle | Cost | Speed | Ramming Damage | Range | Crew | Passengers | Cargo | AC | HP | Damage Threshold |
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| Single Engine Plane | 8,000 UT | 120 ft./145 MPH | 2d6 Slashing +2d6 Bludgeoning | 500 Mi./35 UT | 1 | 2 | 25 lbs./3 cu. ft. | 15 | 60 | 8
| Small Helicopter | 11,000 UT | 70 ft./80 MPH | 3d8 Slashing +2d6 Bludgeoning | 400 Mi./35 UT | 1 | 1 | 35 lbs./3 cu. ft. | 14 | 45 | 12 |
##### Sea Vehicles
| Vehicle | Cost | Speed | Ramming Damage | Range | Crew | Passengers | Cargo | AC | HP | Damage Threshold |
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| Jet Ski | 500 UT | 70 ft./60 MPH | 4d4 Bludgeoning | 80 mi./1 UT | 1 | 1 | 45 lbs./3 cu. ft. | 14 | 30 | 5
| Rowboat | 75 UT | 10 ft + your strength score/6 MPH | 1d6 Bludgeoning | 20 + Your Constitution Score Mi./0 UT | 1 | 4 | 250 lbs./8 cu. ft. | 10 | 25 | 5
| Speed Boat | 9,250 UT | 80 ft./90 MPH | 4d6 Bludgeoning | 100 mi./5 UT | 1 | 9 | 200 lbs./25 cu. ft. | 13 | 115 | 8
| Yacht | 14,500 UT | 50 ft./50 MPH | 4d10 Bludgeoning | 100 mi./3 UT | 2 | 50 | 700 lbs./50 cu. ft. | 16 | 240 | 15
### Vehicle Manufacturers
Like firearms and weapons, there are many companies that specialize in making vehicles and parts for vehicles. Here I will list some of the most common brands you'll see on the road in Klik City.
**CAU.** CAU is most famous for their production of weapons and involvement with paramilitary operations, but, as with many companies, they've dipped their toes into other industries. CAU has produced vehicles for troops and other militaries, allowing some to make their way into consumer circulation.
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**Chendri Engine Company.** An older company famous for their older cars. Producing cars with power and volume that'll turn heads. While their vehicles may not be as stylish as some of those produced by Snow or as cheap as those produced by Quarter, it's undeniable that Chendri produces strong, tough vehicles.
**Glittering General** One of the companies that is damn near impossible to escape from, this bunch produces many many vehicles for civilian, commercial, and even military use (in addition to the 1.18" hydraulic cannons used by some of those vehicles).
**Iron Briar Engines Co.** A company based out of an island nation across the Indrius Ocean to the east of Quartra. The island nation Iron Briar is based out of is commonly damp with rain and padded with mud. As such, Iron Briar focuses on vehicles for moving through the mud well with power or smaller cars to move on the rain-slick streets of their cities.
**Nision Motorcycles.** A manufacturer that makes almost exclusively motorcycles. What the vehicles produced by this Uril-based company lack in power and overall quality they make up for in availability and price. This company was on of the first on the scene for motor vehicles with two wheels and has remained in the upper echelon for a large portion of the time.
**Quarter Motors.** A producer of vehicles ranging from very affordable to lower-end high-end motor vehicles. This producer is commonly bought from by the lower income peoples of the world due to their vast catalogue of cheaper automobiles.
**The Snow Automobile Company.** A relatively new company born during the switch from Gasoline to Biobutanol. Snow is known for their high-priced, high-quality, high-speed vehicles. Snow Automobiles (or SAC) vehicles are sought after by many rich and famous people, if only for the emblem on the hood and the status that comes with the ride.
**Thunderbird Aerial Vehicles.** One of the most popular personal Aircraft companies, Thunderbird has carved out their place in the market and the sky, being around for quite a lot longer than some companies.
**Yan Aquatic.** A foreign company producing many kinds of aquatic vehicles that range in price and focus greatly. Yan has been around for a time longer than a lot, having produced sea vehicles for hundred of years.
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# Chapter 6
##### One Big Beautiful Sound: Magic
\pagebreak
# Spellcasting
Magic *was* a great part of the world of Zenn. It was a central part of the kingdoms long since gone and reduced to dust. It is slowly falling away more and more with each year, after all wouldn't you take the easy way out of technology over years of arcane study? Regardless of this, there are still practitioners and people who embrace magic.
## Spells
Listed below are the spells added to the classes of D&D 5e, seperated by class, alphabetically.
### Artificer
###### Cantrip (0 Level)
Laser Beam
Sawblade
###### Level 1
Palm Explosion
Precision Signal Jam
System Diagnosis
###### Level 2
Catch-A-Ride!
Short Circuit
###### Level 3
Conjure Sentry Gun
Signal Jam
Wipe
###### Level 4
Assess
###### Level 5
Wire Slide
### Bard
###### Level 1
Precision Signal Jam
Assemble
###### Level 3
Signal Jame
Wipe
###### Level 7
Countdown
### Cleric
###### Level 2
Detect Weapon
###### Level 6
Stay Dead
### Druid
###### Level 1
Assemble
###### Level 2
Catch-A-Ride!
Short Circuit
### Paladin
###### Level 2
Catch-A-Ride!
Detect Weapon
###### Level 4
Assess
### Ranger
###### Level 1
Assemble
###### Level 2
Catch-A-Ride!
Detect Weapon
###### Level 3
Conjure Sentry Gun
###### Level 4
Assess
###### Level 5
Wire Slide
### Sorcerer
###### Cantrip (0 Level)
Laser Beam
###### Level 1
Precision Signal Jam
Palm Explosion
###### Level 2
Short Circuit
###### Level 4
Disguise Vehicle
###### Level 7
Countdown
### Warlock
###### Cantrip (0 Level)
Laser Beam
Sawblade
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###### Level 1
Precision Signal Jam
Palm Explosion
###### Level 2
Short Circuit
###### Level 4
Disguise Vehicle
###### Level 7
Countdown
###### Level 9
Conjure Megabot
### Wizard
###### Cantrip (0 Level)
Laser Beam
Sawblade
###### Level 1
Assemble
Palm Explosion
Precision Signal Jam
System Diagnosis
###### Level 2
Short Circuit
###### Level 3
Signal Jam
Wipe
###### Level 4
Assess
Disguise Vehicle
###### Level 5
Wire Slide
###### Level 7
Countdown
###### Level 9
Conjure Megabot
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# Spell Descriptions
#### Assemble
*1st Level Transmutation*
**Casting Time:** 1 Action
**Range:** 15 Feet
**Target:** A stack of materials in range
**Components:** V, S
**Duration:** Instantaneous
You extend your hand to a stack of materials and assemble them into an object that fits within a 5 foot cube, for example you could use this spell to turn a stack of wooden planks and nails into a chair.
#### Assess
*4th Level Divination*
**Casting Time:** 1 Action
**Range:** 80 Feet
**Target:** A creature within range
**Components:** V, S
**Duration:** Instantaneous
You scan a single creature you can see within range to assess their physical characteristics and gauge their strength. You learn that creature's exact height, exact weight, Strength Score, Dexterity Score, Constitution Score, and if they are under the effects of any narcotics, poisons, or diseases.
#### Catch-A-Ride!
*2nd Level Conjuration*
**Casting Time:** 10 Minutes
**Range:** 30 Feet
**Target:** An unoccupied space within range
**Components:** V, S
**Duration:** 1 Hour
You summon up a lesser elemental to take the form of a vehicle for your own use as a "ride". Appearing in an unoccupied space within range, the ride takes on a form that you choose: a Bicycle, a Cheap Car, a Jet Ski a Motorcycle, a Small Sports Car, a Skateboard/Scooter or a Sports Bike. (Your GM might allow other vehicles to be summoned as rides.) The ride has the statistics of the chosen form, though it is treated as magical in nature and as an Elemental for any relevant abilities and such.
Your ride serves you as a vehicle, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While in your ride, you can make any spell you cast that targets only you also target your ride.
When the ride drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your ride at any time as an action, causing it to disappear. In either case, casting this spell again summons the same ride, restored to its hit point maximum unless you choose a different form for your ride.
While your ride is within 1 mile of you, you can command with it telepathically and cause it to autopilot to your location
You can’t have more than one ride bonded by this spell at a time. As an action, you can release the ride from its bond at any time, causing it to disappear.
#### Conjure Mecha
*9th Level Conjuration*
**Casting Time:** 30 Minutes
**Range:** 100 Feet
**Target:** A space within range
**Components:** V, S, M (Various Metal parts costing 100 UT, and a Core made of Hyper and precious metals worth at least 1,000 UT which the spell consumes)
**Duration:** Concentration, up to 1 hour.
You conjure a giant city destroying metal machine that follows your will.
Choose one location within 100ft of you that you can see, a Warforged Colossus arises from the spot you choose. When the Warforged Colossus arises from the location you specified, all creatures within a 50 Foot radius of where the Warforged Colossus appears must make a Dexterity Saving Throw or take 10d8 Bludgeoning damage. When the Warforged Colossus drops to 0 hit points it disappears. The Warforged Colossus is friendly to you and your companions for the duration. You Roll initiative for the Warforged Colossus, which has its own turns. As a bonus action on each of your turns you can command the Warforged Colossus to take one of the actions it could possibly take. If you don't command it to take an action, on it's turn it will take the dodge action. If you lose concentration on the spell the Warforged Colossus does not disappear, it instead stays becoming hostile to you and any creature it can see or sense. As a Bonus Action on your turn, you can dismiss the Warforged Colossus causing it to disappear, when you do all creatures within a 50 Foot radius centered on where the Waforged Colossus was must make a Dexterity Saving Save, or take 10d10 Bludgeoning damage. Uncontrolled Warforged Colossus's that are summoned via this spell cannot be dismissed.
#### Conjure Sentry Gun
*3rd Level Conjuration (ritual)*
**Casting Time:** 1 Action
**Range:** 15 Feet
**Target:** An unoccupied space within range
**Components:** V, S, M (A single bullet, which the spell consumes)
**Duration:** Concentration, up to 1 hour
You toss a single bullet on the ground, causing it to burrow down before growing into a stationary Sentry Gun taking up the space of a 5 foot cube which creatures may move through, alternatively you may plant the bullet on a vehicle big enough to house the sentry. As a Bonus Action you may order the Sentry to make three Ranged Spell Attacks using your Spell Casting Modifier, each deals 2d6 Piercing Damage. Additionally you may give a creature permission (no action required) to use the Sentry Gun as a Turret,
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the creature is considered proficient with the sentry gun and they may not move it. The sentry gun is a medium object with an AC of 16 and HP equal to the level of the slot expended to cast it times 10.
**At Higher Levels.** For every level above 3rd the duration is increased by 5 Minutes, additionally for every two slots the Sentry Gun's damage is increased by 1d4.
#### Detect Weapon
*2nd Level Divination*
**Casting Time:** 1 Action
**Range:** 20 Feet
**Target:** A creature within range
**Components:** V, S
**Duration:** Instantaneous
You magically peer at the creature, learning if they are currently in possession of a weapon. This spell does not detect what weapons are on the creature, only if they do possess a weapon.
**At Higeher Levels.** If this spell is cast using a 3rd level or higher spell slot, the caster learns how many weapons the target has and if they're smallarms, longarms, or a combination. If this spell is cast using a 4th level or higher spell slot, the caster learns exactly what weapons the target is in possession of.
#### Countdown
*7th Level Conjuration*
**Casting Time:** 1 Action
**Range:** Touch
**Target:** A creature within range
**Components:** V, S, M (500 UT worth of gunpowder, and a clock of some kind which is both consumed)
**Duration:** Up to 1 year
You place a magical Time bomb on a creature or object of your choice that you can touch.
Choose one creature or object that you can touch, it must make a dexterity saving throw. On a failed save a magical time bomb is placed on the target of the spell in a place of your choosing as long as it is a part of what you had touched. For example, you could cast this spell on a door, you could place the bomb on the other side of the door as long as it is still a part of what you had cast this spell on. When you cast this spell, set a time which it explodes. This time can be any length from 1 second to 1 year. If the bomb explodes during combat it explodes at the beginning of the creature's turn, if you cause the time to explode during the next round of combat it occurs at the beginning of the creature's turn. The bomb appears on the target, its appearance is determined by you, but it must resemble something like a bomb (be it cartoonish, realistic, or anything in between). Additionally, there must be a readable clock somewhere on the bomb showing when it detonates, it must be in a language for the target to understand if it is something that can read a language. As a bonus action, you can press your thumb against the side of your index finger, this causes the bomb to explode. The target takes 10d8 Fire damage, if this kills the target the target disintegrates along with any non magic items it was carrying.
Additionally, you can cause all creatures within 10ft of the original target of the spell to make a Dexterity save or take 10d8 fire damage or half as much on a successful save. If the time limit you had specified reaches Zero, it explodes the same way as if you had detonated it on command. It is impossible to remove the bomb from the surface it is on, if the part of the object or creature that the bomb is on removed then the bomb will teleport to where the it was removed. For example if someone tried to cut the limb the bomb was attached to off, the bomb would teleport to the wound where the limb as. No amount of force will remove it either, the only spells capable of removing the bomb is Wish, or Greater Restoration cast at the 7th level or higher.
**At Higher Levels.** For every level above 7th this spell deals an additional 2d8 fire damage.
#### Disguise Vehicle
*4th Level Illusion*
**Casting Time:** 1 Action
**Range:** Touch
**Target:** A vehicle within range
**Component:** V, S, M (A small vial of paint which the spell consumes)
**Duration:** 1 Hour
You cause an illusion to appear around a vehicle of you can touch making the vehicle appear different. You can change the exact vehicle, maker, color, or any other aspect as long as the size isn't decreased and the basic shape is maintained.
The changes wrought by this spell fail to hold up to physical inspection.
To discern that the vehicle is disguised, a creature can use its action to inspect the vehicle's appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
#### Laser Beam
*Evocation Cantrip*
**Casting Time:** 1 Action
**Range:** 80 Feet
**Target:** A creature within range
**Component:** V, S
**Duration:** Instantaneous
You extend your pointer finger and send a bright beam of energy forward toward a creature or object. Make a Ranged Spell Attack against the target. On a hit, the target takes 3d4 Hyper Damage. Additionally, you may concentrate the entire beam to a thin, 5 foot long cutting edge, for 1 Minute you can use the edge to cut through any non-organic material material as if it were a high powered saw. Specify when casting which effect you are activating.
The spell's damage increases by 3d4 when you reach 5th level (6d4), 11th level (9d4), and 17th level (12d4)
#### Palm Explosion
*1st Level Evocation*
**Casting Time:** 1 Action
**Range:** Touch
**Target:** A creature or object you can see within within range
**Components:** V, S
\pagebreakNum
**Duration:** Instantaneous
You create a small explosion in the palm of your hands to deal massive damage to a target.
Choose one creature or object you can touch, it must make a dexterity save or take 4d6 fire damage and half as much on a success. Optionally, you can choose to deal 3d6 fire damage instead, if you do the target falls prone on a failed save. If this spell hits an object, it automatically fails the save.
At Higher Levels. For every level above 1st this spell deals an additional 1d6 fire damage.
#### Precision Signal Jam
*1st Level Abjuration*
**Casting Time:** 1 Action
**Range:** 60 Feet
**Target:** An Æthernet Device within range
**Components:** V, S
**Duration:** Concentration, up to 10 Minutes
You extend your finger toward an Æthernet Device within range, preventing it from contact with the Æthernet.
**At Higher Levels.** For every spell slot above 1st you increase the duration for 1 minute.
#### Sawblade
*Conjuration Cantrip*
**Casting Time:** 1 Action
**Range:** 10 Feet
**Target:** A creature or object you can see within within range
**Components:** V, S
**Duration:** Instantaneous
You conjure a sawblade of some kind to tear into a target of your choice.
Make a Melee Spell Attack against a creature or object within range. On a hit, the target takes 1d6 Piercing Damage +1d6 Slashing Damage. If you target an object made of something such as wood, then on a hit the sawblade cuts the target in half.
The spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
#### System Diagnosis
*1st Level Divination (ritual)*
**Casting Time:** 1 Action
**Range:** Touch
**Target:** A computer within within range
**Component:** V, S
**Duration:** Instantaneous
You run the piece of glass along a piece of technology to run a scan for any malware or viruses.
Make one check using your Spellcasting Modifier and your proficiency at advantage for every virus on the device against the check needed to find the virus
or malware. On a success you learn which viruses or malware are affecting the computer and where they are in the system. If none are present you learn that there are no viruses or malware on the device.
\columnbreak
#### Short Circuit
*2nd Level Evocation*
**Casting Time:** 1 Action
**Range:** 30 Feet
**Target:** A creature or object you can see within within range
**Components:** V, S
**Duration:** Instantaneous
You cause a bolt of white energy to leap from your fingers toward your target, frying the internals of any electronics you affect or the flesh of a creature.
Choose one target within range make a Ranged Spell Attack against the target, on a hit, against a creature or non-computer object the target takes 3d6 Lightning Damage, if the target was a computer it takes no damage and instead shuts down, loses the past 10 minutes of data, and/or breaks completely subject to DM ruling.
**At Higher Levels.** For every level above 2nd this spell deals an additional 1d6 damage, or is more severe in its computer affects at the GM's discretion.
#### Signal Jam
*3rd Level Abjuration (ritual)*
**Casting Time:** 1 Action
**Range:** 60 Feet
**Target:** A point you can see within within range
**Components:** V, S
**Duration:** Concentration, up to 1 Hour
You place a magical sphere 15 feet in diameter around a point you can see within range that blocks all Æthernet Signal, preventing transmitting or outside communication.
**At Higher Levels.** For every level above 3rd the duration is increased by 30 minutes. For every 2nd slot above 3rd, the radius of the sphere increases by 5 Feet.
#### Stay Dead
*4th Level Necromancy*
**Casting Time:** 1 Minute
**Range:** Touch
**Target:** A dead creature within within range
**Components:** V, S, M (Wrought iron shavings worth at least 300 UT, which the spell consumes)
**Duration:** Until Dispelled
You place your hand on the forehead of a humanoid creature within 5 feet of you placing a magical ward on the creature, preventing it from being returned to life by any means.
#### Wipe
*3rd Level Transmutation Spell*
**Casting Time:** 1 Minute
**Range:** Touch
**Target:** An object you can see within within range
**Components:** V, S
**Duration:** Instantaneous
\pagebreakNum
You run your hand along any device that stores data and attempt to remove all data, make a DC 15 Check using your Spellcasting Modifier, on asuccess you wipe all data as long as the device is not Wipe Warded (which can be done upon purchase or at the same place for 300 UT,) additionally, if you have a drive of equal or greater storage on your person you can instead transfer all files to that drive.
#### Wire Slide
*5th Level Conjuration*
**Casting Time:** 1 Action
**Range:** Touch
**Target:** An exposed wire or phone within within range
**Components:** V, S, M (A length of conductive wire)
**Duration:** Instantaneous
You touch either an exposed wire or a phone being called and are transported through either the wire or the Æthernet to your destination, if you chose an exposed wire you follow the wire for up to 3,000 feet in the desired direction (work with your GM to determine how you move and where you end up,) if you chose the phone being called you pop out on the other side of the phone as long as it is within 1 mile of your location.
\pagebreakNum
> Image Credits; Cover: Cyberpunk City 2018 -Beauty Shot 1 by Casey Coauette. Page 2: Wallpapersden.com.
> To-Do List:
> - Laser/Hyper Weapons (Maybe?)
> - Air and Sea Vehicles
> - More Feats
> -
## Possibilities and Works-In-Progress
| *Energy* |
| 1x2x3" BM Battery | | Placeholder Name | | 13 UT/1 Battery
Evolution Weapon Development. One of the earliest of the big players in weapon creation. They are venturing into the field of Hyper, Laser, Photon, and all other forms of energy-based weapons. entering the scene with a splash by purchasing the rights to all of Exile's energy or laser weapons, this company is pushing the line of weapons further and further with each release.
### Addiction
Many different chemicals that one puts into their bodies can create chemical dependencies following use of that chemical.
Upon consumption of any narcotics, a creature must make a saving throw (listed in the description of the narcotic and the Narcotics Table) against a DC provided in the description of the narcotic as well as the Narcotics Table. Should the creature succeed you stave off addiction and your mind is able to remain mostly healthy and uninhibited by the more negative effects of the chemical compound consumed. If the creature fails then they become addicted.
Addiction comes in three stages: mild, serious, and debilitating addiction. Mild addiction requires you to consume one dose of the narcotic every three days or risk going into withdrawls. Serious Addiction shortens this time to once a day. Debilitating makes it so you must take one dose every twelve hours spent awake. Should a creature consume more of a drug than is required by their addiction level then they must make another saving throw against addiction or have their addiction level increase. Players should roleplay according to any and all addictions they may have or withdrawls they may be going through.
Withdrawl is a state a creature enters whenever they fail to meet the required amount of doses in a time period. If a creature fails to consume a dose of the substance they are addicted to, they gain one level of exhaustion and their addiction level is decreased by one level. A creature can be addicted to multiple drugs, each of which's addictions are tracked separately.
\columnbreak
### Narcotics
The streets of KC are rife with drugs, narcotics, dope, and any other name you want to give to the poison that the countless addicts pump into the veins of their rotting, yet living, bodies to numb the pain or escape the reality that they reside in. Here are some of those drugs.
| Item | Addiction Save | Cost |
|:---|:---:| :---: |
| Black Box (5) | DC 15 Wisdom Saving Throw | 10 UT
| Crimson Gaze (3) | DC 14 Wisdom Saving Throw | 20 UT
| Nicotine (20) | DC 10 Constitution Saving Throw | .5 UT
| Painkillers (10) | DC 13 Constitution Saving Throw | 15 UT
| Wired Eyes (5) | DC 14 Constitution Saving Throw | 15 UT
### Narcotics Descriptions
Listed here are the effects and some of descriptions. The products widely available on the street provide a wide range of effects that can greatly benefit the madcaps.
**Black Box.** A reference to the "Black Box Warning" given to some medication, this hallucinogen/stimulant is a common sight amongst the party animals of Klik City. The effects of this drug seem to increase slowly over time, growing stronger with each passing moment. The speed at which Black Box grows in strength is often tied and associated with how active the consumer is after taking a dose as well as whatever other things are consumed alongside Black Box, though it seemingly doesn't make the drug's high go away any quicker. Common Side effects include: Dilirium, minor hallucinations, increased empathy, increased body temperature, panic attacks, anxiety, depression and increased thirst.
As an action you can take one tablet of Black Box and consume it. For the next hour you gain a +2 bonus to Charisma (performance) Skill checks as well as Charisma Saving Throws. For the duration you are immune to the Charmed Condition but any attacks you make are made at disadvantage. If you consume more than four doses in a day then you must make a DC 16 Constitution Saving Throw or take 3d6 Poison Damage +4d6 Psychic Damage and your Hit Point Maximum is reduced by an amount equal to the Poison Damage taken until you finish a Long Rest. Poison damage dealt by this drug ignores resistance and immunity.
*Addiction Save:* DC 15 Wisdom Saving Throw
\pagebreakNum
**Crimson Gaze.** Coming in a handy applicator, this bright red upper is sprayed directly into the user's eye to cause a reddening of the sclera and a heightened sense of adrenaline. Crimson Gaze operates as almost a steroid and a stimulant married together. Common side effects for the drug include: eye or skin irritation, mood swings, lack of perceived pain, high energy, hyper awareness, mania. If someone consumes more than one dose within an hour or more than four doses in a day then they must make a DC 15 Wisdom Saving Throw
As an action you may spray one dose of Crimson Gaze into your eyes, this causes acute awareness and hyper activity in the consumer. For the next 5 minutes gain a +2 bonus to any Dexterity Saving Throws and Strength Saving Throws. Additionally, once per round you may cause one unarmed strike you make to deal an additional 1d8 Bludgeoning damage. If a creature consumes more than one dose over the course of one hour they must make a DC 17 Constitution Saving Throw. On a failure you take 4d8 Poison Damage and have their Hit Point Maximum reduced by an amount equal to the damage taken until you finish a Long Rest. Poison damage dealt by this drug ignores resistance and immunity. If a you are subject to more than two Constitution Saving Throws due to consuming more than one dose in an hour, you must make a DC 20 Charisma Saving Throw or become an NPC under the GM's control for the next hour.
*Addiction Save:* DC 14 Wisdom Saving Throw
**Nicotine.** Nicotine is a parasympathomimetic and minorly neuroprotective substance comes in many purchasable forms for consumption. Be it through gum, vapor, cigarettes, pipe smoke, cigars, patches, or any number of other ways of consumption. Consumption of nicotine makes some feel relaxed and focused while also increasing levels of dopamine in the brain.
Any way of consuming nicotine's benefits and downsides are not great enough to warrant a mechanical effect.
*Addiction Save:* DC 10 Constitution Saving Throw
**Painkillers.** This medication can be used to swiftly rid one's self of more severe pain. These pills are commonly doled out by medical professionals to help those living with chronic pain, however they have become a very common sight on the streets due to their effects they have beyond pain relief. Common side effects include: muscle and mental relaxation, happiness, slowed breathing and heart rate, drowsiness, confusion, nausea.
As an action you may swallow one pill, for the next 10 minutes you have advantage on any saving throw to work through or deal with pain. Additionally if you fall to 0 Hit Points while under the effects of Prescription Painkillers you do not fall unconscious, however you still make Death Saving Throws as normal. If you take more than four doses in a day, you must make a DC 17 Constitution Saving Throw or lose the ability to breathe for the next hour. You can repeat this saving throw every two minutes. Additionally, a creature can attempt a DC 14 Wisdom (Medicine) skill check in order to restore breathing to a creature.
*Addiction Save:* DC 13 Constitution Saving Throw
**Wired Eyes.** Wired Eyes is a stimulant that is known to cause highly heightened senses and awareness and hyperactivity, resulting in the "Wired Eyes" the drug is named after. This is commonly used in situations where one must remain alert for long periods of time. Common side effects include: fidgetiness, paranoia, anxiety, and minor auditory hallucinations.
As an action you can inject yourself with a small syringe of Wired Eyes, for the next hour you gain a +2 bonus to Wisdom (Perception) Skill Checks and Initiative Rolls. Additionally, you do not require sleep for forty-eight after you take one dose, however if you remain awake for for more than seventy-two hours you gain one level of exhaustion. Exhaustion gained in this way increases by one level every twelve hours until you sleep hours. If you consume more than one dose in an hour, more than two doses in a day, or more than four doses within four days, you must make a DC 16 Constitution Saving Throw or take 4d6 Bludgeoning Damage as your heart spasms and struggles to pump blood. and have their Hit Point Maximum reduced by an amount equal to the damage taken until you finish a Long Rest. Bludgeoning damage dealt by this drug ignores resistance and immunity.
*Addiction Save:* DC 14 Constitution Saving Throw