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Technomancer's Textbook

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100% found this document useful (1 vote)
398 views60 pages

Technomancer's Textbook

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 60

A

A cyberpunk
cyberpunk setting
setting supplement
supplement for
for
Fifth
Fifth Edition
Edition Dungeons
Dungeons & & Dragons
Dragons

/
THE TECHNOMANCER'S TEXTBOOK WAS CREATED BY:

MOGRIT
AUTHOR'S NOTE DISCLAIMERS
Originally, I had set down a series of rules in a Google Word I have nothing to do with Wizard's of the Coast. I'm just a
document for a D&D campaign I was running set in person with an overly enthusiastic love of D&D and
Shadowrun's Amazonia (in Brazil). It started as a series of homebrew.
gun rules that I adapted, followed by vehicle rules, then The Technomancer's Textbook is free, and there is no
subclasses, and cybernetics, and so on. Patreon or any other method of paying for it. The art used in
As more and more was added to the document to meet the this book was used without the explicit permission of those
needs for my campaign, after most of a year of (nearly) who made it, and so the book cannot be sold. The amazing
weekly games, I realized that the rules I had written had artists' credits are on page 269 through 273.
become a book. I made the decision that I wanted to try my If, for some reason, you still want to support me, then the
hand at making a real book, with formatting, art, flavor text, best thing you can do is to donate money to a charity and let
and other bits and bobs. me know on the Technomancer's Hideout channel in
While I realize my book could never be up to the standards Discord. I recommend one of the following:
of an official published piece like Xanathar's Guide to
Everything or Tasha's Cauldron of Everything, it was a fun Doctors Without Borders (Global)
challenge to produce something I could be proud of. World Kitchen (Global)
VetDogs (USA Specific)
SPECIAL THANKS: Also, this book has rude language and curse words in
it, and has references to sex work, drug use, and
JustinLinhares: For being an amazing sounding board,
violence, as well as some blood in the art. The
helping me think through my ideas, and making great
cyberpunk genre is not known for its family-friendly themes.
suggestions.
Consider yourself warned.
Dusty: For telling me when something I made was awful,
and for giving me ideas and suggestions so terrible that they ON BALANCE
had to go into the book.
I have spent quite a lot of time considering the balance
Nixo Media: For creating my commissioned title text, aspects of the features presented in this book, from
chapter splash art, chat tablets, and all the background subclasses to feats. I feel they represent options that are
theme art used in this book. You can check out his stuff here: powerful, desirable, yet within the parameters set by official
content.
NIXO MEDIA That said, I am not a QA tester, nor do I have a dedicated
THANK YOU, PLAYTESTERS: team to playtest this material. I am sure that I have
overlooked the power balance or scaling of one or another
Birb, Dublin, Dusty, Justin, and Stoic. feature, simply because I have not had the chance to test
everything.
Sorry that so many of you had to die to psychic rats and While I cannot promise that every option in this book is
hateful monkeys. Your sacrifice will be remembered. well-balanced, this is a living document that will be updated
in the future. If you encounter a feature of this book that
DISCORD turns out to be unbalanced, unfun, or overly complicated in
If you enjoy this book and want to talk about it with others, play, please make a constructive post in the suggestions
make suggestions, ask questions, or look for a group to play channel on the Technomancer's Hideout Discord channel so
with others online, you can head over to the Discord channel: that I can reevaluate it and potentially update it in the next
version.
TECHNOMANCER'S HIDEOUT
NAVIGATING THIS BOOK
The Table of Contents on the next page has clickable links to
each section. At the end of the book, there are indexes for
creatures, vehicles, and AIs. The index has a clickable link to
each relevant stat block.

/
TABLE OF CONTENTS
INTRODUCTION ........................................................................... 3 CHAPTER 4: VEHICLES .......................................................... 75
System Transition .......................................................................4 Vehicle Rules .............................................................................. 76
Controlling Vehicles ..................................................................76
CHAPTER 1: CHARACTER OPTIONS ................................... 5 Crashing .......................................................................................77
Subclasses .......................................................................................6 Available Vehicle Lists ..............................................................81
Artificer: Mech Pilot .................................................................... 7 Vehicle Modifications ............................................................... 81
Barbarian: Street Savage ............................................................ 8
Bard: College of Anarchy ......................................................... 10 CHAPTER 5: EQUIPMENT ......................................................85
Cleric: Commerce Domain ...................................................... 11 Gear ................................................................................................. 86
Druid: Circle of Transformation .............................................12 Consumables ...............................................................................89
Fighter: Toxic Avenger ............................................................. 13 Explosives .....................................................................................90
Monk: Way of the Primal Forces ............................................15 Explosive Objects ......................................................................93
Paladin: Oath of Progress ........................................................ 17 Drugs .............................................................................................. 98
Ranger: Drone Master .............................................................. 18 Addiction ..................................................................................... 98
Rogue: Saboteur .........................................................................20 Common Drug List ....................................................................99
Sorcerer: Nuclear .......................................................................21 Rare Drug List ..........................................................................100
Warlock: Fandom ...................................................................... 22
Wizard: Technomancer ............................................................ 24 CHAPTER 6: TECHNOLOGY ............................................... 102
Class Options .............................................................................. 26 The Internet .............................................................................. 103
Fighting Styles ............................................................................26 Virtual Reality (VR) ................................................................ 104
Warlock Invocations ................................................................. 27 Augmented Reality (AR) ........................................................105
Artificer Infusions ..................................................................... 27 Hacking ....................................................................................... 105
Feats ................................................................................................28 Variant: Advanced Hacking .............................................. 107
Backgrounds ............................................................................... 30 Viruses .........................................................................................110
Astronaut .....................................................................................30
Celebrity .......................................................................................32
CHAPTER 7: MAGIC ITEMS .................................................112
Cop ................................................................................................33 CHAPTER 8: SPELLS ..............................................................117
Doctor ...........................................................................................34
Spell Lists ...................................................................................118
Drug Dealer .................................................................................35
Spell Descriptions ..................................................................119
Executive ..................................................................................... 36
Freelancer ....................................................................................37 APPENDIX A: CONDITIONS ...............................................126
Gangster .......................................................................................38
Hacker ..........................................................................................39 APPENDIX B: VEHICLE STATISTICS ...............................129
Mechanic ..................................................................................... 40 Vehicle List ................................................................................133
Punk Rocker ................................................................................41 Sentient Vehicles ....................................................................167
Scientist ....................................................................................... 42 Vehicle/Creature Combinations .......................................... 167
Sex Worker ..................................................................................44
Street Shaman ............................................................................ 45
APPENDIX C: CREATURE STATISTICS .......................... 172
Wage Slave .................................................................................. 46 Radioactive Template .............................................................204
Skills and Tools ..........................................................................47
APPENDIX D: DRONES AND AI ....................................... 233
CHAPTER 2: ADVANCED ARMAMENTS ......................... 48 Drone List .................................................................................. 234
Firearms ........................................................................................49 Drone Template .......................................................................240
Firearm Properties .................................................................... 50 Artificial Intelligence ........................................................... 242
Firearm List ................................................................................ 51 AI List ...........................................................................................247
Firearm Accessories .................................................................. 52 AI Drone Template ..................................................................263
Ammunition ................................................................................53 AI Vehicle Template ................................................................264
Special Ammunition ................................................................. 54
APPENDIX E: VARIANT RULES ........................................ 265
Melee Weapons ......................................................................... 55
Melee Weapon Modifications ................................................. 55 ART CREDITS ............................................................................ 269
Armor ............................................................................................. 57
Armor Modifications .................................................................58 CREATURE INDEX .................................................................. 274
Advanced Equipment ............................................................. 59
VEHICLE INDEX .......................................................................275
CHAPTER 3: CYBERNETICS ..................................................61 AI INDEX ..................................................................................... 275
Cyberware List ........................................................................... 63
Augment List ...............................................................................73

/
INTRODUCTION
T
he genre of cyberpunk appears in movies, books,
television series, and video games, to the point that
the visual style and themes have become iconic. The
visuals include an endless sea of sprawl, neon-lit streets,
towering skyscrapers, and grimey alleyways. The themes,
stemming from the mix of low-life and high tech, focus on
vast amoral megacorporations, out-of-control wealth
disparity, criminals struggling to survive, dehumanization,
and other lovely topics. The world is flavored with
cybernetics, artificial intelligence, the parallel world of
cyberspace, big guns, and fast vehicles.
While there are many tabletop games that have been
developed specifically for cyberpunk settings, many DMs
have trouble convincing players to learn and use an entirely
different system from Dungeons and Dragons. This can be
especially true if the player has only ever played fifth edition
D&D, and wants to continue playing with familiar rules. This
book melds together these familiar rules with the cyberpunk
trappings, letting DMs and players alike play comfortably in
these exciting settings.
You can use this book for a variety of defined settings.
Shadowrun is a setting that mixes technology and magic,
making it uniquely compatible with the mechanics of D&D.
The magic and races of D&D can be trimmed back to allow
for low or no-magic settings such as Cyberpunk Red’s Night
City. Alternatively, you can establish your own campaign
setting and use this book as a supplement for telling your
story.

USING THIS BOOK


This book is intended for use by both players and Dungeon
Masters for supplementing fifth edition D&D campaigns in SIMPLICITY
cyberpunk settings. The rules are also flexible enough to be Fifth edition has earned praise for its simplistic, yet flavorful
adapted for modern or science fiction campaigns. and elegant approach to the D&D system. This book attempts
Included in the book are the following: to embody that concept in its philosophy. Where possible,
additional complexity over the base system is kept to a
13 new subclasses, one for each class including the
minimum.
artificer
Feats, spells, fighting styles, warlock invocations, and
artificer infusions
FINANCIAL GOALS
15 backgrounds suited for a cyberpunk setting Following the Dungeon Master’s Guide guidance for giving
In-depth firearm and ammunition rules money and treasure leads to characters with thousands of
Vehicle rules for cars, boats, aircraft, and more gold, and little to spend it on besides magic items stocked in
Equipment, explosives, and consumables stores by the DM.
Hacking and network security This book’s intent is to provide a broad range of
Drugs and addiction cybernetics, vehicles, equipment, explosives, consumables,
Humanoid, drone, and AI statistics and other items the characters can spend their hard earned
And more! cash on. This places less burden on the DM to provide
money-sinks.
Instead of altering the core concepts of D&D, this book has
been designed with the same philosophy in mind, expanding FIREARM FOCUS
only to cover cyberpunk concepts that the base books do not
explore. Firearms are designed to be competitive and flexible for any
given combat situation. This is done intentionally to
These are the core philosophies for this book:
incentivize their use over options available in the base game
of D&D. While medieval weapons can still be brought into a
firefight, and the base rules of D&D still apply, most of the
combat options and features in this book will focus on
firearms.

3
/
When calculating the costs for supplies and goods that are
SYSTEM TRANSITION unspecified in this book, such as a pizza, a caffe latte, a taxi
fare, rent, or other items, you can use real life currency for
As part of using the fifth edition D&D system for a cyberpunk
reference. For example, you could measure 1 credit to be
setting, there are a few adjustments that need to be made to
roughly equal to 1 US dollar, or your local equivalent.
the currency system and starting equipment. Of course,
usage of this book’s terms for money and equipment is
optional. You can base your currency on Shadowrun’s nuyen,
STARTING EQUIPMENT
or use space age or steampunk names for equipment. The traditional starting equipment of leather, chainmail, and
crossbows may be out of place in your Cyberpunk setting.
MONEY Some martial firearms, such as the rocket launcher or gatling
gun are not meant to be available as starting equipment.
Carrying around heavy bags full of shining gold coins is
impractical. Instead, the world standard for currency is the See the starting equipment table for how to exchange one
credit. piece of starting equipment for another. With the DM’s
permission, the player can also use the normal starting
You can stash your hard-earned cash in small credsticks,
equipment instead.
or even bank accounts if you’re feeling civilized. In terms of
D&D buying power, 1 copper coin is equal to 1 credit. Use the
CYBERPUNK STARTING EQUIPMENT
Currency Equivalency table to see exact exchange rates.
TRADITIONAL CYBERPUNK
CURRENCY EQUIVALENCY Leather Meshweave clothing
COIN CREDITS Studded leather Combat Suit
Copper (cp) 1 credit Chain shirt Combat jacket
Silver (sp) 10 credits Scale mail Armored jacket
Electrum (ep) 50 credits Chain mail Shock armor
Gold (gp) 100 credits Hunting rifle or double barrel
Light crossbow
Platinum (pp) 1,000 credits shotgun
Shortbow Pistol, revolver, or hunting rifle
Longbow Assault rifle or sniper rifle
Javelins or
Pistol, revolver, or sawed-off shotgun
handaxes
Any simple weapon Any simple weapon
Any martial weapon that lacks the
Any martial weapon
massive property
20 arrows or
20 bullets or shells
crossbow bolts
Torches or a lantern Glowsticks or a flashlight

DM TIP: VALUABLE FIREARMS


Some martial firearms make starting equipment
substantially more valuable. Bear this in mind for players
who are using the Starting Wealth by Class table from the
Player's Handbook.

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4
/
CHAPTER 1
CHARACTER OPTIONS

/
A
t first glance, it may be difficult to reconcile the A barbarian can be a street thug who thrives on violence
medieval fantasy design of D&D character and drugs.
archetypes with a futuristic cyberpunk setting. Does A bard can be an aspiring pop star.
a bearded old wizard in a pointy hat belong in a grungy dive A cleric can be a servant of god in a world that forgot
bar? Does the leaf-laden elven woman and her wolf religion in the pursuit of pleasure and wealth.
companion seem out of place squatting in an alley just off the A druid can be a vengeful force of nature that leaves the
red-light district? Or the bearded dwarf in heavy plate mail last remnants of their forests to take on the bloated
armor? The answer is… it depends! bureaucrats who polluted their home.
Your setting may be full of anachronisms, a world with A paladin, similar to standard D&D, is simply a person
vastly different levels of technological advancement in devoted to a concept or purpose to the point it manifests
different nations. Political tensions between an advanced city as divine or mysterious power.
and a high-magic kingdom could draw interesting contrasts. A ranger can be a homeless person who has learned to
Or you can go with a purely high-technology world, where forage and survive on the mean streets.
magic is rare or even non-existent. Ultimately, as with all
To assist with the creation of your character, this chapter
things, it’s up to the DM.
offers cyberpunk themed and setting-neutral subclasses for
Players should keep the campaign’s setting in mind when
each of the classes in the Player’s Handbook, as well as the
creating their characters, but there is more than enough
artificer. There are additional class options, which include
freedom to flavor your character in a way that fits.
fighting styles, warlock invocations, and artificer infusions.
The following are just a few examples of class-based
Finally, there are a set of backgrounds for your characters
character concepts.
that are more suited for futuristic society.

SUBCLASSES
CLASS SUBCLASS LEVEL AVAILABLE DESCRIPTION

Artificer Mech Pilot 3rd Pilots a customizable mech to meet any tactical situation
Barbarian Street Savage 3rd A furious heavy weapons expert who accelerates into battle
Bard College of Anarchy 3rd Wields the power of their voice to move you
Cleric Commerce Domain 1st Trades in goods and gods, and always gets their fair share
Druid Circle of Transformation 2nd Transforms into vehicles of all shapes and sizes
Fighter Toxic Avenger 3rd Driven by the chemical forces of addiction and withdrawal
Monk Way of the Primal Forces 3rd Calls upon the elements and forces of nature
Ranger Drone Master 3rd Fights alongside their advanced chimera drone
Rogue Saboteur 3rd An expert demolitionist who is crazy about bombs
Sorcerer Nuclear 1st Mixes magic and radiation in an unstable bond
Paladin Oath of Progress 3rd Leads and unites their allies swiftly toward their goal
Warlock Fandom 1st Leverages their rabid audience for fame and power
Wizard Technomancer 2nd Bends technology to obey their commands

/
MECH PILOT SPELLS
ARTIFICER LEVEL SPELLS

3rd magic missile, shield


5th gust of wind, shatter
9th lightning bolt, thunder step
13th fire shield, storm sphere
17th steel wind strike, teleportation circle

BATTLE MECH
At 3rd level, your knowledge of arcane mechanics has
allowed you to develop a sophisticated mechanical suit that
you pilot into battle. Over the course of a long rest, you can
use your tinker’s tools to create a battle mech, which
functions as a magical suit of medium armor. The armor
weighs 200 pounds, which you can ignore while you wear it.
The armor can be the target of one of your artificer infusions.
You gain the following benefits while wearing the battle
mech:

When you attack with a weapon, you can use your


Intelligence modifier, instead of Strength or Dexterity
modifier, for the attack and damage rolls.
You count as one size larger when determining your
carrying capacity and the weight you can push, drag, or
lift.
You gain proficiency with martial weapons.

The armor is powered by your magic, and any creature


other than you that dons the battle mech receives no benefits
and their movement speed becomes 0.

TACTICAL ASSAULT ARRAY


Also at 3rd level, you can adjust your armor for a given
combat situation. When you create your battle mech, choose
one of the following modes: hellion, valkyrie, or titan. The
ARTIFICER: MECH PILOT mode you choose gives you special benefits while you wear
Mastery of the modern battlefield requires a hybrid approach the battle mech, and determines its properties as armor per
of technology and magic, and no combat specialist the Battle Mech Armor table.
epitomizes this approach better than the Mech Pilot. Armed You can change your battle mech’s mode whenever you
and armored in an enchanted mobile suit, the battle mech is finish a short or long rest, provided you have tinker’s tools in
a flexible weapons platform built to be reconfigurable. This hand.
allows it to fit into any tactical situation on evolving
battlefields.
The Mech Pilot’s bond to their battle mech is critical to
their success. The battle mech is attuned to their pilot’s
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7
/
OVERDRIVE.
BATTLE MECH ARMOR At 9th level, you can push your battle mech to its limits. As
MODE ARMOR CLASS STEALTH an action, you can activate your battle mech’s Overdrive
Hellion 12 + Dex modifier - ability, which grants you effects based on its mode, as shown
Valkyrie 14 + Dex modifier (max 2) - below. This ability requires a loud vocal component. Once
you have used a mode’s Overdrive ability, you cannot use
Titan 16 Disadvantage
that mode’s Overdrive ability again until you have finished a
long rest.
HELLION Hellion. You gain advantage on your ranged weapon
This battle mech mode sacrifices armor and mobility,
attacks for 1 minute.
preferring instead to rain destruction on foes from long range
Valkyrie. You cast the haste spell on yourself without
with heavy weaponry. It has the following features:
verbal, somatic, or material components and without
You can ignore the massive property on firearms. requiring your concentration.
Bombardment. As a bonus action, you can assume a Titan. You cast the enlarge/reduce spell on yourself
braced firing stance if you are standing on a solid surface. without verbal, somatic, or material components and without
While in this stance, you can use a bonus action to make a requiring your concentration. While you are under the effect
ranged weapon attack. Additionally, attacking at long of the spell, you gain temporary hit points equal to your
range doesn't impose disadvantage on your ranged artificer level at the end of each turn. When you use your
weapon attack rolls, your speed becomes 0, you can’t be Rebuff feature against a target, you can deal 1d6 thunder
knocked prone, and you cannot be pushed or pulled by damage to every target of your choice within 10 feet of it.
any effect. As a bonus action, you can exit this stance.
AIR SUPREMACY
VALKYRIE At 15th level, your battle mech can take to the skies and
This battle mech mode is adept at skirmishing in mobile unleash its full potential. You have a flying speed equal to
battlefronts. It has the following feature: your current walking speed.
Additionally, your battle mech gains benefits based on its
Blitz. You can Dash or Disengage as a bonus action. mode, as shown below.
When you Dash, you gain the effects of the jump spell Hellion. When you hit a target with a ranged weapon
until the end of your turn, and if you move at least 10 feet attack, you can deal an extra 1d4 cold, fire, lightning or
in a straight line straight toward a target before hitting it thunder damage (your choice) to that target.
with a weapon attack, it takes an extra 1d8 lightning
Valkyrie. When you use your Blitz feature, you instead
damage. You can deal this extra damage only once on
deal an extra 1d8 lightning damage for every 10 feet you
each of your turns. This extra damage increases to 2d8 at
move in a straight line straight toward a target before hitting
level 9.
it with a weapon attack, to a maximum of 4d8.
TITAN Titan. When you use your Rebuff feature to push a
This battle mech mode is focused on close quarters combat creature away from you, you can instead choose to knock
with its ironclad defense. It has the following features: them prone.

You can ignore the two-handed property on a single melee BARBARIAN: STREET SAVAGE
weapon you’re holding. Your current and maximum hit
Heavy metal, rusty junkyard scrap, and a bad attitude all
points increase by an amount equal to your artificer level.
wrapped into one package. The Street Savage is one mean
Rebuff. When you hit a creature that is no more than two
motherfucker who specializes in launching as much lead as
sizes larger than you with a melee weapon attack, you can
possible at any stupid sonnofabitch that looks at you cross-
immediately use a bonus action to force it to make a
eyed. Preferably from a monster truck.
Strength saving throw against your spell save DC. On a
More cunning than one might give them credit for, the
failed save, you can push the creature up to 15 feet away
Street Savage is adept at attaching all manner of brutal
from you.
instruments to their weapons. Does this gatling gun need a
Bulwark. When a creature you can see attacks a target
chainsaw? Should I mount a rocket launcher on my
other than you, you can use your reaction to move up to
flamethrower? When I die, should I go to hell with friends?
half your movement speed. At the end of this movement,
The answer is always, “YES!”
if you are within 5 feet of the target of the attack, you can
force the attack to target you instead. This movement WALKING TANK
doesn’t provoke opportunity attacks. Starting when you choose this path at 3rd level, you can
leverage your ferocious strength and rage into your firearms.
This mode’s AC increases by 1 when you reach 5th level,
You gain the following benefits:
and again when you reach 9th level.
When you attack with a heavy firearm, you can use your
EXTRA ATTACK.
Strength modifier instead of your Dexterity modifier for
Starting at 5th level, you can attack twice, rather than once,
the attack roll.
whenever you take the Attack action on your turn.

8
/
Where your Barbarian features apply to melee weapon Under-Barrel Rocket Launcher. Adds an under-barrel
attacks, they now also apply to ranged weapon attacks rocket launcher which functions similarly to the rocket
with heavy firearms. launcher. This accessory is not compatible with other under-
barrel accessories.
SAVAGE ACCESSORIES A firearm can have only 1 savage accessory, and you can
At 3rd level, you can modify your firearms to be more useful
maintain a number of savage accessories equal to your Rage
in brutal combat. You gain proficiency with tinker’s tools and
Damage. If you attempt to add a savage accessory beyond
land or water vehicles (your choice). If you already have
your limit, you can choose which of your current savage
either of these proficiencies, you instead gain proficiency
accessories will break and become unusable.
with one other type of artisan's tools of your choice.
If a creature other than you attempts to use one of your
Over the course of a long rest, you can add one of the
savage accessories or the firearm it is attached to, the attempt
following savage accessories to a two-handed, heavy firearm.
will fail and the firearm will malfunction, causing the
Belt Feed. If this firearm lacks the blast property, it creature to take 2d4 slashing or piercing damage (your
ignores the reload property. You can swap ammo types choice).
loaded into this firearm on your turn (no action required).
Blast Shield. While you are holding this weapon you are ROAD RAGE
not affected by the blast property on weapons and you have At 6th level, you become a fierce road warrior who gives new
resistance to thunder damage. meaning to the term muscle car. If you enter a rage while you
Bola Launcher. As an attack with this firearm, you can are driving a vehicle, the benefits of your rage also apply to
launch a bola at a creature. A bola functions similarly to a your vehicle until the rage ends.
net, except that it is range 20/60, and you can make your Your rage doesn’t end early if your vehicle has attacked a
normal number of attacks. You can reload this launcher over hostile creature or taken damage since your last turn. While
the course of a short or long rest. you are driving a vehicle and raging, the vehicle can make
Chainsaw. The firearm also functions as a chainsaw for ranged attacks using your Strength modifier, instead of
melee attack purposes, including opportunity attacks, except Dexterity, for the attack rolls.
that it does not require a pull start in order to be used. Additionally, you can control a vehicle without having a
Dead Man’s Switch. You can attach an explosive that free hand for the vehicle’s controls.
requires an action to use to this firearm. If you are holding
the firearm when you are reduced to 0 hit points, you can
activate the explosive at your location. You can replace the
explosive over the course of a short or long rest.
Grapple Harpoon. This weapon can launch a harpoon at
a target. It functions similarly to a spear gun except that it is
range 30/60. When you hit a creature with a harpoon from
this weapon, and the target is a creature your size or smaller,
you can make a contested Strength (Athletics) check to pull it
next to you and grapple it with a free hand. If there is no
open adjacent space, then the creature stops in the nearest
available open space and is not grappled. Alternatively, if the
target is larger than you, you can choose to be pulled to it.
However, this does not grapple it.

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mobi

9
/
This force of personality yearns raight you haofve
, pillars
BLAZE OF GLORY Let me ge t this tostcrack the
Ticker: and cause
civilization job.to come crumbling down,
everything
At 10th level, when a vehicle you are driving is reduced to 0 oper
antheir ator for this
hit points, you can use a reaction to have the vehicle move up but motivation for doing so is their own.
p!
to its movement speed. This movement doesn’t provoke SlapChop: Yu ke orders fr
om
: Bu t sh e refuses to ta
opportunity attacks. If a vehicle would explode when it is Ticker
m 'the man'.
reduced to 0 hit points, the explosion occurs immediately me because I' t take orders
after this movement. : No t qu it e, she doesn' you.
SlapChop ly not
But especial
from anyone.
DEATH MACHINE this might be
you see how
Beginning at 14th level, your adrenaline fueled rage allows Ticker: Do
problematic? t Shuffle?
you to maintain an iron grip on two weapons of mass
! ar e yo u talking abou k very
destruction simultaneously. While you’re raging, you can Wildfire: oh me lemon tarts and as
so
ignore the two-handed property on all firearms. As a bonus just get her a real sweetheart
s
nicely! she' s its price.
action, you can engage in two-weapon fighting with any
y: I se e ev en anarchy ha
firearm. Wisegu
Additionally, you can draw or stow two firearms when you
would normally be able to draw or stow only one.

BARD: COLLEGE OF ANARCHY


The College of Anarchy is less a place and more a state of
BONUS PROFICIENCIES
When you join the College of Anarchy at 3rd level, you gain
mind. It is a rejection of oppressive governments, of soulless
proficiency with martial firearms. You can use a firearm as a
megacorporations, and of any shithead that wants to tell you
spellcasting focus for your bard spells.
what to do. It is a statement of revolution against ‘The Man’,
and all it represents. SUPERSTAR
The bards of this college tend to be loud, in both voice and At 3rd level, you can use the Bardic Inspiration feature on
appearance. The image of the punk rocker with a colorful any creature who you can hear or see, and who can hear or
mohawk and glowing LED tattoos is iconic, but the seed of see you, regardless of range. This includes creatures that can
rebellion can take root in even the most forgettable of office hear or see you through digital means, such as a camera or
workers. smartphone.

REBELLIOUS SHOUT
At 3rd level, you learn how to channel your powerful free will
into your voice.
As a bonus action, you can expend one use of your Bardic
Inspiration on a creature you can see or who can hear you
other than yourself within 60 feet of you to use one of the
following Rebellious Shout options of your choice. If the
creature is unwilling, it can make a Constitution saving throw
against your spell save DC. On a successful save, the creature
is not moved and suffers no effects.
Rise Up. The creature regains hit points equal to the
number you roll on the Bardic Inspiration die plus your
Charisma modifier and is pulled up to 10 feet closer to you. If
the creature is prone, it can use its reaction to stand up. A
creature cannot be the target of this ability again until they
have finished a short or long rest.
Fuck Off. The creature takes thunder damage equal to the
number you roll on the Bardic Inspiration die plus your
Charisma modifier. If the creature is Large or smaller, it is
pushed up to 10 feet away from you.
Get Lost. The creature is frightened until the end of your
next turn and is deafened for 1 minute.

REVOLUTION
At 6th level, you can speak up when you see someone being
oppressed and harden their resolve. As a reaction, when a
creature within 30 feet of you makes a saving throw against
being frightened or charmed, you can start a performance
per the Countercharm feature. The creature gains advantage
on the saving throw as part of the performance.

10
/
LOUDSPEAKER
Starting at 14th level, the power of your voice is magnified to
establishment-shattering levels. When you use your
Rebellious Shout, you can also target creatures of your choice
within 10 feet of your original target, and they are affected by
your Rebellious Shout option.
Additionally, when you roll a Bardic Inspiration die as part
of your Rebellious Shout, you can roll an additional Bardic
Inspiration die and add it to the result.

CLERIC: COMMERCE DOMAIN


The gods of commerce oversee the trade of goods and
services. These deities understand that business lubricates
the gears of society and keeps everything running smoothly.
Some gods see commerce as a force which must be regulated
so that all may benefit from fair trade. Other gods see it as a
competition, where the accrual of wealth and power are the
goal. In the cutthroat world of megacorporations and
massive economic inequality, the latter deities often hold
greater sway.
Clerics of these gods put great stock in the open market
and the true value of all things. A cleric’s station may range
from the lowly accountant with dreams of starting their own
business, to a ruthless mid-level executive looking to climb
the ranks into the executive boardroom, or they may just be a
rogue economist trying to bring balance to the commercial
world.

COMMERCE DOMAIN SPELLS


CLERIC LEVEL SPELLS

1st alarm, charm person


3rd locate object, zone of truth
5th counterspell, tongues
7th banishment, dimension door
9th dominate person, teleportation circle CHANNEL DIVINITY: MEDIATION
Starting at 2nd level, you can use your Channel Divinity to
BONUS PROFICIENCIES exchange vital energy in a way that is profitable and
When you choose this domain at 1st level, you gain beneficial for all.
proficiency with one type of artisan’s tools of your choice, As an action, you present your holy symbol, choose up to
and in one of the following skills: Deception, History, or six willing creatures (which can include yourself) within 30
Persuasion. feet of you. Each creature can spend one or more Hit Dice to
cause one other creature affected by this Channel Divinity to
AGGRESSIVE BARGAINING regain an equal amount of spent Hit Dice.
At 1st level, you can trade a bit of vital energy in order to Additionally, until the end of your next turn, each creature
twist fate. As a reaction, when you or a willing creature can spend a hit die on its turn (no action required) if it is not
within 30 feet of you makes an attack roll, an ability check, or incapacitated. The creature rolls the Hit Dice and regains hit
a saving throw, you and the willing creature can each choose points equal to the die roll + the creature’s Constitution
to spend Hit Dice, up to a combined maximum of 4 Hit Dice. modifier + your cleric level.
For each Hit Dice spent in this manner, the target adds 1d4
to the result. You can only use this ability after the roll, but CHANNEL DIVINITY: SANCTIFIED
before any effects of the roll are applied. TRANSACTION
You can use this feature a number of times equal to your Starting at 6th level, you can use your Channel Divinity to
Wisdom modifier (minimum of once). You regain all make a transaction for goods on the sacred market.
expended uses when you finish a long rest. As a bonus action, you can magically create a nonliving
object you’ve seen before in your empty hand or in an empty
space within 5 feet of you. The object can be no larger than a
SPENDING HIT DICE 3-foot cube and its credit value can’t be worth more than
As a reminder, you only regain health when spending Hit 6,000 times your cleric level. The DM decides if a specific
Dice at the end of a short rest unless a feature or item item can be created in this manner, and its value.
specifically states otherwise.

11
/
The object vanishes after 1 hour unless you magically
spend an amount of credits you’re carrying equal to its value
natics!
when you use this Channel Divinity. The object cannot be
u' re ju st sending me lu de motor
Ticker: Yo g, only ma
used as the material component for a spell unless you spend y said nothin uth and braking
credits for it in this manner first. This last gu th hi s mo
es wi
revving nois ound corners!
un ds wh en he walked ar
so ?
POTENT SPELLCASTING the job done
t did he get
Starting at 8th level, you add your Wisdom modifier to the SlapChop: Bu he got oil al
l
damage you deal with any cleric cantrip. : Th at is n' t the point,
Ticker
et!
over my carp marking his
FREE TRADE : He was just .
At 17th level, you can liquidate your vast supply of divine TheWheelDeal like, his parking spot
or y. Or ,
te rr it le, honked,
energy when you need it most. Once per turn, when you cast
tu rned into a motorcyc ed.
a spell on your turn that deals damage, you can expend one Ticker: He over a cliff,
and di
tried to ramp
spell slot to deal additional damage to one target of the spell. insurance.
The extra damage is 1d8 for a 1st-level spell slot, plus 1d8 for se gu y: Hope you bought
Wi
each spell level higher than the 1st, to a maximum of 4d8.
Alternatively, once per turn, when you cast a spell on your
turn that restores hit points, you can expend one spell slot to
restore additional hit points to one target of the spell. The
creature regains an extra 1d8 hit points for a 1st-level spell splendor of chrome and grime. The streets and skyscrapers
slot, plus 1d8 for each spell level higher than the 1st, to a have a will of their own, and a voice for those who will listen.
maximum of 4d8. They were paved and built with purpose, and those that
would speak for the city shall know the strength in its
DRUID: CIRCLE OF foundations.
After all, in worlds both natural and artificial, one rule
TRANSFORMATION reigns supreme: survival of the fittest. Where clumsy beasts
Though the forests have been replaced by cities, the trees would be out of their element, druids of this circle shall find
replaced by glittering steel spires, and the wayward paths themselves at home. Where paw and hoof dare not tread, let
replaced by neon-stained streets, some things never change. wheels roll instead.
The land may look different, but those who look for a heart in
the concrete jungle will find it beating to the rhythm of a METAL BEAST
combustion engine. Through the streets flows the blood of When you choose this circle at 2nd level, you gain the ability
the city, a ceaseless tide of machines and life. to use Wild Shape on your turn as a bonus action, rather than
Where lovers of nature would give up and abandon these as an action, and you gain proficiency with tinker’s tools.
lands for greener pastures, others would appreciate the Additionally, while you are transformed by Wild Shape,
you can use a bonus action to expend one spell slot to
increase your speed by 10 feet per level of the spell slot
expended until the end of your current turn.

12
/
ALL-TERRAIN FORMS
The rites of your circle grant you the ability to transform into
a variety of vehicles. Starting at 2nd level, you can use your
Wild Shape to transform into a sentient vehicle with a
challenge rating as high as your druid level divided by 4. For
example, at 2nd level, you can transform into a vehicle with a
challenge rating of 1/2, such as a motorcycle or jet ski.
When you transform, your vehicle form can have a melee
weapon mount installed (you choose the type), per the
vehicle modification (see Chapter 4).
You ignore the Max. CR column of the Beast Shapes table,
but must abide by the other limitations there. All creatures
are treated as the same size as you for the purposes of
determining crashing damage. If your form has an explosion
effect when you are reduced to 0 hit points, you are not
damaged by your explosion.

MYSTIC MUNITIONS
Starting at 6th level, your attacks in vehicle form count as
magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage.
Additionally, when you transform into a Large or larger
vehicle, you can have a ranged weapon mount installed with
a gatling gun, assault cannon, or rocket launcher, per the
vehicle modification. Ammunition for these weapons is
magically created when you attack with them.

MAYHEM SHAPE
At 10th level, you can expend two uses of Wild Shape at the
same time to transform into a sentient vehicle with a
challenge rating as high 5.
At 14th level, you can transform into a sentient vehicle with
a challenge rating as high as 6.

OVERHAUL
By 14th level, you have mastered your vehicle shape and can
begin making modifications to your vehicle forms. When you
transform into a vehicle you can choose to gain two from the
following vehicle modifications: chameleon coating, ejection
seating, environmental shielding, gold plated, hyper
thrusters (air vehicle only), and rocket boosters (land or
water vehicle only).

FIGHTER: TOXIC AVENGER


The Toxic Avenger is a creature of polar opposites,
depending on the flow of chemicals running through their
veins. When the drugs flow freely, the Toxic Avenger can
control the chemistry of their own body to overcome any
obstacle. However, as their reliance on chemicals grow,
eventually they will lose their potency.
When the flow of drugs finally ebbs, the Toxic Avenger
undergoes a terrible transformation as the desperate craving
sets in. As the urge grows stronger, so do the changes, until
the Toxic Avenger might be almost unrecognizable from their
chemical-rich persona.

RECREATIONAL USER
When you choose this archetype at 3rd level, you can produce
drugs and relish their consumption. You gain proficiency
with alchemist’s tools, and can consume a dose of drugs
when you use your Second Wind.

13
/
a lot from my
ri gh t, I don't ask While you are in withdrawal, you cannot use any Catalysts,
SlapChop : Al you to TRY to
le , but I would like sionalism. and as a bonus action, you can bite a target as an unarmed
pe op
in so me le vel of profes strike using your Strength or Dexterity (your choice) for the
mainta lking to me?
Sa m: Uh , are you ta attack. If you hit with it, you deal piercing damage equal to
Stre et y who bit
, I' m ta lk ing to the gu 1d6 + your Strength or Dexterity modifier (your choice).
SlapChop: No When you hit with this bite attack, you can use your Second
the client. s being a di
ck Wind.
Ou t: de se rv ed it, he wa
Frag The damage die for your bite increases to a d8 at 7th level,
er? Her too?
d his daught and to a d10 at 15th level. At 7th level, when you bite a target
SlapChop: An stash man!
sh e to uc he d my fucking in this manner, you can choose to deal acid damage instead
FragOut: ? of piercing.
.And the maid
SlapChop: .. s probably Additionally, when you finish a long rest in withdrawal,
i' ll ad mi t that one wa d was a
FragOut: ok d lunch an and for each additional long rest you finish, you suffer the
but i skippe
out of line, following drawbacks until you are no longer in withdrawal:
little hangry
1st Long Rest. You have disadvantage on Charisma
ability checks.
2nd Long Rest. You cannot read.
CATALYST 3rd Long Rest. You have disadvantage on Wisdom
Starting at 3rd level, you become capable of using latent ability checks.
chemicals that remain in your body to give you an edge.
When you consume a dose of drugs, you can use that drug’s REHAB
Catalyst (see “Catalyst” table below) and gain a level of Starting at 7th level, you become more accustomed to the ebb
addiction with that drug. If you do so, you don’t make an and flow of toxins in your body. When you reduce an
addiction saving throw. addiction level, you can choose to reduce another addiction
If you are already at addiction level 3 with the consumed level for any drug by 1.
drug, then you cannot gain the benefit of the drug’s Catalyst.
THE GOOD STUFF
You can use this feature a number of times equal to your
At 10th level, you become capable of quickly creating and
Constitution modifier (minimum of once). You regain all
purifying drugs for your personal stash. If a drug or Catalyst
expended uses when you finish a long rest.
would have you add 1d4 to an ability check, saving throw, or
attack roll, you can instead add 1d6.
CATALYST
Additionally, over the course of a long rest, you can create
DRUG EFFECT
a number of special drug doses from the common drug list
You gain 60 feet of blindsight for 1 equal to your proficiency bonus. If a creature other than you
Amp
minute. consumes one of these special doses, they must make a DC 13
You add 1d4 to attack rolls for 1 Constitution saving throw. On a failed save, they take 3d6
Grind or Valhalla
minute. poison damage and are poisoned for 1 minute.
You gain advantage on Constitution
Muse ability checks or saving throws for 1 SELF-MEDICATED
hour. At 15th level, your body begins internally producing its own
You gain advantage on Charisma chemicals. Choose one drug from the common drug list. You
Nameless ability checks or saving throws for 1 permanently gain the effects of that drug, and can use that
hour. drug’s Catalyst on your turn (no action required) without
You gain the benefits of a short rest needing to consume it or gain a level of addiction.
Nightlight after a period of downtime at least 10 When you finish a long rest, you can replace the effects of
minutes long. this drug with a different one from the common drug list.
You gain resistance to all damage until
Nirvana
the end of your next turn. TOXIC MANIA
Starting at 18th level, you can enter a drug fueled frenzy that
You gain advantage on Intelligence renders you nearly unstoppable. Overdosing no longer causes
Sharp ability checks or saving throws for 1
you to fall unconscious when you fail the saving throw by 5 or
hour.
more.
You gain advantage on Wisdom ability
Wave While you are under the effects of the overdosing
checks or saving throws for 1 hour.
condition, having 0 hit points doesn’t knock you
unconscious, and you are immune to poison damage. You
DESPERATE HUNGER still must make death saving throws, and you suffer the
At 3rd level, the unfulfilled urge to feed your addictions
normal effects of taking damage while at 0 hit points, but you
makes you increasingly deranged. When you enter
do not die when you fail your third death saving throw until
withdrawal, or after taking a long rest while in withdrawal,
the overdosing condition ends or you fall unconscious.
you do not gain levels of exhaustion.

14
/
MONK: WAY OF THE PRIMAL FORCES SPELLCASTING
PRIMAL FORCES MONK
LEVEL
CANTRIPS
KNOWN
SPELLS
KNOWN 1ST 2ND 3RD 4TH
Monks of the Way of the Primal Forces are in tune with the
3rd 1 3 2 - - -
chaotic forces of nature. The elements that compose the
world and bind reality together are powerful tools for any 4th 1 4 3 - - -
that dare to attempt mastering them. 5th 1 4 3 - - -
In an age where civilization has become untethered from 6th 1 4 3 - - -
the world it resides in, the primal powers seem irrelevant. It
7th 1 5 4 2 - -
can be easy to discard the forces of water, earth, air, and fire
from the comfort of an air-conditioned skyscraper, until a 8th 1 6 4 2 - -
natural disaster serves a sharp reminder of one’s own 9th 1 6 4 2 - -
insignificance in the universe. 10th 2 7 4 3 - -
By weaving together the elements, and shaping them with
11th 2 8 4 3 - -
their will, monks of this tradition can become as unstoppable
as the crushing tsunami, the raging earthquake, the swirling 12th 2 8 4 3 - -
tempest, or the blazing wildfire. 13th 2 9 4 3 2 -
14th 2 10 4 3 2 -
SPELLCASTING
When you reach 3rd level, you can channel the primal 15th 2 10 4 3 2 -
elements to aid you. See below for the primal forces spell list. 16th 2 11 4 3 3 -
Cantrips. You learn a cantrip of your choice from the 17th 2 11 4 3 3 -
primal forces spell list. You learn another primal forces
18th 2 11 4 3 3 -
cantrip of your choice at 10th level.
Spell Slots. The Primal Forces Spellcasting table shows 19th 2 12 4 3 3 1
how many spell slots you have to cast your spells of 1st level 20th 2 13 4 3 3 1
and higher. To cast one of these spells, you must expend a
slot of the spell's level or higher. You regain all expended The Spells Known column of the Primal Forces
spell slots when you finish a long rest. Spellcasting table shows when you learn more spells of 1st
For example, if you know the 1st-level spell Burning Hands level or higher. Each of these spells must be of a level for
and have a 1st-level and a 2nd-level spell slot available, you which you have spell slots. For instance, when you reach 7th
can cast Burning Hands using either slot. level in this class, you can learn one new spell of 1st or 2nd
Spells Known of 1st Level and Higher. You know level.
three 1st-level spells of your choice from the primal forces Additionally, when you gain a level in this class, you can
spell list. choose one of the primal forces spells you know and replace
it with another spell from the primal forces spell list, which
also must be of a level for which you have spell slots.

15
/
Spellcasting Ability. Wisdom is your spellcasting ability damage (your choice for each attack). When you do so, your
for your primal forces spells, since you learn your spells reach with your unarmed strikes increases by 10 feet until the
through your spiritual link to nature and the elements. You end of your turn.
use your Wisdom whenever a spell refers to your spellcasting
ability. In addition, you use your Wisdom modifier when PRIMORDIAL MIGHT
setting the saving throw DC for a primal forces spell you cast Starting at 6th level, when you cast a primal forces spell of
and when making an attack roll with one. 1st-level or higher, you can cast that spell one level higher
Spell save DC = 8 + your proficiency bonus + your than the spell slot you expend. For example, if you cast
Wisdom modifier burning hands at 1st-level, then it is effectively cast at 2nd-
level, and deals increased damage since it is cast at a higher
Spell attack modifier = your proficiency bonus + your
level.
Wisdom modifier
At 11th level, you can cast spells two levels higher than the
PRIMAL FORCES SPELL LIST spell slot you expend, and at 17th level, you can cast spells
Here’s the list of spells you consult when you learn a primal three levels higher than the spell slot you expend.
forces spell. The list is organized by spell level, not character
level. CHANNEL PRIMEVAL POWER
At 11th level, blending martial arts and primal powers comes
CANTRIPS (0 LEVEL) snilloc’s snowball swarm second nature to you. Immediately after you take the Attack
fire bolt warding wind action on your turn, you can use a bonus action to cast a
frostbite primal forces spell of 1st level or higher by spending ki equal
3RD LEVEL to the level of the spell slot expended.
mending erupting earth
ray of frost fireball
shocking grasp
HARNESS ELEMENTS
fly At 17th level, your mastery of the elements allows you to
1ST LEVEL gaseous form traverse them unhindered. As a bonus action, you can spend
absorb elements lightning bolt up to 4 ki points to gain a number of the following benefits of
burning hands meld into stone your choice for 10 minutes. The amount of benefits you can
create or destroy water protection from energy choose equals the number of ki points you spent.
earth tremor sleet storm Air. You have a flying speed equal to your current walking
feather fall thunder step speed.
fog cloud tidal wave
Earth. You can move through solid earth or stone, but you
ice knife wall of water
can’t end your movement there. If you do so, you are ejected
thunderwave wind wall
to the nearest unoccupied space, and you are stunned until
2ND LEVEL 4TH LEVEL the end of your next turn.
aganazzar’s scorcher control water Fire. Your speed increases by 60 feet.
flaming sphere fire shield Water. You have a swimming speed equal to your current
gust of wind ice storm walking speed, and you can breathe underwater.
levitate stone shape
maximillian’s earthen grasp storm sphere PALADIN: OATH OF PROGRESS
misty step wall of fire
The Oath of Progress is a commitment to the betterment of
pyrotechnics watery sphere
society for current and future generations. In modern times,
scorching ray corporations recklessly pursue profit, basic rights are denied,
shatter and rifts divide populations into warring factions. Paladins
seeking to shatter the boundaries between people and
ELEMENTAL BOND potential will swear an Oath of Progress.
Starting at 3rd level, you can begin weaving and shaping the Depending on the nature of obstacles they face, a paladin
elements of the world around you. Choose to learn one of the who swears this oath may be an activist, the leader of a
following cantrips: control flames, gust, mold earth, or shape revolution, or even a scientist searching for answers.
water. You can choose an additional cantrip from this list at However, progress never comes without sacrifice, and a
6th, 11th, and 17th level. These cantrips don't count against warrior who disregards the damage they cause in pursuit of
your number of cantrips known. their goals may find the end was not worth the means after
all.
FOCUSED CHAOS
At 3rd level, you can spend 1 ki point to cast a cantrip as a
TENETS OF PROGRESS
bonus action.
The tenets of progress are a promise made to civilization, and
they stand as ideals to uphold in the face of adversity.
PRIMAL MARTIAL ARTS
At 6th level, your familiarity with the elements allows you to United We Stand. Where there is division and strife, you
wield them as an extension of your limbs. When you take the will unite disparate factions into a force to be reckoned with.
Attack action on your turn, you can choose to have your The whole is greater than the sum of its parts.
unarmed strikes deal cold, fire, thunder, or bludgeoning

16
/
The Future is Now. You shall embrace advancement OVERTHROW
and change. Whether it be new discoveries, technological At 15th level, when you hit another creature with a weapon
breakthroughs, or even a fresh point of view, it all leads to attack, you can cause it to make a Charisma saving throw. On
valuable growth. a failed save, the creature is cursed for 1 minute. Add 1d4 to
Discard Tradition. Those who cling to tradition and attack rolls against the cursed creature, and the cursed
superstition are only holding themselves back. You must creature subtracts 1d4 from its saving throws.
abandon old feuds and rivalries in order to keep moving You can use this feature a number of times equal to your
forward. Charisma modifier (minimum of once). You regain all
expended uses when you finish a long rest.
OATH SPELLS
Additionally, your Divine Sense feature can detect
You gain oath spells at the paladin levels listed.
creatures that can speak at least one language, and you know
OATH OF PROGRESS SPELLS what languages they speak.
PALADIN LEVEL SPELLS
PARAGON OF UNITY
3rd charm person, command At 20th level, your force of personality is strong enough to
5th alter self, knock spark an unbreakable alliance. As an action, you can become
an unstoppable icon, gaining the following benefits for 1
9th haste, tongues
minute:
13th dimension door, freedom of movement
Each creature of your choice within 30 feet of you deals an
17th passwall, greater restoration
extra 1d4 force damage when it hits with an attack.
When a creature other than yourself that you can see
CHANNEL DIVINITY
within 30 feet of you drops to 0 hit points as a result of
When you take this oath at 3rd level, you gain the following
taking damage, but is not killed outright, you can use your
two Channel Divinity options.
reaction to drop it to 1 hit point instead.
Bold Proclamation. You can use your Channel Divinity
You and creatures of your choice within 60 feet of you can
to captivate your fellow people with your presence. As an
ignore difficult terrain.
action, you force each creature of your choice that you can
see within 30 feet of you to make a Wisdom saving throw. On Once you use this feature, you can't use it again until you
a failed save, a creature becomes charmed for 10 minutes. finish a long rest.
The charmed creature has disadvantage on attack rolls, and
can repeat this saving throw at the end of each of its turns if
it sees a hostile creature, ending the effect on itself on a
success. The effect ends for a creature if you damage it.
Ambitious Strike. You can use your Channel Divinity to
gamble on a powerful blow. When you would hit with a
weapon attack, you can instead use your Channel Divinity to
make the attack again, ignoring advantage and disadvantage
on the roll. If the attack still hits, it is a critical hit.

AURA OF PROGRESS
Beginning at 7th level, you inspire alacrity in yourself and
your allies. Creatures of your choice that move within 10 feet
of you or start their turn there can Dash as a bonus action
until the end of their turn.
At 18th level, the range of this aura increases to 30 feet.

if you're
ok, I get it r this.
SlapChop: Lo everyone's cut out fo
no t
squeamish, with being
It ha s no thing to do corp
Redlight : g is a vile
qu ea mi sh ', slum-clearin es , if th ey
's roots fami li
ce th at up
practi in the proces
s.
aren't killed e pay is good
!
: Wo rk is work, and th
SlapChop k's address.
ht : .. .G iv e me the bloc
Redlig you would se
e
Ch op : At ta girl! I knew now.
Slap ils
ing the deta
reason. Send e poor bastar
ds
ig ht : Re ce ived. Tell th ey'll have to
Redl th
this job that
you send on fi rs t.
me
get through

17
/
RANGER: DRONE MASTER DRONE MASTER SPELLS
For some, the lure of high-tech gadgetry, mechanized limbs, RANGER LEVEL SPELLS
and shiny chrome is too much to avoid. Drones are a part of
3rd catapult
most modern corporate security systems, and for good
reason. Drones don’t complain, they don’t get sick, and they 5th heat metal
don’t betray you to your business rivals. In a firefight, the 9th fly
best companion to have at your back is the one who will 13th fabricate
listen to and obey your orders unquestioningly.
17th animate objects
The Drone Master is a different sort of breed. While they
can produce cold, pitiless killing machines as effectively as
CHIMERA DRONE
any megacorp, some have opted for something more. Using a
At 3rd level, you have engineered a robot with synthetic
form of magically implanted artificial intelligence, they can
materials, machine parts, and refined oil, then magically
instill consciousness in their drones, and some have even
infused it with life and sentience. It is friendly to you and
developed personalities. It’s a brave new world, one where
your companions, and it obeys your commands. See this
the people may soon find themselves outdated by machinery.
creature’s game statistics in the chimera drone stat block.
You determine the build and style of the drone and whether
TOOL PROFICIENCY
it moves on legs, wheels, or treads; your choice has no effect
Starting at 3rd level, you gain proficiency with tinker’s tools.
on its game statistics.
If you already have this proficiency, you gain proficiency with
one other type of artisan's tools of your choice. In combat, the chimera drone shares your initiative count,
but takes its turn immediately after yours. If it has died
DRONE MASTER MAGIC within the last hour, you can use your tinker's tools as an
At 3rd level, you learn an additional spell when you reach action to revive it, provided you are within 5 feet of it and you
certain levels in this class, as shown in the Drone Master expend a spell slot of 1st level or higher. The chimera drone
Spells table. The spell counts as a ranger spell for you, but it returns to life after 1 minute with all its hit points restored.
doesn’t count against the number of ranger spells you know. At the end of a long rest, you can create a new chimera
drone if you have your tinker’s tools with you. If you already
have a chimera drone from this feature, the first one
immediately perishes.

LOADOUT
By 3rd level, you have developed combat and utility
attachments for your drone. Choose two of the following
attachments to modify your chimera drone.

Hacker-Bot. The drone gains proficiency with


electrician’s tools, hacking tools, and it gains the benefits
of having the hacking tools augment installed. It can
launch a built in universal cable up to 30 feet to connect
itself to a port it can see.
Primed Shot. The drone can use its primed shot attack.
Razor Claws. The drone can use its razor claws attack.
Serum Shot. You can use your bonus action to cause a
creature of your choice within 30 feet of the drone that it
can see to regain hit points equal to 1d6 + your Wisdom
modifier. You can use this feature a number of times
equal to your Wisdom modifier (minimum of 1). When
you finish a long rest, you regain all expended uses.
Shock Prod. The drone can use its shock prod attack.

Over the course of a long rest, you can replace your


chimera drone’s attachments with two attachments of your
choice.

ORCHESTRATED ATTACK
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Alternatively, when you take the Attack action on your turn,
you can forgo one or two of your attacks to have your drone
use its reaction to make the attacks instead.

18
/
his drone.
se em s to really like
Ticker: He
CHIMERA DRONE , they're in
separable.
op : Ye ah
Small construct (drone), neutral Slap Ch drone. I
I me an RE AL LY like his
Ticker: No, les, whisper e
feed it nood
Armor Class 13 watched him an d kiss it on th
Hit Points 5+ five times your ranger level (the drone has a cour ag em en t to it,
en
number of Hit Dice [d8s] equal to your ranger level) railgun.
Speed 40 ft., climb 30 ft. see.
SlapChop: I tough job.
We ll , yo u know, it's a
SlapChop: essure.
STR DEX CON INT WIS CHA r a lot of pr
They're unde I think
15 (+2) 14 (+2) 17 (+3) 15 (+2) 13 (+1) 5 (-3)
was hard to tell, but
it
Ticker: And
joyed it.
Saving Throws Dex +4, Con +5, Wis +3 the drone en can bloom
es s tr ue love really
Skills Athletics +4, Perception +3 Wiseguy: I
gu
Damage Immunities poison anywhere.
Condition Immunities charmed, frightened, paralyzed,
petrified, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages understands the languages you speak
Primed Shot. A target hit by this attack begins burning
Advanced Engineering. The following numbers increase for 1 minute, so long as it is not already burning from this
by 1 when your proficiency bonus increases by 1: the drone’s attack, and takes 1d6 fire damage at the start of each of its
armor class, skill, and saving throw bonuses (above), and the turns.
bonuses to hit and damage of its attacks. Razor Claws. The drone can grapple a creature up to
one size larger than it hit by this attack. Until this grapple
Electronics. The drone is susceptible to the effects of EMP
and similar effects. ends, the chimera drone can’t use its razor claws against
another target.
ACTIONS Serum Shot. Instead of regaining hit points, this ability
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one can end either one disease or one condition for the
target. Hit: 4 (1d4 + 2) bludgeoning damage. creature. The condition can be blinded, deafened,
paralyzed, poisoned, or stunned.
Razor Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., Shock Prod. A creature hit by this attack can’t take
one target. Hit: 6 (1d8 + 2) slashing damage. Requires the
reactions until the start of its next turn and its speed is
razor claws attachment.
reduced by 10 feet.
Shock Prod. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 6 (1d8 + 2) lightning damage. Requires the Additionally, the drone's attacks count as magical for the
shock prod attachment. purpose of overcoming resistance and immunity to
Primed Shot. Ranged Weapon Attack: +4 to hit, range nonmagical attacks and damage.
50/200 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Requires the primed shot attachment. CYBERDEMON
At 11th level, through a combination of magic and machinery,
your chimera drone has achieved the cutting edge of
UPGRADE technological superiority. You can choose one of the
At 7th level, you have refined your engineering to improve following advanced attachments to modify your chimera
your drone’s attachments. Each attachment gains its drone.
respective additional abilities or effects.
Anti-Grav Boosters. Your drone gains a flying speed of
Hacker-Bot. As an action, the drone can cause an EMP 80 feet and the ability to hover. It gains a +2 bonus to its
at a point it can see within 60 feet of it. Machines, AC.
constructs, and vehicles within 30-foot-radius of that Hijack Module. Your drone can cast commandeer
point are subjected to EMP. vehicle using your spell save DC and requiring no
Machines in the area cease to function for 1 minute. components. Once this ability has been used, it cannot be
Constructs in the area with the Electronics feature must used again until it finishes a long rest.
succeed on a Constitution saving throw against your spell If the drone is proficient with hacking tools, it can add
save DC or they are stunned until the end of your next your proficiency bonus to ability checks made with its
turn. Vehicles in the area must succeed on a Constitution hacking tools.
saving throw against your spell save DC or its movement Mobile Unit. Your drone becomes a Medium size
speed is reduced to 0 and can’t take actions or reactions sentient vehicle that can hold 1 rider. Its walking speed
until the end of the drone’s next turn. changes to 120 feet and its climbing speed changes to 60
Additionally, wireless and radio connections within a feet. Its hit point maximum increases by an amount equal
100-foot-radius radius of the point are suppressed for 1 to your ranger level.
minute.
Once the drone uses this ability, it must finish a short or Over the course of a long rest, you can replace your
long rest before it can use it again. chimera drone’s advanced attachment with one attachment
of your choice.

19
/
MASTER’S CALL. affected by the weapon’s blast property.
At 15th level, the bond between you and your chimera drone You also gain an additional way to use your Sneak Attack;
has become second-nature and you can call your drone to you can use Sneak Attack against objects and vehicles as long
defend you in your moments of need. as you don’t have disadvantage on the attack roll.
When a creature you can see attacks you, you can use your
reaction to have your drone move up to half its movement
speed. At the end of this movement, if the drone is within 5
DM TIP: BLAST SNEAK ATTACK
feet of you, you can force the attack to target the drone Sneak Attack does not apply to explosion damage on targets
other than the primary target. Only the weapon’s damage roll
instead. This movement doesn’t provoke opportunity attacks.
applies to the blast firearm property.

ROGUE: SABOTEUR
There are countless situations where sabotage, terrorism, HAIR TRIGGER
catastrophic failure, and bombings have changed the course At 3rd level, you can use the bonus action granted by your
of history. A true Saboteur knows that any goal is achievable Cunning Action to use any explosive that can be used as an
with enough explosives. If a job has a car that needs action, or to use your demolitionist’s tools to disarm
stopping, a skyscraper that needs dropping, or a person that explosives.
needs popping, then look no further.
The real challenge for the Saboteur is knowing when to
BLASTJUMPER
At 9th level, you can give yourself a blast-propelled boost of
stop. Some saboteurs let the force multipliers at their
speed. You can use the bonus action granted by your Cunning
fingertips go to their head, becoming a mad bomber. In these
Action to expend one ammunition from a weapon with the
cases, self-destruction is inevitable, but at least it’s always
blast property you are holding. You immediately fly up to 40
one hell of a fireworks show.
feet in a straight line in any direction. If you are not on the
BOMBARDIER ground at the end of the movement, you fall.
When you choose this archetype at 3rd level, you gain Additionally, you gain resistance to thunder damage and
proficiency with the grenade launcher, rocket launcher, can fall up to 40 feet without taking damage.
thumper, and demolitionist’s tools. When you make an attack
with a blast weapon with which you are proficient, you can
EMERGENT ORDNANCE
Beginning at 13th level, using your demolitionist’s tools, you
choose which targets other than the primary target are
can create special improvised explosive devices (IED) with
supplies you carry and gather from the environment around
you. Each IED functions similarly to an explosive (see
Chapter 5, ‘Explosives’) but is unstable, and falls apart after
24 hours unless maintained.
Over the course of a long rest, you can expend a number
ordnance points equal to your twice proficiency bonus to
create or maintain IEDS. The Ordnance Points table shows
the cost of creating or maintaining each type and tier of
explosive.

ORDNANCE POINTS
EXPLOSIVE POINT COST

Tier 1
Flashbang 1
Fragmentation grenade 1
Napalm grenade 1
Pipe bomb 1
Smoke grenade 1
Plastic explosive 2
Tear gas 2
Tier 2
Flashbang 2
Fragmentation grenade 2
Napalm grenade 2
Pipe bomb 2
Smoke grenade 2
Plastic explosive 3
Tear gas 3

20
/
MAD BOMBER REACTOR
At 17th level, you gain the ability to unleash a hail of charges Starting at 1st level, you can harness your atomic energy to
on groups of foes. As an action, you can make up to 5 attacks expand your magical influence. When you cast a sorcerer
with weapons with the blast property, provided that each spell that creates an effect in a cone, a sphere, or a cube, you
attack targets a different creature. As part of each attack, you can choose to increase the size of the effect by 5 feet. For
can draw a weapon. Once you use this feature, you must example, when the fireball spell affects a 20-foot radius
finish a short or long rest before you can use it again. sphere, you can increase it to a 25-foot radius sphere.
At 14th level, you can increase the size of the effect by 10
SORCERER: NUCLEAR feet.
The atom is the building block of the universe. Locked inside
FALLOUT
is a limitless font of power, waiting to be unleashed. Many
At 6th level, your magic carries traces of withering radiation.
who have bathed in the deadly embrace of radiation have
Once per turn, when you cast a spell of 1st-level or higher on
crumbled, but some select few of the survivors may find
your turn, you can cause one creature targeted by the spell to
themselves irrevocably altered. A sorcerer tainted by
make a Constitution saving throw against your spell save DC.
radiation can become a nuclear powerhouse, so long as they
On a failed save, the target suffers one level of irradiated, to a
can avoid melting down.
maximum of level 3.
Additionally, when you cast a spell that deals damage, you
RADIOACTIVE
At 1st level, your inner glow grants you an internal can spend 1 sorcery point to change that damage type to fire
powerhouse from which to draw magic. You gain resistance or radiant.
to radiant damage, advantage on saving throws against being
irradiated, and you learn the Light cantrip if you don’t
already know it.
In addition, you learn an additional spell when you reach
certain levels in this class, as shown in the Nuclear Spells
Ticker: No
table. The spell counts as a sorcerer spell for you, but it ?
SlapChop: ??
doesn’t count against the number of sorcerer spells you s literally
no, NO! She' !
know. Ticker: No, sane
You're in
radioactive! get my memo
NUCLEAR SPELLS : Oh , th at ! Didn't you
SlapChop suit?
g the hazmat
SORCERER LEVEL SPELLS about wearin ! I have a
u se nt he r to my office I'll have
1st faerie fire Ticker: Yo g crazy!
r that's goin
3rd ray of enfeeblement Geiger counte chair she sat in.
e
to destroy th bathroom!
5th fireball : Oh go d, the fucking
Ticker te,
worst roomma
7th sickening radiance
ag Ou t: ye ah she's the od. she could at
Fr
ter spicy fo t fan
9th antilife shell especially af to turn on the exhaus
mb er
least reme

/
SPECTRUM SPECTRE components. A simulacrum created in this manner cannot
Starting at 6th level, you can manipulate the spectrum of cast cantrips, and cannot use spell slots higher than 3rd level.
light you create. When you cast a spell that sheds light, you When the simulacrum is reduced to 0 hit points, or after 1
can designate any number of creatures within 90 feet of you minute, it explodes, and targets within 30 feet of it must
to be able to see that light. It is invisible to others. Spells, succeed on a Dexterity saving throw against your spell save
features, and effects that require dim light or darkness do not DC. A target takes 3d10 thunder damage and 3d10 radiant
function in invisible bright or dim light, as usual. This light damage on a failed save, or half as much damage on a
can be detected by truesight. successful one.
Alternatively, when you cast a spell that sheds light, you Once you use this feature, you must finish a long rest
can make that light sunlight. before you can use it again.

QUANTUM JUMP WARLOCK: FANDOM


At 14th level, as a bonus action, you can magically teleport up
A fandom is a capricious force, a collection of people with
to 60 feet to an unoccupied space you can see. Immediately
whom you have a connection. Perhaps you were an
after you disappear, a wave of radiation spreads within a 10-
entertaining jokester, a serious force of personality, or a
foot-radius sphere centered on the space you left for 1
hateable asshole. Regardless, you have become the center of
minute. When a creature moves into the area for the first
attention. If deities gain their power through worship, then
time on a turn or starts its turn there, that creature must
you gain yours through viewership.
make a Constitution saving throw against your spell save DC,
Whether through ritual or pact, you forged this connection,
taking 2d10 radiant damage on a failed save, or half as much
and now your fate is intertwined with your audience. Of
damage on a successful one.
course, fandoms are a fickle force, and are quick to abandon
You can use this feature a number of times equal to your
those that fail to fascinate them. So, be a rowdy game
Charisma modifier (minimum of once). You regain all
streamer, a flirtatious hottie, a righteous reporter, a director
expended uses when you finish a long rest.
of Internet drama.
UNSTABLE FISSION Be anything, except boring.
At 18th level, you can split your own atoms into the form of
an unstable twin of yourself. You can cast simulacrum with a
EXPANDED SPELL LIST
The Fandom lets you choose from an expanded list of spells
casting time of 1 action, a range of self, and requiring no
when you learn a warlock spell. The following spells are
added to the warlock spell list for you.

FANBASE EXPANDED SPELLS


SPELL LEVEL SPELLS

1st guiding bolt, hideous laughter


2nd enhance ability, mind spike
3rd catnap, spirit guardians
4th compulsion, resilient sphere
5th dominate person, modify memory

ALWAYS ONLINE
Starting at 1st level, you gain the benefits of having a sense-
log augment installed without requiring surgery or counting
against your total number of augments installed. The data
you record can be magically uploaded in real-time to the
internet and broadcasted online to viewers on your streaming
platform of choice.
Additionally, you learn the vicious mockery cantrip. It
counts as a warlock cantrip for you, but it doesn’t count
against your number of cantrips known.

FANDOM’S FAVOR
At 1st level, you can attempt to sway your fickle fandom into
granting you aid. As a bonus action, you can choose a Favor
from the Fandom’s Favor table. Make a Charisma
(Deception), Charisma (Performance), or Charisma
(Persuasion) check against the Favor’s DC. On a successful
check, the effects of that Favor occur.
You can use this feature a number of times equal to your
Charisma modifier (minimum of once). You regain all
expended uses when you finish a long rest.

22
/
FANDOM’S FAVOR
FAVOR DC EFFECT

Cheer 10 You gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).
Chat 12 You instantly cast the augury spell without material components.
You instantly cast the hex spell at 1st level without material components, and without expending a spell slot,
Troll 15
on a creature within 90 feet of you. If the target drops to 0 hit points, the spell ends.
Choose a creature within 60 feet of you. You learn the creature’s damage vulnerabilities, damage resistances,
Dox 18
damage immunities, and condition immunities.
One creature you can see other than yourself within 60 feet of you gains advantage on its attacks until the end
Boost 20
of its next turn.
You magically create a nonliving object you’ve seen before in an empty space within 5 feet of you. The object
Donate 22 can be no larger than a 1-foot cube and its credit value can’t be worth more than 3,000 times your warlock
level. The DM decides if a specific item can be created in this manner, and its value. It vanishes after 1 hour.
You regain an expended spell slot from your Pact Magic feature. Once you regain a spell slot with this effect,
Subscribe 25
you must finish a long rest before you can do so again.

LARGER THAN LIFE Roll initiative for the swarm, which has its own turns.
At 6th level, you can exaggerate or accentuate your When you summon it and on each of your turns thereafter
personality while surrendering your dignity or sanity. When until your concentration ends (as if you were concentrating
you make a Charisma ability check you can choose to roll an on a spell), you can issue a verbal command to it as a bonus
additional d20 after you roll the die, but before the outcome action, telling it what it must do on its next turn. If you issue
is determined. You choose which of the d20s is used for the no command, it spends its turn pursuing and attacking the
ability check, and you take psychic damage equal to half your nearest creature that has damaged it.
warlock level. Once you use this feature, you must finish a If you lose concentration, your control of the swarm ends
short or long rest before you can use it again. for the rest of the duration, and the swarm spends its turns
pursuing and attacking the nearest creatures to the best of its
MARATHONER ability. As an action, you can dismiss the swarm, causing it to
At 10th level, you can ignore the effects of the exhaustion disappear. Once you use this feature, you must finish a long
condition until you suffer level 6 exhaustion. At level 6 rest before you can use it again.
exhaustion, you die.
Additionally, you gain proficiency in Constitution saving
throws.

CULT OF PERSONALITY
At 14th level, you can harness the unpredictable and
dangerous passion your fandom has for you into a physical
manifestation. As an action, you summon a Swarm of
Fandom in an unoccupied space you can see within 60 feet of
you. It is a swarm of tiny celestial, fey, or fiend creatures
(your choice). The swarm disappears when it drops to 0 hit
points, or after 1 minute.

need cat ears


: Ok , bu t why does she
Ticker
?
and the tail in the ears
so
: Th er e' s microphones an te nn a is
SlapChop and the
can listen, .
the audience pr ov id e re al-time feed
ta il to
in the g her CRIMES
?
er : Sh e' s livestreamin
Tick
able! :3
fi re : sh e sounds ador
Wi ld k 'adorable'
: So me ho w, I don't thin
Redlight
.
was the goal

23
/
DATAMIND
SWARM OF FANDOM At 2nd level, your mind can interface with machines. You
Large swarm of tiny creatures, chaotic neutral gain proficiency with hacking tools and immediately gain the
benefits of having the hacking tools augment installed
Armor Class 16 without requiring surgery or counting against your total
Hit Points equal to seven times your warlock level number of augments installed. You can open a magical port
Speed fly 40 ft. on your body to accept connections from universal cables.

STR DEX CON INT WIS CHA ARCANE STORAGE


19 (+4) 17 (+3) 18 (+4) 7 (-2) 6 (-2) 19 (+4) Starting at 2nd level, your spellbook can be a data drive, a
smartphone, or another similar machine with data storage.
Saving Throws Str +9, Con +9 The cost of material components required for copying a spell
Damage Resistances fire, poison, bludgeoning, piercing, into your spellbook represents magical software and
slashing licensing fees.
Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned TECHNOMANCY
Senses darkvision 60 ft., passive Perception 14 Also at 2nd level, you learn programs that can command
Languages understands the languages you speak machines and affect the world around you.
Swarm. The swarm can occupy another creature's space and Programs. You learn three programs of your choice,
vice versa, and the swarm can move through any opening which are detailed under “Programs” below. You learn one
large enough for a Tiny creature. The swarm can't regain hit additional program of your choice at 6th, 10th, and 14th
points or gain temporary hit points. level.
Program Usage. You can use programs a number of
Spam. The swarm babbles nonsensically. Each creature
within 10 feet of the swarm has disadvantage on the saving times equal to your Intelligence modifier (minimum of once).
throw it makes to maintain its concentration and can’t take You regain all expended uses when you finish a long rest.
reactions. Recovering Programs. When you use your Arcane
Recovery feature, you can choose to regain an expended use
ACTIONS of your programs. Your programs count as 1st-level spell
Multiattack. The swarm makes two Rabid Fury attacks. slots for the purposes of Arcane Recovery.
Visibility. Your programs make visible effects around you
Rabid Fury (swarm has more than half HP). Melee
and your targets, but they are only visible to creatures with
Weapon Attack: +9 to hit, reach 0 ft., one target in the
swarm’s space. Hit: (4d8 + your warlock level) psychic AR vision.
damage Saving Throws. Some of your programs require your
target to make a saving throw to resist the program’s effects.
Rabid Fury (swarm has half HP or less). Melee Weapon
Attack: +9 to hit, reach 0 ft., one target in the swarm’s space. The saving throw is your spell save DC.
Hit: (2d8 + half your warlock level) psychic damage
GHOST IN THE SHELL
Vitriolic Bile (swarm has more than half HP). The At 6th level, you learn the find familiar spell if you don’t
swarm shoots acid in a 60-foot line that is 5 feet wide. Each
already know it. When you cast find familiar, you can choose
creature in that line must make a DC 17 Dexterity saving
throw, taking 6d6 + your warlock level acid damage on a to have it appear as a Tiny machine and replace its statistics
failed save, or half as much damage on a successful one. with those of a tiny object animated by the animate objects
spell.
Vitriolic Bile (swarm has half HP or less ). The swarm
shoots acid in a 60-foot line that is 5 feet wide. Each creature
in that line must make a DC 17 Dexterity saving throw,
ACTIVE COUNTERMEASURES
taking 3d6 + half your warlock level acid damage on a failed At 10th level, you can cast the contingency spell with a
save, or half as much damage on a successful one. casting time of 1 action and without expending a spell slot or
material components. The contingent spell still requires you
to expend its spell slot. When you cast contingency in this
WIZARD: TECHNOMANCER manner, it has a duration of 24 hours, and you can use up to
two contingency spells at a time. Once you use this feature,
The internet is a vast sea of data, a digital world, a plane of
you must finish a long rest before you can use it again.
electricity and information complete with its own rules… and
At 14th level, you can use up to three contingency spells at
magic. With a bit of training, study, and immersion within
a time and you can use this feature twice between long rests.
the ceaseless data stream, a practitioner of technomancy can
reach out and manipulate the stream.
EX MACHINA
Technomancers make incredible hackers, their bodies Starting at 14th level, your power can mimic the effects of
becoming naturally compatible with machines and networks. powerful cybernetics in your body. Choose one cyberware of
In a civilization that has come to rely heavily on technology, tier 3 or lower. You gain the effects of that cyberware as if it
gadgets, and constant connection, it’s difficult to were installed, but it does not count against your total
comprehend the potential power that a technomancer can number of attunements. When you finish a long rest, you can
wield. change your chosen cyberware to a different one of tier 3 or
lower.

24
/
Additionally, you can spend 10 minutes refocusing your Hijack. As a bonus action, you can force a vehicle within 60
power to change your chosen cyberware to a different one of feet of you that you can see to make a Constitution saving
tier 2 or lower. Once this feature is used, you must finish a throw. On a failed save, on the driver’s next turn the vehicle
long rest before you can use it again. must move up to its movement speed in a straight line in a
direction of your choice. If the vehicle has no driver, it does
PROGRAMS so on initiative count 0.
The programs are presented in alphabetical order. Jam. As a bonus action, you cause a firearm within 60 feet
Assist. When you make a hacking tools check, you can use of you that you can see to malfunction. The next attack made
your reaction to make it with advantage. with that firearm within 1 minute is made with disadvantage.
Blackout. As a bonus action, you choose a point you can If a creature is holding the firearm, it makes an Intelligence
see within 120 feet of you. All electrical light sources within saving throw. On a successful save, the firearm is unaffected.
60 feet of that point cease to function for 1 minute. Overclock. As a bonus action, you choose a vehicle within
Brick. As a bonus action, you reduce a Tiny machine 30 feet of you. For 1 minute, whenever the vehicle makes an
within 60 feet of you that you can see to 0 hit points and attack roll, a saving throw, or an ability check, it can roll a d4
cause it to lose all functionality. The machine cannot be a and add the number rolled to the result.
firearm. If a creature is holding the machine, it can make an Alternatively, when a vehicle makes an attack roll, a saving
Intelligence saving throw. On a successful save, the machine throw, or an ability check within 30 feet of you, you use your
is unaffected. reaction to grant advantage to that roll.
Bypass. When a trap that you are aware of based on Pulse. As an action, you cause an EMP at a point you can
technology or magic is triggered within 60 feet of you, you see within 60 feet of you. Machines, constructs, and vehicles
can use your reaction to disable the trap until the end of your within 30 feet of that point are subjected to EMP.
next turn. A trap, for the purpose of this ability, includes Machines in the area cease to function for 1 minute.
anything that would inflict a sudden or unexpected effect you Constructs in the area with the Electronics feature must
consider harmful or undesirable. Thus, this ability would succeed on a Constitution saving throw or they are stunned
disable a security camera, a laser tripwire, or a glyph of until the end of your next turn. Vehicles in the area must
warding, but not a camouflaged pitfall or a hunting trap. succeed on a Constitution saving throw or their movement
Crash. As an action, you cause a creature you are aware of speed is reduced to 0 and they can’t take actions or reactions
in the same network as you to make an Intelligence saving until the end of your next turn.
throw. On a failed save, they are ejected from the network Additionally, wireless and radio connections within a 100-
and cannot re-enter the network for 24 hours. foot-radius radius of the point are suppressed for 1 minute.
Alternatively, as an action, you can target an AI-controlled Signal Boost. As a bonus action, you target one machine
drone or vehicle you can see within 60 feet of you, forcing the you can see within 60 feet of you which doesn’t have active
AI to make an Intelligence saving throw. On a failed save, the wireless capabilities. The device gains wireless capabilities
AI loses loses control over the drone or vehicle for 24 hours. with a radius of 100 feet for 1 minute.
Alternatively, if EMP has affected a construct or vehicle, or
has suppressed wireless capabilities for a machine, you can
negate the effect for that system.

25
/
GRENADIER
CLASS OPTIONS When you make an attack with a blast weapon with which
Technology, magic, and war have advanced since the old days you are proficient, you can choose which targets other than
of launching sharp wooden sticks and lining up a cavalry the primary target are affected by the weapon’s blast
charge. They have evolved to meet the needs of modern property.
combatants and operators.
Soldiers and mercenaries have mastered the martial arts of FIREBUG
When you roll damage for a weapon attack against a burning
wielding firearms with expertise, specializing their fighting
target, you can reroll the weapon’s damage dice and use
styles to suit their chosen battlefield. Powerful beings can’t
either total.
help but influence and corrupt every new trend and gadget,
and their followers may invoke such powers for their own
POINT BLANK
use. And, of course, there’s nothing that science can develop
When you roll the highest possible number on a weapon
that can’t be improved by infusing it with magic.
damage die for an attack you make with a firearm, you can
The following are additional fighting styles, warlock roll an additional weapon damage die and add it to the result.
invocations, and artificer infusions. You can only roll up to two additional damage dice for each
attack. You must be within 20 feet of the target of the attack
FIGHTING STYLES for you to gain this benefit.
These additional fighting styles are intended for use with
cyberpunk weapons. When any class or subclass chooses a QUICK DRAW
You have advantage on initiative rolls. You can draw or stow
fighting style, the following styles are added to the list of
a number of weapons equal to your proficiency bonus over
options.
the course of your turn. If you have a feature that allows you
AKIMBO to draw or stow two weapons when you would normally be
When you engage in two-weapon fighting, you can perform able to draw or stow only one, you instead can draw or stow a
the two-weapon fighting attack as part of your Attack action number of weapons equal to your proficiency bonus plus 1
instead of as a bonus action. Additionally, you can reload two over the course of your turn.
firearms as an action or bonus action without a free hand, When you draw a weapon, until the end of your next turn,
and you can draw or stow two one-handed weapons when your first hit with that weapon deals an extra 1d4 damage.
you would normally be able to draw or stow only one. Once you have gained this bonus with a weapon, you cannot
gain this bonus with the same weapon again until you stow it.
BARRAGE
When you miss an attack with an automatic weapon, the SNIPER
target takes 2 damage of the weapon’s damage type. When you miss an attack with a firearm, you have advantage
on your next attack with a firearm against the same target
CLOSE QUARTERS SPECIALIST until the end of your next turn.
When a hostile creature’s movement provokes an
opportunity attack from you, you can use your reaction to SUPPRESSION
make one ranged weapon attack with advantage, even if they When you attack a creature with a firearm on your turn, it
took the Disengage action. becomes suppressed until the start of your next turn. If the
Additionally, being within 5 feet of a hostile creature suppressed target willingly moves 5 feet or more, you can use
doesn’t impose disadvantage on your ranged attack rolls. your reaction to make a weapon attack against it with a
firearm.

/
WARLOCK INVOCATIONS
When you choose eldritch invocations, you have access to the
following options.

AETHERIC ARMORY
Prerequisite: Pact of the Blade feature

You can use any weapon you summon with your Pact of the
Blade feature as a spellcasting focus for your warlock spells.
In addition, instead of one magic weapon, you can
transform up to 4 weapons into your pact weapons. You can
use a bonus action to create up to 2 of these weapons in your
empty hands, and you cannot change the form of these
weapons.
Finally, the weapon you conjure can be any firearm from
the simple and martial firearms tables. Only weapons you
have transformed into your pact weapons are created with
their accessories and modifications intact.

BEWITCHING SUBSTANCES
As a bonus action, you can summon and consume a magical
dose of drugs from the common drug list. No other creature
can consume the drug dose, and the dose disappears at the
end of your turn. You have advantage on saving throws
against addiction.

BOUND SURROGATE
Prerequisite: Pact of the Chain feature

Your familiar is no longer limited to touch spells for the


spells it can deliver.

CRUEL MOCKERY
Prerequisite: Vicious mockery cantrip

When you cast vicious mockery, add your Charisma modifier


to the damage it deals on a failed saving throw.
SPIRIT RIDER
Prerequisite: 3rd level.
Additionally, instead of dealing additional damage, vicious
mockery consists of multiple insults when you reach higher You can cast find ride once using a warlock spell slot. You
levels: two insults at 5th level, three insults at 11th level, and can't do so again until you finish a long rest.
four insults at 17th level. You can direct the insults at the
same target or at different ones. A creature makes a separate TABOO LIVESTREAM
save for each insult directed at it. Prerequisite: 9th level

OPEN SOURCE You can cast scrying once without expending a spell slot,
You gain proficiency with hacking tools and immediately gain replacing the material component with any smartphone
the benefits of having the hacking tools augment installed screen, computer monitor, or similar display. You can't do so
without requiring surgery or counting against your total again until you finish a long rest.
number of augments installed. You can open a magical port
on your body to accept connections from universal cables. ARTIFICER INFUSIONS
When you choose infusions, you have access to the following
OUTRAGEOUS MOCKERY options. See Chapter 7 for the items from the Replicable
Prerequisite: Vicious mockery cantrip
Magic Items table.
When a creature fails a saving throw against your vicious
mockery, it can’t take reactions until the start of its next turn.
FLAK BARRIER.
Prerequisite: 6th-level artificer
POWER ON DEMAND Item: A suit of armor
Prerequisite: Pact of the Tome feature.
You have resistance to damage from weapon attacks made
You can replace the three cantrips you gained from the Pact with weapons with the blast property. When you are
of the Tome feature with three cantrips from any class’s spell subjected to an effect that allows you to make a Dexterity
list when you finish a short or long rest. saving throw to take only half damage, you can make the
saving throw with advantage.

27
/
ARCANE BOOSTERS You add half your proficiency bonus (rounded down) to
Prerequisite: 10th-level artificer damage rolls and the DC for saving throws caused by your
Item: A vehicle explosives. When you use an antimagic grenade, you can
add half your proficiency bonus to the d20 roll to end
This vehicle has a flying speed of 50 feet. The vehicle can fly spells. You can throw explosives at twice the normal
for up to 10 minutes, all at once or in several shorter flights, range.
each one using a minimum of 1 minute from the duration. If
the vehicle is flying when the duration expires, the vehicle PARAMEDIC
falls. You’ve been trained to treat injuries and resuscitate flatlining
patients, gaining the following benefits:
REPLICABLE MAGIC ITEMS
Increase your Constitution, Intelligence, or Wisdom score
MAGIC ITEM ARTIFICER LEVEL ATTUNEMENT
by 1, to a maximum of 20.
Bandolier of booms 6 Yes You gain proficiency in the Medicine skill. If you are
Monster ball 6 No already proficient in the skill, you add double your
proficiency bonus to checks you make with it.
Radical skateboard 10 Yes
Over the course of 1 minute, you can spend one use of a
Roulette revolver 10 Yes healer’s kit to attempt to revive a dead creature that died
Static weapon 2 Yes within the last 10 minutes. At the end of this minute, you
Vape of winds 2 No must make a DC 20 Wisdom (Medicine) check. On a
successful check, the creature returns to life with 1 hit
point and its exhaustion level is set to 3.
FEATS This ability can’t return to life a creature that has died
For those seeking to specialize further and master a certain of old age, and if the creature is lacking body parts or
skill, technique, or art, these additional feats are available organs integral for its survival - its head, for instance - the
when selecting a feat per the rules in the Player’s Handbook. check automatically fails. If this ability check has failed for
a dead creature, this feat cannot be used on it again until
BULLETSTORM it has been returned to life in another manner.
You love raining lead on your foes, flushing them from cover,
and making them suffer, gaining the following benefits: GUN FU ARTIST
You have studied the art of close-quarters combat and
When you hit a creature with a firearm with the automatic gunfights, gaining the following benefits:
property, you can push a Large or smaller creature 5 feet
away from you. A creature pushed in this manner cannot When you hold firearms in your hands, they are melee
benefit from half cover or three-quarters cover until the weapons that deal 1d6 bludgeoning damage. If the firearm
end of their next turn. has the light property, it also has the finesse property.
Firearms with the automatic property which require an Being within 5 feet of a hostile creature doesn’t impose
action to reload can instead be reloaded with a bonus disadvantage on your ranged attack rolls.
action. When you engage in two-weapon fighting with either light
Attacks made using the automatic property can be fired melee weapons or light firearms, you can use a bonus
up to the normal range of the firearm and do not grant action to make two attacks with a light weapon instead of
melee attacks advantage against you. one.
You can draw or stow two one-handed weapons when you
CYBERNETIC ADDICT would normally be able to draw or stow only one.
You prefer artificial body parts and enhancements over the
old junk you were born with, gaining the following benefits:
g
apped hangin
You can attune to one additional cyberware, provided that
at th at po int I was Tr , Firing my
Dozer: copter
it is tier 2 or lower. from the heli es on our tail
upside down at th e dr on
You can have one additional augment installed. ck guard
Lariat-99F ba e Senator's security
You can select this feat multiple times. ng th
and Punchi
r hand
with my othe
DEMOLITIONS EXPERT G (O_O;)
You are a master with blast weapons and explosive Wildfire: OM Real...
d th at 's wh en shit got
equipment, gaining the following benefits: Dozer: An
!
at happened??
When you miss an attack with a firearm with the blast Wildfire: wh one but TWO!
property, you can use your reaction to detonate your r: CY BE RN IN JAS! and not
Doze tal of
inating reci er.
ammunition in a space adjacent to the target, as if you had is is a fasc
Wiseguy: Th ining Death: Shoot Hard
hit a target in that space with the attack. Ra
the plot of
You ignore the reload property on firearms with the blast it 's all True!
property which require a bonus action to reload. Firearms Dozer: no, ntary about
me
th e mo vi e was a Docume
with the blast property which require an action to reload Dozer:
can instead be reloaded with a bonus action.

28
/
GUNSLINGER You do not have disadvantage on ranged weapon attack
You have trained to wield a gun in each hand, gaining the rolls while prone.
following benefits: As an action, you lockdown a section of the battlefield
with suppressing fire. Define a 20-foot cube within sight.
You can use two-weapon fighting even when the one When a target you can see enters or moves within the area
handed firearms you are wielding aren’t light. for the first time on a turn, you can make a ranged
You can make a single ranged weapon attack with a one- weapon attack against it with a firearm that lacks the blast
handed firearm when you use your action to take the Dash and scatter properties, so long as it is in range.
action. Your ranged weapon attacks ignore half cover and three-
Reloading no longer requires a free hand, and if a firearm quarters cover.
can be reloaded with a bonus action, you can reload a
firearm you are holding once on your turn (no action PRIME HACKER
required.) You are a hacking wizard who can surf the data waves of the
You can draw or stow two one-handed weapons when you internet with ease, gaining the following benefits:
would normally be able to draw or stow only one.
Increase your Intelligence, Wisdom, or Charisma score by
MARAUDER 1, to a maximum of 20.
You are adept at skirting the edge of the front lines of the You gain proficiency with hacking tools. If you are already
battlefield, mixing close-quarters combat and flanking proficient with them, you add double your proficiency
tactics. bonus to checks you make with them.
As a reaction to a machine you can see being used to send
When you use the Attack action and make an attack with a a wireless or radio signal within 60 feet of you while you
melee weapon that you’re holding in one hand, you can have the hacking tools augment installed, you can choose
use a bonus action to make an attack with a one-handed to either analyze the signal, learning the message that is
ranged weapon in your other hand. Alternatively, when being transmitted for 1 minute, or jam the signal until the
you use the Attack action and make an attack with a end of your next turn.
ranged weapon you’re holding in one hand, you can use a You can use this ability a number of times equal to your
bonus action to make a melee attack with a one-handed proficiency bonus. You regain all expended uses when you
weapon in your other hand. finish a long rest.
When a creature within 10 feet of you that you can see
makes an opportunity attack, you can use your reaction to PYROMANIAC
make the attack automatically miss. Prerequisite: Proficiency with the flamethrower.
You can draw or stow two one-handed weapons when you
would normally be able to draw or stow only one. You have an unhealthy affinity with flames, gaining the
following benefits:
MARKSMAN
The flamethrower’s weapon damage dice increase to 2d8
You’re a deadeye with firearms and have studied and
for you, and a target burning from your flamethrower
mastered military tactical combat techniques:
attack and its speed is reduced by 10 feet.

29
/
The die you roll to determine the damage a creature When you roll a 1 or a 2 on a damage die for an attack
burning from your flamethrower attacks takes at the start with a ranged weapon, you can reroll the die and must use
of each of its turns increases from a d6 to a d8. the new roll, even if the new roll is a 1 or a 2.
As a bonus action, you can expend 1 fuel ammunition to
ignite a melee weapon you’re holding for 1 minute. The WHEELMAN
first time you hit a target on your turn with the weapon, You have become supernaturally familiar with vehicles of all
the target begins burning as if shot by your flamethrower. shapes and sizes, gaining the following benefits:
If a creature other than you carries the burning weapon,
You gain proficiency with all vehicles. While you are
they take 2d8 fire damage and the weapon is
driving a vehicle, add your proficiency bonus to that
extinguished.
vehicle’s ability checks and saving throws.
STREET SAMURAI When you are driving a vehicle and your vehicle is hit with
You have rigorously trained your body and mind in the ways an attack, you can use your reaction to add your
of street bushido, allowing you to unsheathe your weapons at proficiency bonus to your vehicle’s AC against that attack,
incredible speeds and deflect gunfire, gaining the following potentially causing it to miss.
benefits: If a vehicle you are driving is subjected to an effect that
allows it to make a Dexterity save to take only half
While you are holding a melee weapon, you can use your damage, it takes no damage if it succeeds and only half
reaction to deflect the missile when you are hit by a damage if it fails.
ranged weapon attack. When you do so, the damage you You can control a vehicle without having a free hand for
take from the attack is reduced by 1d8 + an ability the vehicle’s controls.
modifier you could use to modify an attack roll with the
melee weapon (your choice) + your proficiency bonus.
The first time you draw a melee weapon in each combat,
BACKGROUNDS
you gain advantage on your first attack with the weapon, Despite their differences, every corporate wage slave, greasy
and if the attack hits, it deals extra damage equal to 1d6 + mechanic, music-pumping punk, social media butterfly, and
your proficiency bonus. blood-spattered gangbanger has at least one thing in
You are familiar with the street bushido code. You know common. They each have a story, a past that defines who
the names of other street samurai, you have advantage on they are, and where they came from. Some won’t want to tell
Intelligence checks related to the origin and nature of their story, keeping their secrets close to their chest, while
weapons, and you have advantage on Charisma others can’t wait for the chance to spill their guts, if only
(Persuasion) checks to persuade others who follow street someone in this cold and heartless city would listen.
bushido. Despite what your local hothead might tell you, nobody
comes from nothing. Everyone comes with a load of old
baggage, some heavier than others. Perhaps that professional
my assassin was once a doctor that swore to do no harm, or that
t dishonor to
re et Sa m: I have brough violent vigilante was once a cop who toed the line, or maybe
St even that bloodthirsty mercenary was once a retail clerk who
y.
sword this da '
is an 'oh no got a bit too fed up with braindead angry customers.
ch Ki ng : Oh no! This
Glit In this chapter you will find backgrounds suitable for
s?
situation, ye your story. modern and cyberpunk settings with features that fit the
el De al : Sh hh, tell us
TheWhe murai, times. With your DM’s approval, you may also use the
hing Eight Sa
re et Sa m: I was rewatc ade at my side. backgrounds from other Dungeons & Dragons books,
St bl
nger with my
ready for da modifying them to fit the setting.
you do.
Redlight: As
Sa m:
e remote and,
I dropped th ctively used my
ASTRONAUT
St re et in
ach it, inst one?
failing to re it closer. How can I at You’re a spacer. Whether you were working for a
sword to dr ag is best. megacorporation, a government space program, or as a
seppuku
Ki ng : A search says freelancer, you’ve made your living in the endless depths of
Glitch
no! :( space. The vast, bleak emptiness has become familiar, if not
Wildfire: oh comfortable. You’ve spent enough time in zero gravity that
you find yourself kicking off on things only to feel
constrained by the weight of the planet dragging you down.
Perhaps you were an asteroid miner, a farmer, a pilot, or
TRICK SHOT any one of the hundreds of potential jobs on the new frontier.
You have a knack for fancy shooting and ricocheting your
Life was hard, and a single mistake could get you killed out in
shots, gaining the following benefits:
the vacuum of space, thousands of miles from anyone who
When you miss a ranged weapon attack, you can use your could help.
reaction to make another ranged weapon attack against a
different target within 20 feet of the original target
without expending ammunition. The attack is made as
though it originated from the original target.
Your ranged weapon attacks ignore half cover and three-
quarters cover.

30
/
Skill Proficiencies: Nature, Technology D6 BOND
Tool Proficiencies: Tinker’s tools, vehicles (air) My crew was the best there ever was, and I want to
Equipment: A set of traveler’s clothes, a medal, and a credit 1
learn what they’re up to these days.
stick with 1,000₵.
Out in space, I realized I missed my family more than
2
anything.
FEATURE: STARGAZER
Even when you were young, you looked up to the stars in I want to explore the new frontiers, and I’ll get there
3
wonder. Your familiarity with them allows you to navigate on before anyone else does.
starry nights by the constellations alone. So long as you know I encountered something unnatural in space, and it’s
where you are, you know where the nearest route to space is, 4 always stuck with me since. I must learn more about
whether that is a rocket, a space elevator, or another means. it.
Additionally, other spacers will recognize you as a spacer and I lost a crewmate on a mission, and I need to make
5
have commonalities with you. amends to their family.
A mission was botched because the command team
SUGGESTED CHARACTERISTICS 6 was compromised, and I’ve got to learn who, what,
Astronauts are a special breed of individual to want to work and why.
inches from the freezing vacuum of space. They’re usually
tough and resourceful, and they are used to meshing well D6 FLAW
with whatever team they fall in with. At the core of each I was grounded because of a mistake. Now I’m scared
astronaut beats the heart of an explorer, a wanderer who 1
I’ll screw up again.
wants to see what lies beyond.
Nothing I do will ever be as good as my past
2
D8 PERSONALITY TRAIT achievements.
When someone messes up, it irritates me more than
I’m a natural born leader, or so they told me at flight 3
1 it should.
school.
It was better in space, without all the noisy, stupid
I feel like I find myself more when I’m lost than when 4
2 people around.
I know where I’m going.
I’m a bit of a daredevil, even when it goes against
The world looked so small, and civilization so petty, 5
3 common sense.
from outer space.
6 I get excited and say things I probably shouldn’t.
I looked into the depths of space and did not like
4
what looked back.
I hate the feel of gravity or anything else weighing me
5
down. It makes me yearn to blast off again.
There’s no problem too tough to solve with a good
6
team.
It’s always better to be prepared, preferably with
7
checklists.
Ever since I was a child, I’ve gazed up at the stars in
8
wonder.

D6 IDEAL

Aim High. It’s better to fail striving for greatness


1
than to fail to try in the first place. (Any)
Scale. In the grander scheme of the universe, people
2
are inconsequential. (Evil)
Creativity. Complex problems require innovative
3
solutions. (Chaotic)
Beauty. The universe is such a beautiful place, and I
4
want to see more of it. (Any)
Challenge. I crave the next big hurdle so I can prove
5
myself. (Neutral)
Knowledge. I’ll explore the unknown and share my
6
discoveries for the betterment of all. (Good)

31
/
CELEBRITY
Fame waxes and wanes, and those who get a taste for it find
it sweet, and addictive. You have drunk deeply, finding
yourself at the center of attention. Whether it was a lasting
FEATURE: CONSPICUOUS
People may recognize you if they have interest in topics
fame, or a swift rise to stardom followed by a hasty descent,
related to your claim to fame, though they may react
your status as a celebrity has come to define your life, at least
positively or negatively. You can always pull strings to get
to you.
invitations to parties, conferences, and other social events.
Of course, all fame is fickle, and your descent from
You have a following on various social media platforms that
stardom defines you as much as your ascent. Do you quietly
will help broadcast gossip, rumors, or scandals.
shuffle into obscurity, or do you cling to relevance with the
death grip of a drowning man. For the latter, you may decide SUGGESTED CHARACTERISTICS
that there’s ultimately no difference between fame and Some people are born celebrities, while others find their
infamy. fame through dedication and hard work. They often have
Skill Proficiencies: Performance, plus one from among eccentric personalities, acting and dressing flamboyantly in
Deception, Intimidation, and Persuasion order to seek attention. These traits are frequently
Tool Proficiencies: One type of musical instrument exaggerated, taken to the extreme in the pursuit of greater
Languages: One of your choice heights of popularity.
Equipment: A set of fine clothes, a smartphone, a bottle of
perfume, and a credit stick with 1,500₵. D8 PERSONALITY TRAIT

I can’t help but be fascinated by drama, real or


FEATURE: CLAIM TO FAME 1
artificial.
In a world where wanna-be socialites, influencers, and the
My public and private personas are two very
endless tide of advertisements are constantly vying for 2
different people.
attention, you managed to stand out. Choose one to three
claims to fame or roll on the table below to define your path 3 I love being the center of attention.
to the limelight. I have no idea how the average person lives, and it
4
fascinates me.
D10 CLAIM TO FAME
I’m a people person, and I love meeting new and
5
1 Movie Star exciting individuals.
2 Singer/Musician 6 I’m cool, aloof, and above it all.
3 E-Sports Player I’m not afraid to use my influence and power against
7
those who anger me.
4 Influencer
Fame has jaded me, so it’s hard to get worked up
5 Politician 8
over anything.
6 TV Personality
7 Teen Idol
8 Kid Actor
9 Humanitarian
10 Revolutionary

/
D6 IDEAL others, but you knew it was time to decide: do you serve the
Change. I can use my influence to change the world people, or yourself?
1 Skill Proficiencies: Insight, plus one from among
for the better. (Good)
Intimidation or Perception
Exemplar. Society needs role models to set a good
2 Tool Proficiencies: One from among vehicles (land) or
example. (Lawful)
vehicles (water)
Fun. Life’s too short to be worrying about
3 Languages: One of your choice
consequences. (Chaotic)
Equipment: A set of common clothes, a set of handcuffs, an
Fame. I would do anything to get back into the old uniform, and a credit stick with 500₵.
4
limelight. (Evil)

5
Wealth. There are the haves, and the have-nots. I FEATURE: LAWMAN
will not be the latter. (Neutral) You’ve been a part of the force, and the force will always be a
Artist. I take pride in my work, and I refuse to put part of you. You know how to cut through the bureaucracy of
6 the local precincts and you know how to work the legal
on a half-baked performance. (Any)
system in your favor. Other cops will ignore your minor
D6 BOND crimes and misdemeanors. You have an easier time
negotiating with security forces to question witnesses, access
Someone was behind my fall from fame, and I will
1 crime scenes, bail out the jailed, or avoid consequences.
find out who.
I was born destitute, and clawed my way out of the SUGGESTED CHARACTERISTICS
2 gutter. I won’t let anyone take from me what I’ve
Those who choose to take up the badge are a diverse cast,
earned.
and come to the force for different reasons. They are often
My rival and I have despised each other for years, but jaded and cynical from their constant contact with the
3
recently things have taken a surprising turn.
underbelly of society. However, they are also often fiercely
I will rise to the top of my field and become a loyal to their partners and allies, and will have their backs
4
household name. through thick and thin.
5 I’m being blackmailed over a terrible secret.
D8 PERSONALITY TRAIT
This isn’t my usual gig, I’m just tagging along to get
6 I’m suspicious by nature because everyone has a
in the right frame of mind. 1
secret they want to hide.
D6 FLAW I have a set of codes that I live by, and there are some
2
lines I won’t cross.
1 I tend to draw attention to myself when I shouldn’t.
I have a strong sense of community, I like to get to
I’m an irredeemable gossipmonger, even if I have to 3
2 know each and every member.
make things up.
I won’t betray those I form a bond with, even if it
I think the world revolves around me, and I’m 4
3 costs me everything.
surprised when people don’t know who I am.
5 I’m polite and empathetic to those in need.
4 I expect others to handle trivial tasks for me.
I’m the wiseguy who tends to crack jokes under
5 I have an addiction for something scandalous. 6
stress.
6 I fall into and out of love on a whim.
7 I tend to shoot first and ask questions later.
8 I may have watched too many cop movies.
COP
The buildings dress themselves in neon advertisements for
criminals big and small, the drugs get more addictive year by
year, the weapons get bigger and badder, but the streets, they
all swirls
never change. Scum prey on the weaknesses of others, only to
xe s wi th blood as it
NOIR: Rain mi ken away
be crushed beneath the heel from someone higher up the
e dr ain, an other life ta ets.
down th an st re
food chain. me on the me
before its ti is again,
From atop their steel towers, the suits run a similar game,
Pl ea se do n't start th n of you.
Wiseguy: king fu
but they posture and pretend like it’s somehow more allenge in ma
sophisticated when the result is the same: broken people and there's no ch t sparing a
cr ow d pa ss es by withou d harder
shattered dreams. In this urban jungle, between glittering NOIR: The colder an
e city gets
skyscrapers and lawless slums, you rode the edge with a gun glance, as th ing night.
ss
and a badge. with every pa out the city
or
ht : Ar e yo u talking ab
You may have been a beat cop, a detective, a SWAT officer, Redlig
or a humble desk jockey. At some point in your career, the your nipples? d only one
time came to look toward justice and the law, or the other ll er 's on the loose, an .
NOIR: A ki n stop th em
detective ca
way. Perhaps you were offered a bribe, or were pressured by hard-boiled and pipe*
: *d on s he r floppy hat
Wildfire se!
I'm on the ca
never fear,

33
/
D6 IDEAL skills and tools allowing them to make the difference between
Duty. The day I got my badge, I swore an oath: to life and death for their patients. They are often respected for
1 saving the lives of family members, or blamed and despised
protect and serve. (Good)
for their perceived failures.
Authority. Without law, society falls to anarchy. I
2 Modern medicine has advanced to the point of completely
am the law. (Lawful)
restructuring a person’s face and body, replacing limbs and
Greed. Rules are for others, why not enjoy the fringe
3 organs with vat grown tissue, enhancing individuals past
benefits along the way? (Chaotic)
their natural limits with cybernetics, and more. Of course, a
Oppression. Those who don’t do what I tell them person’s access to healthcare may depend heavily on their
4
will get what they deserve. (Evil)
financial situation. The same limits apply to medical
Shades of Grey. There’s no good or bad people, professionals, who hold positions that range from
5
everyone’s just trying to get by. (Neutral) underfunded community clinic nurses to the personal
Comrades. Whatever happens, I’ve got their back, physicians of corporate senior executives. A doctor can rise
6
and they’ve got mine. (Any) as high as their ambitions, skill, and ruthlessness allow.
Skill Proficiencies: Medicine, plus one from among
D6 BOND Investigation or Nature
My family member was a cop too, until they were Tool Proficiencies: One from among herbalism kit or
1 killed on the job. Now I’ll do anything to find out alchemist’s supplies
who did it. Languages: One of your choice
There are criminals, and there are scum. I can get Equipment: A set of common clothes, a healer’s kit, a piece
2
along with criminals, but I’ll clean up the scum. of medical equipment (latex gloves, a syringe, a medical
A murder case I investigated went cold a long time mask), and a credit stick with 1,000₵.
3
ago, but I know the killer is still out there.
FEATURE: DOCTOR SPECIALTY
4 Crime is just a symptom of a greater societal disease.
No doctor is familiar with all fields of medicine. There’s
5 A job is a job, so long as I get a paycheck. simply too much for an individual to learn, and it gets harder
My partner died because of decisions I made, and every year as medical science continues to progress. Instead,
6
now I have to live with that. a doctor specializes in a certain field of medicine. You can
select your specialty from the table below or roll to select it
D6 FLAW randomly.
I tend to take a stand when I should probably run or
1 D12 SPECIALTY
shut up.
When the shit hits the fan, I go into self preservation 1 Pediatrics
2
mode. 2 Family Medicine
3 I’ve got a mean streak a mile wide. 3 Neurology
4 There’s no such thing as excessive force. 4 Surgeon
5 When I get in a position of power, I tend to abuse it. 5 Plastic Surgery
I’m a bit of a control freak, everything has to be just 6 Veterinarian
6
right.
7 Medical Genetics
8 Radiologist
DOCTOR
9 Pathology
Between fast cars, big guns, powerful drugs, and the steep
decline in the value of life, society has no shortage of 10 Battlefield Medicine
casualties. Doctors will always be in heavy demand, their 11 Nursing
12 Paramedic
p
ng from stum FEATURE: PRIMARY CARE
t: ho w do u stop bleedi
Frag Ou You can always find a back alley clinic or hospital willing to
s
st ansers pl
FragOut: fa ing it back
treat you and your companions’ wounds without asking too
ng : Ha ve yo u tried pour an many awkward questions. You also have an easier time
Glitch Ki you create
h? Maybe if run acquiring pharmaceutical chemicals and drugs, as well as
in your mout of blood, you'll never
infinite lo op other medical supplies. Additionally, you know where you
out. se can gain access to a medical lab for research and
44 smeone el
hafunnny;;;; experimental purposes.
FragOut: ha me 2" cloth
as
Ti e th e limb with so one to twist
Valkre e:
, use 2 cari
biners ,
it in
SUGGESTED CHARACTERISTICS
a tourniquet t and the other to hold it. The medical profession is full of dedicated individuals willing
oth ti gh re at ta ch
the cl e li mb and I'll to work long hours in service to others. They are capable,
in g th
place. Br studious, and not prone to squeamishness. Doctors are no
angel
nx bbe, ur n
FragOut: th ve seen the stranger to pain, death, and loss.
n' t sa y th at till you'
Valkree: Do
bill.

34
/
D8 PERSONALITY TRAIT Of course, it doesn’t hurt that your product creates a
1 I have a dry, detached, and clinical personality. captive audience, that’s just good business strategy. Better
you than some soulless megacorp that wants to stamp out the
2 I’ll spare no effort to help others.
competition by outlawing your drugs and peddling their own
I tend to get too personally involved and care too addictive substances.
3
much. Skill Proficiencies: Medicine, plus one from among
I’m a nervous wreck, but I try to keep it together Intimidation, Perception, and Persuasion
4
around others. Tool Proficiencies: Alchemist’s supplies
I have a very warm bedside manner for my patients Languages: One of your choice
5
and those I care about. Equipment: A set of common or fine clothes, 5 doses of a
6 I’m not good enough. I never have been. common drug of your choice, and a credit stick with 1,000₵.
7 I think that laughter is the best medicine. FEATURE: STREET PHARMACIST
8 Every day I live is a joy. In places of high and low society, you can always find
someone to buy drugs from. Given access to a lab and a few
D6 IDEAL minimal supplies, you can feed any drug addictions you and
Healer. Save everyone you can, ease the suffering of your companions have. When you spend time in someone’s
1 presence, you can tell if they’re currently high on any
those you can’t. (Good)
common street drugs.
2 Oath. First, do no harm. (Lawful)

3
Alternative. I’ve tried traditional medicine, now it’s SUGGESTED CHARACTERISTICS
time for something new. (Chaotic) Every drug dealer enters the business for their own reasons,
Knowledge. Medical and professional advancement though that reason is usually money. Drug dealers may be
4 are more important than petty things like ethics. little more than jumped-up thugs, or cold and calculating, or
(Evil) even easygoing and groovy. Some may regret their business,
Professional. I have a job to do, lofty ideals are while others relish it.
5
unrealistic. (Neutral)
D8 PERSONALITY TRAIT
6 Guardian. I’ll safeguard those I care about. (Any)
1 I’m all laughs until it’s time to be dead serious.
D6 BOND 2 I’m cool as a cucumber when talking business.
I lost a patient with mysterious symptoms. I must 3 I put up a tough front, but I’m kind of a pushover.
1
learn the root cause.
4 I will not be fucked with.
2 The hospital I worked at was doing illegal research.
5 I’m the life of the party, with or without the goods.
I never got a real medical degree, but I’ve never let
3 A life of suspicion and fear have made me a little
that stop me. 6
twitchy.
My research requires subjects who are consistently in
4 People tell me I’m too laid-back, but they just need to
harm’s way. 7
relax.
I’m no doctor, just a washed-up husk after the
5 There’s something so appealing about being a slimy
biggest mistake of my life. 8
wheeler and dealer.
The best preventative medicine is stopping those
6
who hurt others. D6 IDEAL

D6 FLAW Relief. Life is shit, but at least I can help people dull
1
the pain. (Good)
1 I don’t need a second opinion, I know what’s best.
Integrity. A deal is a deal, and my word is my bond.
2
I’m hard on myself because I can’t afford to make a (Lawful)
2
single mistake.
Wildcard. I’ve gotta make big moves and shake the
3
3 I secretly can’t stand the sight of blood. game up to get what I want. (Chaotic)
4 I jump to conclusions, and it’s hard to dissuade me. Empire. I don’t care how many eggs I need to break
4
5 I tend to fall apart when I lose a patient. to make my omelette. (Evil)

6 I am easily distracted at the worst times. Merchant. Don't hate the player, hate the game.
5
(Neutral)

DRUG DEALER 6
Dreamer. Someday I’ll make enough money to
make a better life for me and mine. (Any)
Business is business, from the fanciest strip malls, to the
dirtiest alleyways and street corners. Some people might
disagree that you run a real business, but you provide goods
that the customers demand.

35
/
D6 BOND
EXECUTIVE
I was sold a bad batch of drugs that hurt people, and
1 When the international megacorporations expanded until
I’m being blamed.
they became more powerful than governments and nations,
I’m on the cusp of developing a new drug, but I’m
2 corporate executives rose above politicians and royalty as the
missing a crucial component.
true ruling class. On the world stage, these executives wield
Someone close to me ratted me out to the the power to shape the future to their own designs. The
3
authorities, and I can't let that slide.
highest executives and company shareholders hold such
I’ve been saving up money for a long time to buy great wealth that it is measured more in orders of magnitude
4
something important. than simple numbers.
I’ve got family in prison, and I don’t want to leave Like any form of organization, corporate hierarchies take
5
them there to rot. many forms. For some corporations, the corporation is a
I owe a big debt to some very powerful, dangerous family business. The sons and daughters of executives are
6
people. bred and trained for succession, the money passed down the
bloodline. For other corporations, promotions are merit-
D6 FLAW based. Of course, in many cases, ‘merit’ is defined by the
1 I have an extremely addictive personality. most cunning, ruthless, and vicious individuals willing to
ascend a staircase of bodies and broken dreams.
2 I have a hard time placing trust in anyone but myself.
Skill Proficiencies: Insight, plus one from among
I tend to not consider the consequences of my Persuasion or Deception.
3
actions until they beat down my door.
Tool Proficiencies: None
I bite off more than I can chew, and I never back Languages: Two of your choice
4
down. Equipment: A set of fine clothes, a smartphone, an award
5 I’m kind of a drag when I’m sober. from your company, and a credit stick with 2,500₵.
I always resort to threats and intimidation in tense
6 FEATURE: CORPORATE ETIQUETTE
situations.
You know how to speak with corporate employees, speaking
to managers and wage slaves each in a manner befitting their
station. You know how to communicate with corporate
bureaucrats in an effective manner to get what you desire
with minimal delay. When negotiating a transaction with a
corporation, you can always at least get a fair market price.

SUGGESTED CHARACTERISTICS
Executives are cut from different cloth than the average
person. Something drives them to perform above and
beyond, to excel in the cutthroat world of business.
Executives are often untrusting, assuming everyone has their
own agenda and hidden motivation. Even if they were never
the most dedicated employee, an executive’s outlook on life is
doubtlessly affected, or even stained, by their time in a seat of
power.

D8 PERSONALITY TRAIT

1 I am condescending to those I see as beneath me.


2 I am cold and calculating, with an analytical mind.
I’m the hands off kind of manager, and I see my
3
employees as my friends or family.
I tend to make and hold grudges with grim
4
determination.
I’ll talk about anything anywhere. I love the sound of
5
my own voice.
I was promoted far above my level of competence, so
6
I fake it.
I prefer to supervise instead of getting physically
7
involved.
I promote a balanced work environment with proper
8
flow of energy.

36
/
D6 IDEAL Skill Proficiencies: Choose two from among Deception,
Equality. People are people, regardless of their Intimidation, Investigation, Perception, Persuasion, Stealth
1 Tool Proficiencies: One vehicle proficiency or hacking
position in the hierarchy. (Good)
tools
Model Citizen. I will use the power granted to me
2 responsibly and in accordance with rules and Languages: One of your choice
regulations. (Lawful) Equipment: A set of common clothes, a smartphone, a
trophy from a previous job, and a credit stick with 2,000₵.
Unpredictable. Bureaucracy just gets in the way,
3
I’ll cut out the middleman. (Chaotic)
King. There’s nothing I wouldn’t do to reach the top.
4
(Evil) ll, I guess
Sa w Fr eefa ll today. We
Sundown: w.
Wealth. Money measures one’s worth in life. by Jerry, no
5 he just goes ?
(Neutral) he holding up
el De al : Oh, how's
Dedication. Any business is like a family, and I will Th eW he r drones. We
6
ensure my family prospers. (Any) Ha d a jo b fixing sweepe He didn't
Sundown: okay.
he seemed...
talked a bit, es .
my ey
D6 BOND want to meet , what happen
ed?
I was terminated after a hostile takeover, and the et Sa m: I don't get it
Stre ey'd
1 on a job, th
parting was not clean.
lk re e: He lost his team almost 10 years.
Va
together for
2
The world is spiraling out of control, and I need to been running some bad luck
.
take the reins. Sa m: Oh man, that's
Stre et ng
iving that lo
3 I know the dirty secrets of a major corporation. nestly, surv Take my advice:
Sundown: Ho e.
is a miracl up with you.
4
My company was dissolved after a series of freelancing th e odds catch
unfortunate events, and I will rebuild it. retire be fo re
I want to escape my old corporate life, but that’s
5
easier said than done.
6 The terrible things I’ve done can never be forgiven.

D6 FLAW FEATURE: FREELANCER SPECIALTY


For one reason or another, people tend to avoid doing the
Money and power have given me some eccentric kind of work that you specialize in. Perhaps they think that
1
tastes that others find bizarre.
it's too dangerous, or too difficult, or maybe they think
I am tightfisted with my money, even when I have they're above getting their hands dirty, but that doesn't stop
2
plenty. them from hiring an expert to do it instead. Choose your
I’m too proud for my own good, I have a hard time specialization as a freelancer, or roll on the table below.
3
accepting help from others.
D8 SPECIALTY
I splash my money around to impress people,
4
spending more than I can afford. 1 Assassin
5 I’m impulsive, acting before I think things through. 2 Bodyguard
I will talk about my family for hours, whether people 3 Burglar
6
care or not.
4 Fixer
5 Mercenary
FREELANCER
6 Saboteur
Do you have a scumbag that needs killing? A vault that needs
cracking? Illegal product that needs moving? Bodies that 7 Smuggler
need guarding? There are numerous specialists looking for 8 Spy
work on a contractual or contingent basis, often without the
more official aspects of work, like documentation or benefits. FEATURE: CRIMINAL ELEMENT
They go by many names: freelancers, mercenaries, You're familiar with various black markets, able to find
consultants, and other, less reputable titles. potential fixers who can hook you up with jobs. However, it
Freelancers can find work by many means. A smart isn't guaranteed that the jobs are good and the clients are
freelancer will have fixers looking to setup jobs for a small trustworthy. You are also familiar with other freelancers, able
cut, while others may have to advertise their services on to identify the names and specialties of any given freelancer
digital or physical black markets. It can be dirty, with at least a little bit of history in the scene.
dehumanizing, and often dangerous work, but someone has
to do it. Well, maybe some of the crimes you've committed SUGGESTED CHARACTERISTICS
didn't have to be done, but you gotta make a living somehow. The kind of work a freelancer performs shapes their
personality and attitudes. The constant threat of danger, and
the illegal and potentially bloody nature of the work, shapes a
freelancers mind, or breaks it.

37
/
D8 PERSONALITY TRAIT D6 BOND

I can fall into a group and make friends quickly. After I thought I'd lost my whole team, and nearly died
1
all, they can disappear at any time. 1 myself, but I heard a rumor that they just finished a
big job.
I don't feel good about something unless I plan it out
2
first. When a job went downhill, I was rescued by an
2
unexpected benefactor, who I owe a favor.
People think I'm cold, but it's really just that things
3
cease to surprise or excite me anymore. It was just your average job... at least until I fell in
3
love with the target.
4 I'm an expert at my work, and I take pride in it.
I've gained a reputation as a cold-blooded,
5 Danger makes me feel alive, it's addictive.
4 murderous psychopath after my last job. Just one
I spend entirely too much energy making sure my problem: it wasn't me.
6
family never learns what I do for a living.
I want to retire, but it's not just about the money.
5
7 I work hard and play harder. There's too many strings on me.
We're all just disposable tools to be used, broken, 6 If I can pull off this major job, I'll be a legend.
8
and then thrown away.
D6 FLAW
D6 IDEAL
1 I tend to get antsy and nervous under pressure.
I won't take on a job I morally disagree with, no
1 2 When things look bad, I'm the first to bail out.
matter the pay. (Good)
I spend all my money on weapons, gear, and
A deal's a deal, and I won't go back on my word.
2 3 cybernetics, even if it means going hungry and
(Lawful)
homeless.
Boring jobs are the worst, I won't bother unless
3 I hate that my work is slowly grinding away the last
there's a risk of it blowing up in my face. (Chaotic) 4
of traces of my compassion and goodwill.
I like it neat and tidy, no matter how many loose
4 After being betrayed a few times, I tend to assume
ends I need to cut. (Evil) 5
the worst of people.
I'm not paid to care about the consequences of my
5 I'd like to take charge in some situations, but I know
actions. (Neutral) 6
I'm just going to screw it up.
I'll find a good team and work my way to the top,
6
until everyone knows our names. (Any)
GANGSTER
The streets of the slums are stained with blood, night after
night. The cycle of violence grinds down the local populace
with endless turf wars, blood feuds, and revenge hits.
Sometimes the only way to survive is to be tougher and
meaner than you thought you ever could be. You have
survived, or perhaps even thrived under these savage
conditions.
For people without family, friends, or hope, a gang can
come to take their place. It’s a swift transition from you being
recruited into a gang and taught their ways, to you recruiting
others and brutally upholding the gang's code. While you
might not have a long life expectancy, there’s nothing quite
like riding a motorcycle down a road at full speed with your
gang at your back.
Skill Proficiencies: Athletics, Intimidation
Tool Proficiencies: One from among vehicles (land) or
vehicles (water)
Languages: One of your choice
Equipment: A set of common or fine clothes, a pistol, a
dose of a common drug of your choice, a token from your
gang, and a credit stick with 1,000₵.

FEATURE: SCUM STICKS TOGETHER


When it comes to violent thugs and criminals, you feel right
at home. You know the lingo, slang, and signs that lets you
speak to the members of street gangs. They will recognize
you, and have some amount of respect for you, though enemy
gang members may still be hostile. Additionally, you can find
someplace to buy a stolen vehicle on short notice.

38
/
SUGGESTED CHARACTERISTICS HACKER
Whatever hard-knock life leads a person to join a gang, it
A figure huddles in the corner of a filthy room littered with
probably isn’t idyllic. Gangsters often put up a tough,
empty noodle pouches and energy drink bottles. The moldy,
intimidating front, which may or may not be feigned for
sagging ceiling drips into a series of overflowing buckets,
appearances. They may not want to be a gangster, and could
water pooling before it leaks down into the room below. A
be looking for a way out. Unfortunately, most gangs tend to
dog shouldn’t be made to live in such squalor. The figure
have unresolved abandonment issues.
doesn't seem to mind.
D8 PERSONALITY TRAIT After all, they're in the middle of grabbing a list of some
mid-level manager’s account credentials after he was stupid
I’m loud and rowdy, and I know how to have a good
1 enough to leave it in plaintext in a barely hidden file in some
time.
directory labeled ‘Documentation’. Their immaculate avatar,
2 It’s more satisfying to take something than to earn it. a gleaming humanoid figure made of color shifting crystals,
I always look for the biggest, toughest motherfucker takes hold of the golden key to a treasure trove and holds it
3
in the room and size them up. high.
4 My silent glare chills people to the bone. The huddling figure, its head held upright by a cable
5 I won’t let shitheads fuck with me or mine. running from a port in the back of their neck to a wall socket,
lets a thin smile cross their face.
I look rough, but I’m friendly to people who deserve
6 Skill Proficiencies: Investigation, Technology
it.
Tool Proficiencies: Hacking tools and one type of gaming
7 I feel alive when I’m riding something fast. set
8 There are winners and losers, and I am a loser. Languages: None
Equipment: A set of common clothes, a smartphone, a data
D6 IDEAL drive, a universal cable, a wireless transceiver, a set of
Guardian. My community needs protection, and augmented reality gear (sunglasses, goggles, or contact
1
I’m willing to stand up for them. (Good) lenses), and a credit stick with 500₵.
Enforcer. So long as nobody crosses the line,
2
nobody needs to get fucked up. (Lawful) FEATURE: HACKER TYPE
Hackers are divided up into several different types,
Psycho. It isn’t a party until something gets lit on depending on what lines you’re willing to cross. A white hat
3
fire. (Chaotic)
hacker is often a paid corporate employee or a contractor. A
Bastard. I don’t need a reason to break people. black hat hacker is a criminal who uses their talents for
4
(Evil) personal or political gain. A grey hat hacker is somewhere in
Survivor. I didn’t choose this life, but I’ll make the between, often breaking into systems only to show a
5
best of it. (Neutral) corporation the flaws in their security, or to show off. You
Chieftain. I’ll lead the gang to be the biggest, can select your hacker type from the table below or roll to
6
baddest motherfuckers around. (Any) select it randomly.

D6 BOND D4 TYPE

My gang got destroyed by a rival gang, and now I 1 White Hat


1
want revenge. 2 Black Hat
If I can scrape together enough money, I can finally 3 Grey Hat
2
find a way out of this life.
4 Amateur
My gang will claim the most turf, and we’ll go down
3
as legends.
Bashing goon skulls just isn’t enough anymore, I
4
need a bigger challenge.
y
My family have lived in a shithole community for through ever
5
long enough, it’s time that changed. e: At la st, I have cut rive at this
Checkmat , to ar
E, and cipher ing forums!
I would follow my gang leader to the grave, if they firewall, IC fr ee lanc
6 e of
hadn’t disappeared. most exclusiv apevine, mate
! :)
fi re : we lc ome to the Gr
Wild me, I
ther banning
D6 FLAW
ec km at e: And don't bo fenses, and could
Ch
ch of your de
1 I’m unreliable, and responsibility scares me. know every in again in my sleep.
y in
2 I drive recklessly and endanger others. hack my wa hackster!
of ba ll : We lcome, master gsters are
Prof Go youn
When I get stressed, I need to break a few bones to see that some ckdoor.
3
calm down I'm happy to ck le th e ba
to ta
still eager only way? It
took
4 I blow my money on sex and drugs.
km at e: Is that not the most killed me.
Chec E al
I live in constant fear that the things I’ve done will month. The IC
5 me almost a told me the
catch up with me.
re : a ve ry nice friend
Wildfi 3
People insult me all the time, whether they mean to 's Passw0rd12
6 password! it
or not.

39
/
D6 FLAW
FEATURE: HACKER ETIQUETTE
You know the hacker lingo and slang, and you fit right into 1 I’m so cautious that I miss a lot of opportunities.
hacker culture. You know a well-informed hacker group that 2 I’m addicted to consuming certain media.
you can contact for help, though it might not be cheap. You
I get anxious and jittery if I’m away from the internet
also know online marketplaces where you can buy and sell 3
for too long.
valuable and potentially illegal data.
4 I get extremely competitive, past the point of reason.
SUGGESTED CHARACTERISTICS I make overly complicated plans which tend to fall
Hackers tend to be detached from the real world, preferring 5
apart.
the internet, where they are free to exercise their talents and
6 Nobody gets my references and jokes.
enjoy surfing the infinite ocean of data. They seem odd or
quirky to others who aren’t as fluent in internet culture.
However, they are often driven by certain motivations to MECHANIC
work with others and venture outside of their bubble. The world is built and run by machines, and the machines
are run by you. You are the grease in the vast clockwork that
D8 PERSONALITY TRAIT
keeps modern society functioning smoothly. Without you,
The meat world sucks, I only feel at home when I'm society crumbles to dust. Or someone just hires your
1
online. replacement. After all, you’re just as replaceable as any piece
People who can’t protect their systems deserve what of equipment.
2
I do to them. Skill Proficiencies: Perception, Technology
3 I can’t stand being lonely, it drives me crazy. Tool Proficiencies: Tinker’s tools and one type of vehicle
Languages: None
I'm endlessly curious, and I’ll dig deep to uncover the
4 Equipment: A set of grease-stained common clothes, a set
truth.
of tinker’s tools, and a credit stick with 1,000₵.
I’m a smooth operator, and I keep cool under
5
pressure. FEATURE: MECHANIC SPECIALTY
6 I’m very excitable and full of energy. While you’re pretty familiar with a variety of machinery and
People say I’m easily spooked, but I just like to stay technologies, you specialize in a certain tradecraft. You may
7 be a member of a union for your trade. You can select your
on my toes.
specialty from the table below or roll to select it randomly.
I’ve been told I’m emotionally numb, whatever that
8
means. D8 SPECIALTY

D6 IDEAL 1 Automotive
Hope. I can’t help but take on charity cases if it feels 2 Aircraft
1
right. (Good) 3 Robotics
Community. Hackers have a code, and for good 4 Manufacturing
2
reason. (Lawful)
5 Explosives
Troll. It’s fun to fuck with people who take things
3 6 Electronics
too serious. (Chaotic)
4 Cold. People are unreliable and expendable. (Evil) 7 Weapons

Binary. There are people in my world, and people 8 Plumber


5
outside it. (Neutral)
Equalizer. Someone needs to hold the elite and
FEATURE: GREASE MONKEY
6 You always know where you can get access to a car garage, a
powerful accountable. (Any)
machinist shop, a robotics lab, or other similar facilities.
D6 BOND When you work on a machine or vehicle with other
mechanics nearby, they will speculate about what’s broken,
I’m going to be the best, and the whole world will tell you about mistakes you’re making, and assist you with
1
know me.
the project. You always know where to find the parts needed
During a job, I discovered something I really for vehicle modifications, weapon accessories, and other
2
shouldn’t have, and now I’m in danger. equipment, no matter how obscure.
A hacker friend of mine wasn’t who they claimed to
3
be, and I feel betrayed. SUGGESTED CHARACTERISTICS
I befriended a rogue AI on the internet, and it has Mechanics are typically a level-headed bunch willing to get
4 their hands dirty in order to get the job done. They are
some interesting requests.
resourceful, inventive, and capable of approaching problems
My family doesn't know what I do, and it needs to
5 from different angles.
stay that way.
I’ve decided to spend more time outside of my
6
comfort zone.

40
/
D8 PERSONALITY TRAIT

1 I see a problem and I immediately want to fix it.


2 People can’t be trusted, not like machines.
I speak in a lot of jargon that most people don’t
3
understand.
4 Like me, my machines have a lot of ‘character’.
5 I speak slowly because there’s no need to rush.
A machine's design can always be improved, just like
6
myself.
7 I’m proud of my work, so I can’t help showing off.
8 I don’t mind getting a little dirty, or even a lot.

D6 IDEAL

Scale. Always build it bigger, stronger, and more


1
badass. (Chaotic)
By the Books. Safety first isn’t just a motto, it’s a
2
way of life. (Lawful)
Cooperation. Together, we can build a better world
3
for all. (Good)
Automation. The world would run more smoothly if
4
machines ran everything. (Lawful)
Determination. Hard work and a can-do attitude
5
will get you anywhere. (Any)
Fail Forward. A catastrophic malfunction is just
6
another opportunity to learn. (Chaotic)

D6 BOND

Someone sabotaged a machine I built and caused a


1
disaster.
A family member taught me everything that I know,
2
but they vanished without warning.
A machine I created magically gained sentience, and
3
now is on a rampage. I must stop it. PUNK ROCKER
I’m deep in debt and I won’t breathe easy until I’m Society is corrupt, people are callous and hateful, and the
4
free of it. man is always trying to keep you down. It’s enough to drive a
I stole my greatest designs, and I can’t risk anyone person crazy, except the whole world is already crazy. This
5
knowing. broken civilization needs rebels who are willing to stand up
People don’t realize it yet, but they need my new and scream at the top of their lungs that something is wrong.
6 Half the battle is looking the part. Typically, you might
invention to perfect their lives.
wear slick black leather covered in spikes, have flashing LED
D6 FLAW tattoos all over your body, and wear your bright pink
mohawk proudly. Of course, what’s more important is
1 I approach people and machines in the same way.
breaking the norms of society and rebelling against the status
When something doesn’t work the way it should, I quo to inspire others. In the heart of every oppressed office
2
get mad.
drone is the spark of anarchy, just waiting to be kindled.
3 I refuse to accept that I may have made a mistake. Skill Proficiencies: Intimidation, Performance
4 I need to break things open to see how they work. Tool Proficiencies: One type of musical instrument
5 I’m a perfectionist to the extreme. Languages: One of your choice
Equipment: A set of common or fine clothes, a musical
I refuse to let other people help me, whether I need it
6 instrument (one of your choice), a symbol of your punkness
or not.
(mirrorshades, anarchy earrings, spiked gloves), and a credit
stick with 1,500₵.

41
/
D6 IDEAL
FEATURE: RABBLE ROUSER
When you perform, you can always attract a crowd. If you Anger. People think they’re better than me. I’ll take
1
perform well, you can make the crowd rowdy, or even make them down a notch. (Chaotic)
them start rioting if they’re predisposed to do so. Leader. I can bring about real change through my
2
Additionally, you always know someone willing to sell you music. (Good)
explosives. Nihilist. The world is corrupt, and it needs to
3
fucking burn. (Evil)
SUGGESTED CHARACTERISTICS
Punk rockers have a reputation of going against the grain of Rockstar. Whatever else happens, I want to be rich
4
and famous. (Neutral)
society. Paradoxically, this means that a punk rocker’s
characteristics may be decided by the society they inhabit. A Troupe. Me and my bandmates can take on the
5
punk rocker who is not against the establishment is just a world. (Any)
popstar. 6 Anarchy. Anarchy! Anarchy! Anarchy! (Chaotic)

D8 PERSONALITY TRAIT D6 BOND


1 My personal volume setting is always at ‘11’. My band and I went through a bad breakup. If we
1
I have a stage presence that is at odds with my could have just one reunion tour...
2
normal demeanor. I was arrested for a crime I didn’t commit because I
2
3 I am larger than life in every way I can be. pissed off some rich shithead.
4 People fear me, and they should. I need to find the ultimate instrument for a
3
showdown with a devil.
I’m at the center of a roiling storm of fury, joy, and
5 I replaced the previous lead member of my band, and
confusion. 4
now they hate me.
6 I’m stoic and imposing.
I put on the worst performance of my life, and I will
7 Let’s be real: the best part is the sex and drugs. 5
never live it down.
8 I know a song for every situation. While high, I came up with the greatest song, then
6
forgot it. I must find it again.

D6 FLAW

1 I’m a loose cannon and I love it.


I get in a lot of arguments. Some might say too many,
2
but they’re wrong.
3 I’m constantly binging and purging something.
4 Don’t you know who I am?
I get irrationally mad when people try to tell me what
5
to do.
6 I am constantly playing music.

VARIANT FEATURE: ROADIES


If your character has a punk rocker background, you may
select this background feature instead of Rabble Rouser.
You have three roadies who assist you out of devotion to
your music or your cause. These roadies can perform a
variety of tasks. They can be your hype men, take care of your
instruments and set up for concerts, or act as backup
performers in a pinch. Though they are loyal, they are not
sheeple, and will not willingly go into combat or die for you.
If you treat them like shit, they might abandon you.

SCIENTIST
As a scientist, you are responsible for pursuing knowledge,
testing hypotheses, and advancing civilization one step at a
time. While the various fields of science have come far in
recent times, for every new discovery, and for every new
piece of evidence that supports a theory, additional questions
arise. For the modern scientist, this creates an endless supply
of possibilities.

42
/
Of course, with the pursuit of knowledge comes the rise of D8 PERSONALITY TRAIT
ethical dilemmas. Are your experiments legal? Will your I’m a bit of a control freak, I prefer everything in its
work be used as a weapon to harm others? Are you willing to 1
proper place.
perform dangerous experiments on animals? Or people? Are
2 Learning something new never ceases to excite me.
you willing to ‘play god’? How do you decide where to draw
the line? 3 I’ve been practicing my mad scientist laugh.
Skill Proficiencies: Choose two from among Arcana, 4 I’m easily distractable by the newest shiny object.
History, Nature, and Technology My presence has been described as gloomy and
Tool Proficiencies: One type of artisan's tools 5
ominous.
Languages: One of your choice
6 No matter the situation, I’m always prepared.
Equipment: A set of common clothes, a labcoat, a set of
artisan’s tools (one of your choice), and a credit stick with I’m meek and unobtrusive. I just don’t want to get in
7
the way.
1,000₵.
Being told not to do something only makes me want
8
FEATURE: SCIENTIST FIELD it more.
A scientist’s research can be a broad, multi-disciplinary
effort, or it may be limited to an extremely specific body of D6 IDEAL
scientific knowledge which has only a handful of experts in Enlightenment. Poverty, war, and suffering are
1
the world. Due to the vast breadth of knowledge available to problems with real solutions. (Good)
an advanced civilization, scientists must specialize in specific Principles. Science is the codified approach to life
fields if they hope to advance that field further. Choose one to 2
and learning. (Lawful)
three fields or roll on the table below to define your areas of
Anomaly. With enough force applied in the wrong
expertise. 3
place, anything can happen. (Chaotic)
D12 FIELD Knowledge. People are a small price to pay for true
4
knowledge. (Evil)
1 Mathematics
Causality. I am an observer, witnessing cause and
2 Computer science 5
effect. (Neutral)
3 Physics Innovation. The real goal of science is to apply the
6
4 Chemistry knowledge in new and interesting ways. (Any)
5 Biology
D6 BOND
6 Artificial intelligence
Lately, my research has taken me in a challenging
7 Engineering 1
and dangerous direction.
8 Astronomy My rival is racing toward a discovery that I will reach
2
9 Geology first.
10 Psychology An experiment went horribly wrong, and now I have
3
to put together the pieces.
11 Data
If what I’ve discovered is true, then we’re all in grave
12 Archaeology 4
danger.
My true passion is to teach and pass on all I’ve
FEATURE: LAB RAT 5
learned.
You always know where to find a relevant laboratory when
you need one, and fellow scientists are more inclined to let I shut myself off from the outside world for years,
6
now I must rejoin it.
you utilize it. When you need to research esoteric topics that
aren’t available via search engine, you know where to find
D6 FLAW
relevant repositories and archives, even if you can’t access
them due to certain restrictions. I can be a bit oblivious when something catches my
1
interest.
SUGGESTED CHARACTERISTICS 2 I tend to drone on and on about subjects I know.
Scientists are defined by their pursuit of knowledge and their
I’m extremely pessimistic and always expect the
innate curiosity about their fields of interest. This can take 3
worst-case scenario.
many forms, from detached neutrality to passionate
I have a habit of neglecting my own hygiene and
obsession. The methods and means they are willing to use to 4
health.
gain this knowledge is the line that separates the dedicated
researchers from the mad scientists. I am clumsy, dropping things and tripping over my
5
own feet.
More forceful personalities can bully me around into
6
doing what they want.

43
/
SEX WORKER SUGGESTED CHARACTERISTICS
Sex workers cater to certain clienteles, and have shaped their
On neon-lit street corners, in dimly lit brothels, in noisy strip appearance and demeanor around attracting their attention.
clubs, and in high society lounges, people practice their When they’re not working, they may have a different
profession in the carnal arts. You count yourself among their persona.
number. In the sleepless cities, there’s always clients in need
of comfort, and willing to pay for it. Some might find your D8 PERSONALITY TRAIT
line of work shameful, demeaning, or disgusting. Others see 1 I’m quick with a joke and a smirk.
it as necessary and beneficial for society. However, many in
I’m flamboyant around strangers, but I’m more
your position just see it as another job. 2
subdued around those I trust.
Skill Proficiencies: Persuasion, plus one from among
3 I’ve got a vulgar mouth, and I’m not afraid to use it.
Insight and Performance
Tool Proficiencies: One type of gaming set 4 I’ll cut anyone who crosses me.
Languages: One of your choice 5 I stand and speak my mind in the face of oppression.
Equipment: A set of fine clothes, a cosmetic pouch, a piece 6 I tend to make myself look small and unthreatening.
of fancy looking jewelry, a can of pepper spray, and a credit
7 People tell me I’m wise, but I’ve just seen too much.
stick with 1,000₵.
Flirting is a good icebreaker, regardless of the
8
FEATURE: SEX WORKER PROFESSION occasion.
There is a wide variety of professions related to sex work.
They range from streetwalkers calling out to passing D6 IDEAL
strangers, to highly paid escorts who are hired to accompany Angel. I take people’s minds off their worries, even if
1
executives to corporate events, and everyone in between. it’s just for a moment. (Good)
With modern technology, virtual reality porn stars create Beauty. People desire me and adore me, and I love
realistic (or unrealistic) simulations and distribute them 2
it. (Any)
across the internet.
Carefree. Who cares about tomorrow? I live for
3
D8 PROFESSION today. (Chaotic)
Puppeteer. I don’t care who I have to manipulate or
1 Streetwalker 4
hurt along the way. (Evil)
2 Porn star
Revenge. Someday, I’ll pay back the people who
5
3 Stripper wronged me. (Neutral)
4 Escort Curiosity. People fascinate me, and I love learning
6
5 Webcam model what makes them tick. (Any)

6 Phone sex operator D6 BOND


7 Dom
The client died, and the blame was put on me. I’ll
1
8 Brothel worker learn the truth.
A friend in my line of work disappeared one day, and
2
FEATURE: SOLIDARITY I won’t just let it go.
You share a common bond with other sex workers, and will
I fell in love with a client, but circumstances tore us
usually find assistance in your times of need. You can find 3
apart.
shelter or lay low at brothels, strip clubs, and other similar
4 Everything I do, I do for my family.
locations. Your previous clients will typically be friendly to
you, and may be willing to help you out with information or For the longest time, it felt like I was going nowhere.
5
support. I need to change that.
I will do what I can to elevate others and defend the
6
vulnerable.

d trying to
re : pe op le walking up an and I don't D6 FLAW
Wildfi rvous,
me make me ne no. is 1 I get deeply offended when people reject me.
sell sex to ei r fe el in gs by saying
to hu rt th woul d st op ?
want I’m so used to faking my emotions that even I can’t
y I wish they 2
it mean to sa somehow. It's tell when I’m being genuine.
: Ev er yo ne 's gotta eat to getting
Redlight th ey're us ed 3 I often let my desires drown out common sense.
sa y no ,
okay to just zens of times a day. Sometimes my playful banter cuts deeper than I
do
turned down re talking fr
om 4
intend.
ow n: Yo u so und like you'
Sund I am slow to make friends, and slower still to trust
experience. Money was ti
ght, 5
them.
ig ht : I wo n't deny it. enough to get
Redl up
hard to save nds out 6 I interpret people’s words as suggestively as possible.
and I worked y by a fixer. Nobody ha ers.
taken seriou
sl s to sex work
at cybernetic
guns and comb
ld
ybe they shou
FragOut: ma

44
/
STREET SHAMAN
Shrouded in the mysterious depths of dark alleyways,
abandoned subways, and fetid sewer tunnels, there exist
underground societies which practice the mystical arts.
Street shamans come in many forms. You may be a psychic, a
fortune teller, a healer, a witch, or any manner of practitioner
of the enigmatic and arcane. While some may find your
services dubious at best, and profane at worst, there’s no
denying the demand for them exists.
Skill Proficiencies: Arcana, Religion
Tool Proficiencies: One type of artisan's tools
Languages: One of your choice
Equipment: A set of common clothes, an eldritch item (a
fetish, a doll, a mask), a set of artisan’s tools (one of your
choice), and a credit stick with 1,000₵.

FEATURE: CULTISH CONNOISSEUR


You can recognize and identify the signs of mystical cults,
cabals, orders, and other shadowy groups and their
members. You’re familiar with several places of power and
ritual sites where the border between worlds wears thin. You
can always find a dealer of spell components and other
arcane goods.

SUGGESTED CHARACTERISTICS
The demeanor and fashion sense of a street shaman are far
more important for their purposes than actually having
access to otherworldly powers. No one will believe a guy
secretly harbors a host of haunting spirits when he dresses
and talks like he works part-time at a gas station.
Establishing an air of mystery is crucial.

D8 PERSONALITY TRAIT

Why should I tell the truth when lies are more


1
convenient?
D6 BOND
I hold deep, unshakeable beliefs about the true
2
nature of the world. I received a vision of something terrible that will
1
I’ve been reborn many times, and I sometimes recall occur unless I stop it.
3
things from a past life. There’s a deep imbalance in our society and someone
2
4 I speak in an enigmatic and ominous tone. needs to rectify it.
Wear enough dirt and garbage and nobody will look I want to travel the world, see the sights, and plumb
5 3
at you twice. its depths.
6 I talk with beings that others can’t see. I am under the effects of a powerful curse that I must
4
cleanse.
There’s nothing like peaceful meditation and tea
7 People have started vanishing from my usual haunt.
after a stressful day. 5
Where are they going?
8 I’m grouchy because the world made me this way.
I’ve got too much blood on my hands to attone.
6
Instead, I obscure my past.
D6 IDEAL

There are forces at work to help people. I will be one D6 FLAW


1
of them. (Good)
I have witnessed the void, and it has left its taint in
There is a universal equilibrium that is disrupted at 1
2 me.
our peril. (Lawful)
I reflexively attempt to weird out others to keep them
Gods I can get along with, but religions have too 2
3 at a distance.
many strictures. (Chaotic)
I have a set of unwritten rules that I expect others to
Dark forces make for good bargains when it comes to 3
4 know and follow.
gaining power. (Evil)
Other people can’t handle the truth, I’d better keep it
We are small, unimportant specks in the grander 4
5 to myself.
scheme of existence. (Neutral)
I get uncomfortable anywhere with a fancy
I will unfold reality to discover the truth of these 5
6 atmosphere or formal people.
worlds. (Any)
6 Mundane people are so… mundane.

45
/
WAGE SLAVE SUGGESTED CHARACTERISTICS
Being kept on a constant financial treadmill, where a wage
Observe the modern wage slave. Packed into cubicles, offices, slave’s continued employment allows them to just barely
and behind service desks, they engage in a life-or-death keep up with their bills, can do funny things to a person’s
struggle with boredom, impossible deadlines, impatient head, especially when there is little chance of improving their
customers, and sadistic supervisors. They trek home on station. Often their lives are marked by a mix of desperation,
sketchy subways and vandalized buses to their coffin drudgery, and boredom. While the vast majority of wage
apartments, spending their meager paychecks on garbage slaves are content just to survive, some few may try to pursue
instant noodles, barraged with endless attention-grabbing their escapist dreams.
advertisements along the way.
They devote their precious free hours to watching D8 PERSONALITY TRAIT
comfortingly bland sitcoms and playing whatever game is 1 I’m usually quiet, and speak when spoken to.
most popular before passing out well after they should have
2 I’m probably the world’s biggest fan of...
gone to bed. They dream of success, of wealth, of fame, and
other things they can never have. The emotions I bottle up will eventually escape
3
explosively.
The next day, the cycle begins again.
Skill Proficiencies: Choose two from among Deception, I’m diligent and hardworking, and that’s why people
4
Persuasion, Perception, Sleight of Hand, Stealth, Survival like me.
Tool Proficiencies: One type of artisan's tools There’s always more ways to save money if you look
5
Languages: One of your choice hard enough.
Equipment: A set of common clothes, a cheap employee of 6 I’m constantly slacking off on the job.
the month award, a set of artisan’s tools (one of your choice),
My free time is precious, and I hate when people
and a credit stick with 500₵. 7
waste it.

FEATURE: WAGE SLAVE JOB 8 I’m afraid of dying alone.


Hey, at least you aren’t homeless on the mean streets. Love
D6 IDEAL
it, hate it, or just tolerate it, you require income from your
job in order to live. You may have even been forced to take on Fate. The world wasn’t designed for me to succeed.
1
multiple jobs. Choose one to three wage slave jobs or roll on (Any)
the table below to define your ‘career’. Compassion. At least I can make someone else’s
2
day a little brighter. (Good)
D12 JOB
Citizen. The best way to get by is to keep your head
1 Store clerk 3
down. (Lawful)
2 Office clerk 4 Desperation. I’ve got nothing to lose. (Chaotic)
3 Secretary Ruthlessness. I’d do anything to improve my
5
4 Customer service standard of living. (Evil)
5 Transportation 6 Passion. I’m a creature of obsession. (Any)
6 Janitor
7 Teacher start
you want to
8 Factory worker nd ow n: So , what made
Su
work?
9 Fast food worker this line of cord,
mark on my re self
et Sa m: Go t one black . Bo ug ht my
Stre able
10 Accountant I'm unemploy old
and suddenly id for lessons from an st of
11 Software developer or d an d pa with th e la
a sw y
s in an alle
12 Data analyst dude who live
my creds. as time. What
A he ro 's story as old
FEATURE: URBAN SURVIVOR Wiseguy:
d man?
You know the cheapest thrift stores, pawn shops, restaurants, about you ol years of
in g sp ecial. Sold 15 the
and other stores where you can find discounts on everyday Sundown: No
th t thrown to
fe to a co rp just to ge nothing.
goods. You’re good at finding coupon codes and cut-rate my li l for
ed it was al
prices for online shopping, event tickets, and public curb. Realiz (ಥ﹏ಥ)
transportation. Additionally, you can make meals even when re : aw w, th at's so sad!
Wildfi way
office on my
resources are very limited, such as from a fridge containing
ow n: So , I torched the
only condiments. Sund
out.

46
/
D6 BOND

Important people forget that I’m there, so I overhear


TOOLS
1 ITEM COST WEIGHT
a lot of juicy secrets.
I’ve got a goal for retirement, but it won’t be easy to Artisan’s tools
2
reach. Demolitionist’s tools 2,500₵ 2 lb.
When I’m in charge, there’s going to be some Electrician’s tools 4,500₵ 5 lb.
3
changes around here.
Gaming Set
I was fired from my job and I want revenge against
4 Video game set 3,000₵ 2 lb.
my employer.
I’m drowning in debt and I’m willing to go to Hacking tools - -
5
extremes to get out of it. Vehicles (land, water, or air) - -
I’ve been waiting my whole life for my time to shine.
6
Finally, I’ve found my chance. Demolitionist’s Tools. This set of tools includes wire
cutters, a screwdriver, a small powered drill, electric cabling,
D6 FLAW and blasting caps. Proficiency with these tools lets you add
1 I can’t get through the day sober. your proficiency bonus to any ability checks you make to
arming or disarming explosives and explosive traps.
2 I freeze up when I’m the center of attention.
Electrician’s Tools. This set of tools includes a
I don’t care what happens to me, my life is pointless screwdriver set, a soldering iron, 30 feet of universal cable,
3
anyway.
cable testers, a wire stripper/crimper, and adjustable pliers.
4 I’m about as gullible as they come. Proficiency with these tools lets you add your proficiency
I crave approval from others and I’ll do anything to bonus to any ability checks you make to working with
5
get it. electrical circuits and technical hardware.
Everyone knows I’m a nobody, and who am I to Video Game Set. This set of elite gamer gear includes a
6
disagree? universal controller, a hologram projector, a paper thin video
screen, 30 feet of universal cable, and several bottles of

SKILLS AND TOOLS aerosol gamer juice. Proficiency with this gaming set allows
you to add your proficiency bonus to ability checks you make
In this section you’ll find additional skills and tools for to play video games.
knowing and interacting with technology. When you would Hacking Tools. Hacking requires the hacking tools
gain proficiency in a skill or artisan’s tools, you can instead cybernetic augment (see Chapter 3). You can learn more
choose from one of the respective options below. about hacking in Chapter 6.
Vehicles. Vehicle proficiencies are broken down into
TECHNOLOGY SKILL land, water, and air, and vehicles are broken down in a
Technology is a skill that any character can choose to replace similar manner depending on their particular form of
one of their other skill proficiencies during character movement. You can learn more about vehicles in Chapter 4,
creation. Your Intelligence (Technology) check measures or see vehicle statistics in Appendix B.
your knowledge of information systems, machines, networks,
or any other aspect of modern technology.

/
CHAPTER 2
ADVANCED ARMAMENTS

/
T
he shining steel gun points, the breathless the most common types of weapons typically available in gun
anticipation, a flash in the dark, a thunderous crack, shops and from weapons dealers.
then hurtling lead and a satisfying impact. The streets
are crawling with armed thugs and the corporate goons will FIREARM PROFICIENCIES
show no mercy, so you had better be packing heat if you want If a character is proficient in simple or martial weapons, they
to survive. Sometimes the best peace of mind you can find is are proficient with simple or martial firearms, respectively.
in your trusty sidearm. Some classes have additional proficiencies with firearms,
In this chapter you will find rules for firearms, a list of which are listed in the Class Firearm Proficiencies table.
commonly available firearms, ammunition, and firearm
accessories. In addition, you will find specialized melee CLASS FIREARM PROFICIENCIES
weapons, setting appropriate armor, modifications for melee CLASS PROFICIENCIES
weapons and armor, and high quality equipment. Bard Assault rifle, flame thrower, magnum, micro SMG
Dart gun, double barreled shotgun, pistol,
FIREARMS Druid
revolver
Each firearm serves a purpose and sends its own message. A Rogue Spear gun, magnum, micro SMG, sniper rifle
small pistol doesn’t draw too much attention, but also says Dart gun, hunting rifle, machine pistol, pistol,
Sorcerer
you’re not afraid to defend yourself. On the other hand, a revolver
giant gatling gun sends a more blunt message: fuck off. And, Dart gun, hunting rifle, machine pistol, pistol,
Wizard
of course, the flamethrower says that you’re fun at parties revolver
and barbecues.
Choosing the correct weapon for a given situation is critical FIREARM DAMAGE
for survival. If you’re not sure how to dress for the occasion, Unlike other weapons, you don't add your ability modifier to
just bring a whole armory and decide when you get there. the damage roll of a firearm unless otherwise stated. If a
firearm has more than one damage type, such as the grenade
launcher which deals piercing and thunder damage, then the
FIREARMS AND ABILITY SCORES creature can choose the damage type for extra damage, such
Firearms do not solely fall into Dexterity's domain. With the as from effects like Sneak Attack.
iconic image of a massive figure clad in thick metal armor
and carrying a spinning gatling gun, it would be unfortunate FIREARM TWO-WEAPON FIGHTING
if they were unable to shoot the broad side of a barn. When you take the Attack action and attack with a light
To combat this issue, science has developed the smartgun firearm that you're holding in one hand, you can use a bonus
system augment (see Chapter 3) and the smartgun firearm action to attack with a different light firearm that you're
accessory later in this chapter. By combining the two, a
holding in the other hand.
creature can use their Strength or Intelligence when making
attack rolls with firearms, instead of their Dexterity.
UNDERWATER FIREARMS
Unless a firearm has the marine property, it must follow the
FIREARMS AS WEAPONS following rules when used underwater.
Firearms are ranged weapons, similar to bows, crossbows, Ranged weapon attacks automatically miss a target a
and other similar weapons. The firearms table below shows beyond the weapon's normal range. Attacks against targets
within normal range have disadvantage.

/
FIREARM PROPERTIES
Firearms have special properties that make them distinct
from each other and other types of weaponry.
Ammunition. You can use a weapon that has the
ammunition property to make a ranged attack only if you
have ammunition to fire from the weapon. Each time you
attack with the weapon, you expend one piece of
ammunition. Firearms require the type of ammunition listed
in the Ammo column. The ammunition of a firearm is
destroyed upon use.
Automatic. When you make an attack on your turn with
an automatic weapon, you can choose to make two attacks
with the weapon instead. These attacks are made with
disadvantage, and advantage cannot affect the roll. When
making use of the automatic property, you can only attack at
half of the normal range of the weapon. When a creature that
is Medium size or smaller uses the automatic weapon
property on a weapon, melee attacks have advantage against
them until the start of their next turn. You can’t use this
property in the same turn you’ve used the burst-fire weapon
property.
Blast. When an attack with a blast weapon hits a target, it
explodes in a 10-foot radius at a point of your choosing
within the target’s space. Targets in this radius who were not
the original target receive half as much damage from the
weapon’s damage roll. The evasion feature (and similar
features) and full cover between the original and secondary
target negate this secondary damage. Attacks made with a
blast weapon against objects, structures, vehicles, and
creatures made out of inorganic material have advantage.
Burst-Fire. When you take the Attack action with a burst-
fire weapon, you gain an extra attack with the weapon. This
extra attack is made with disadvantage, and advantage
cannot affect the roll. You can only make this extra attack
once per turn, and you can’t use this property in the same
turn you’ve used the automatic weapon property.
Flamethrower. A target hit by an attack with the
flamethrower begins burning for 1 minute so long as it is not
already burning from a flamethrower attack, and takes 1d6
fire damage at the start of each of its turns.
Marine. Attacks made with a marine weapon do not have
disadvantage against targets that are underwater, or if the
attack is made by a creature that is underwater. They also do
not automatically miss a target beyond the weapon's normal
range.

g me off, my
my la nd lo rd is rippin and smaller
FragOut: smaller
eps getting
apartment ke d no
ssible? I ha d
: Is that po
Glitch King give me the original an
,
idea! Please ions for calculations.
ns
current dime , but theres
t: it was 400ish sq ft eties
FragOu cess
left after ne
like nothing ecesseties'.
ba ll : Pl ea se define 'n
Prof Goof n racks, ammo
t: we ll be tween the gu a parts, and
FragOu s, extr
on, chainsaw enades
crates, cann m do wn to storing my gr fit
lm va ts , i' h bt w do n' t
napa eg g cups whic
id ge 's
in my fr
showing your th
ve you tried should smoo
Wiseguy: Ha That
problem?
landlord the
ions.
over negotiat

50
/
Massive. A massive weapon can be used to make attacks Reload. A reloadable weapon can be used to make a
when mounted onto a vehicle, turret, or similar brace. You number of attacks before it must be reloaded. Reloading
can dismount a mounted massive weapon over the course of requires a free hand and a bonus action or an action
a minute with tinker's tools. If used to make an attack while (character’s choice unless stated otherwise in the weapon’s
dismounted, the attacker must be a Medium or larger reload property).
creature with a Strength Score equal to or higher than 15. If a Scatter. If you make an attack against a target with a
creature attempts to make an attack with a dismounted scatter weapon that is further than half the weapon’s normal
massive weapon without meeting these requirements, they range, you deal half damage (rounding down). Being within 5
have disadvantage on attack rolls with the weapon, and must feet of a hostile creature doesn’t impose disadvantage on
make a DC 15 Strength saving throw on the first attack each your ranged attack rolls with a scatter weapon.
turn or fall prone. Scoped. As a bonus action, you can make your next attack
with a scoped firearm at long range without disadvantage.

FIREARM LIST
WEAPON COST DAMAGE WEIGHT AMMO PROPERTIES

Simple Firearms
Dart Gun 1,600₵ 1d4 piercing 3 lb. Darts Ammunition (range 60/240), reload (1 shot), marine
Double-Barreled Ammunition (range 60/180), reload (2 shots),
2,000₵ 4d4 piercing 6 lb. Shells
Shotgun scatter, two-handed
Ammunition (range 150/600), reload (5 shots),
Hunting Rifle 1,700₵ 3d4 piercing 7 lb. Bullets
scoped, two-handed
Ammunition (range 40/160), automatic, light,
Machine Pistol 1,500₵ 2d4 piercing 5 lb. Bullets
reload (10 shots)
Pistol 1,000₵ 2d4 piercing 2 lb. Bullets Ammunition (range 40/160), light, reload (10 shots)
Revolver 1,200₵ 2d6 piercing 4 lb. Bullets Ammunition (range 40/160), reload (6 shots)
Sawed-Off Shotgun 1,800₵ 3d4 piercing 5 lb. Shells Ammunition (range 30/90), reload (2 shots), scatter
Ammunition (range 50/200), automatic, burst-fire,
Submachine Gun 2,500₵ 2d6 piercing 6 lb. Bullets
reload (20 shots), two-handed
Martial Firearms
Assault Ammunition (range 120/480), heavy, reload (10
Assault Cannon 35,000₵ 2d12 piercing 80 lb.
Rounds shots, action), massive, two-handed
Ammunition (range 100/400), burst-fire, automatic,
Assault Rifle 3,000₵ 2d6 piercing 7 lb. Bullets
reload (20 shots), two-handed
Ammunition (range 60/180), automatic, heavy,
Auto Shotgun 14,000₵ 3d6 piercing 12 lb. Shells
reload (12 shots, action), scatter), two-handed
Ammunition (range 60/180), reload (8 shots),
Combat Shotgun 3,000₵ 5d4 piercing 7 lb. Shells
scatter, two-handed
Ammunition (60/180), heavy, reload (12 shots,
Flamethrower 9,000₵ 2d6 fire 25 lb. Fuel
action), two-handed, special
Ammunition (range 100/400), automatic, heavy,
Gatling Gun 25,000₵ 2d10 piercing 85 lb. Bullets
massive, reload (40 shots, action), two-handed
1d8 piercing + Ammunition (80/320), blast, heavy, reload (6 shots,
Grenade Launcher 20,000₵ 15 lb. Grenades
1d8 thunder action), two-handed
Ammunition (range 100/400), automatic, heavy,
Light Machine Gun 10,000₵ 2d8 piercing 25 lb. Bullets
reload (30 shots, action), two-handed
Magnum 3,500₵ 2d8 piercing 5 lb. Bullets Ammunition (range 40/160), reload (8 shots)
Ammunition (range 40/160), automatic, light,
Micro SMG 2,800₵ 2d6 piercing 4 lb Bullets
reload (15 shots)
2d6 piercing + Ammunition (range 120/480), blast, heavy, reload (1
Rocket Launcher 15,000₵ 20 lb. Rockets
2d6 thunder shot, action), massive, two-handed
Ammunition (range 200/800), heavy, reload (8
Sniper Rifle 8,000₵ 2d8 piercing 8 lb. Bullets
shots), scoped, two-handed
Ammunition (range 60/240), reload (1 shot),
Spear Gun 3,500₵ 2d10 piercing 8 lb. Harpoons
marine, two-handed
1d10 piercing + Ammunition (80/320), blast, reload (1 shot), two-
Thumper 12,000₵ 6 lb. Grenades
1d10 thunder handed

51
/
FIREARM ACCESSORIES LIGHTWEIGHT DESIGN
This weapon weighs half its normal weight. Replaces the
No firearm would be complete without proper weapon’s metal and wooden parts with plasteel, a tempered
accessorization. What better way to make an assault rifle plastic. The weapon no longer sets off metal detectors and it
your own than to add a razor sharp bayonet, an under-barrel is no longer affected by metal targeting effects.
flamethrower, a guncam to record your kills, and gold plating
to top it off. Now you’re killing with class! SCOPE
You can use a firearm with a number of accessories This accessory grants a firearm the scoped property.
installed up to your proficiency bonus. If you attack with a
firearm that has a number of accessories that exceeds your SELF-DESTRUCT
proficiency bonus, the attack is made with disadvantage. This weapon will explode if anyone other than the registered
Firearm accessories can be purchased and installed from user attempts to operate it. The creature holding the weapon
most gun stores and weapon merchants. You may be able to must make a DC 15 Dexterity saving throw or take 2d8
construct and install your own accessories with tinker’s tools. piercing and 2d8 thunder damage.
Firearm addons must be purchased for a specific type of
firearm. For example, you cannot purchase a pistol silencer
SILENCER
As an action you can attach the silencer to any firearm that
and then attach it to an assault rifle.
does not have the scatter, blast, or massive properties. You
can also remove the silencer as an action. This significantly
AUTO-LOADER
This advanced reload system is partially attached to your muffles the sound of gunshots, so that the shot can only be
body, clothing, or armor, and will automatically reload the heard from half the weapon’s normal range. While the
weapon if it is stowed in your inventory (not being held in silencer is attached, a ranged weapon attack with the weapon
your hands) at the start of your turn. automatically misses a target beyond the weapon’s normal
range.
BAYONET
The weapon also functions as a dagger for melee attack SLING
purposes, including opportunity attacks. When you drop a firearm, you can instead choose to have it
hang by its sling to your body. Only one firearm can hang
DEEP MAGAZINE. from a sling at once.
The number of attacks that can be made with this weapon
before it must be reloaded is increased by 25% (rounded SMARTGUN
down). Allows you to link this weapon to the Smartgun System
augment. When you attack with a weapon with this
EASY BREAKDOWN accessory, you can use your Strength or Intelligence modifier,
This weapon can be broken into several parts or instead of Dexterity, for the attack rolls. See the ‘Augment
reconstructed from its parts over the course of a minute. List’ section for more information.
While dismantled, this weapon can't be used to make an
attack, but it can be stored in half the usual space and ability SUPERCAVITATION
checks made to conceal the weapon are made with Your weapon creates a bubble of gas just large enough to
advantage. encompass a projectile when it fires underwater, greatly
reducing the skin friction drag and enabling high speeds.
ELECTRO SHOCKER This grants a firearm the marine property.
This weapon will electrocute unregistered users. The creature
holding the weapon will take 1d8 lightning damage for every UNDER-BARREL FLAMETHROWER
attack they make with the weapon. Adds an under-barrel flamethrower which functions similarly
to the flamethrower, except that it is reload (2). This
FLASHLIGHT accessory is not compatible with other under-barrel
When activated, this flashlight casts bright light in a 60-foot accessories.
cone and dim light for an additional 60 feet.
UNDER-BARREL SHOTGUN
GOLD PLATED Adds an under-barrel shotgun which functions similarly to
Coats the exterior of the weapon with a thin layer of gold. the combat shotgun, except that it is reload (2). This
Wielding this causes you to look swag as fuck. accessory is not compatible with other under-barrel
accessories.
GUNCAM
When activated, this camera records whatever the weapon is UNDER-BARREL THUMPER
pointed at. Adds an under-barrel weapon which functions similarly to
the thumper, except that it is range 40/160. This accessory is
not compatible with other under-barrel accessories.
accessories.

52
/
FIREARM ACCESSORIES
NAME COST PREREQUISITE

Auto-Loader 1/3 price of the firearm The weapon must not use rockets
Bayonet 400₵ The weapon must have the two-handed property
Deep Magazine 1/5 firearm's price The weapon must have the reload property
Easy Breakdown 1/3 price of the firearm The weapon cannot have the massive property
Electro Shocker 800₵
Flashlight 200₵
Gold Plated 8x price of the firearm Can’t be combined with Lightweight Design
Guncam 1,000₵
Lightweight Design 1/3 price of the firearm Can’t be combined with Gold Plated
Scope 1/5 price of the firearm
Self-Destruct 600₵
Silencer 1/4 price of the firearm
Sling 150₵
Smartgun 1/4 price of the firearm
Supercavitation 1/4 price of the firearm
Under-Barrel Flamethrower 18,000₵ The weapon must be a martial weapon with the two-handed property
Under-Barrel Shotgun 6,000₵ The weapon must be a martial weapon with the two-handed property
Under-Barrel Thumper 24,000₵ The weapon must be a martial weapon with the two-handed property

Street Sam:
Ju
I figure I sh st hit my first payday
ould grab a , and AMMUNITION
round out my couple guns
ar to
me about your senal. Can you guys te For the sake of simplicity, ammunition is interchangeable
loadout? ll between weapons that use the same type of ammunition. For
Dozer: oh ma example, bullets used by a submachine gun can also be used
n, let me te
need to drop ll
everything an you why you by a sniper rifle. However, a shotgun cannot use bullets, it
BrightSight
Hawkflash 77 d Buy the new must use shells.
4.
Street Sam: The Ammunition table includes the price and weight of
Uh, layman's
terms please
Redlight: Ca . each type of ammunition. The price is for one ammunition,
ll me old fa
prefer a snip shioned, but though they may be sold in boxes of 20 or more.
er rifle and I
magnum sidear
Wildfire: ju m.
st AMMUNITION
magic, I'm no a pistol for backup to
t very good my
with guns AMMO TYPE PRICE WEIGHT
FragOut: ge
ez, where to
start Assault Rounds 30₵ .5 lb
FragOut: my
gold plated
grenade laun gatling gun, Bullets 3₵ 0.01 lb
ch
close & pers er, auto shotty for up
onal, LMG fo Darts 10₵ 0.05 lb
magnums if i' r backup, pa
m feeling sa ir of
ssy Fuel 20₵ .25 lb
Wiseguy: Go
odness, are
didn't forget you sure you Grenades 50₵ .5 lb
anything?
FragOut: oh Harpoons 25₵ .5 lb
ye
within 10 mi ah, spear gun if the jo Rockets 100₵ 3 lb
le b is
mistake agai s of water, won't make
n that Shells 10₵ 0.05 lb
NOIR: Don't
need anything
revolver at but my trusty
my hip.
Sundown: Ca MAGICALLY CREATED AMMUNITION
n'
shotgun with t go wrong with my comb
under-barrel at While some spells, items, and abilities may be able to
combo. It's
seen me thro flamethrower magically produce bullets, shells, fuel, and other simple types
ugh a lot.
FragOut: un of ammunition, grenades and rockets are too complex to be
derbarrel???
they have th created by magic alone unless stated otherwise.
Dozer: sky's at?
the limit my
man!

53
/
SPECIAL AMMUNITION Gel. The damage type for attacks using this ammunition is
changed to bludgeoning. If a creature is reduced to 0 hit
Special ammunition has additional effects. Each type of points by an attack using this ammunition, the creature falls
special ammunition has an adjusted price. If a price is listed unconscious and is stable.
at 10x the price, that means that a bullet costs ten times the Incendiary. A target hit by an attack using this
normal price of a bullet. There are limits on what ammunition takes an extra 1d4 fire damage.
ammunition can be modified, as shown in the Special Injection. This ammunition can be filled with a liquid,
Ammunition table. Flamethrower fuel can only have the such as a poison, a drug, or other substances. A creature hit
incendiary special ammo type. by an attack using this ammunition is affected by the
Multiple modifications can be made to the same substance.
ammunition. For example, a bullet can be both silvered and Magebreaker. Attacks made with this ammunition
incendiary. To get the final price, first add together the ignore the effects of abjuration spells such as shield, blade
multiplication modifiers, multiply the base ammunition price ward, mage armor, and stoneskin.
by the result, then add the static price modifiers. For Shock. A target hit by an attack using this ammunition
example, an arcane gel bullet is 3 x 12 = 36₵. A silvered takes an extra 1d4 lightning damage.
incendiary shell is 10 x 3 = 30, 30 + 2,000 = 2,030₵.
Silvered. This ammunition counts as silvered for the
Prior to firing special ammunition, you must load it into purpose of overcoming resistance and immunity to damage.
the weapon. You can also load a weapon with multiple types
Tranquilizer. A Large or smaller creature shot with
of ammunition in sequence.
tranquilizer ammo must succeed on a DC 12 Constitution
saving throw or they cannot take reactions and their speed is
SPECIAL AMMUNITION DESCRIPTION
reduced by 10 feet for 1 minute. If they fail the saving throw
Special ammunition is described here.
by 5 or more, the creature falls unconscious for 10 minutes,
Arcane. This ammunition counts as magical for the
or until the sleeper takes damage, or someone uses an action
purpose of overcoming resistance and immunity to damage.
to shake or slap the sleeper awake. Once a creature has been
Cryo. A target hit by an attack using this ammunition
affected by a tranquilizer, it is immune to tranquilizers for 24
takes an extra 1d4 cold damage.
hours.
SPECIAL AMMUNITION

AMMO TYPE PRICE LIMITS

Arcane 10x price of the ammunition


Cryo Add 2,500₵ Cannot be used with incendiary or shock ammunition
Gel 2x price of the ammunition Bullets or shells only
Incendiary Add 2,500₵ Can be applied to fuel, cannot be used with cryo or shock ammunition
Injection 10x price of the ammunition Darts or harpoons only
Magebreaker Add 5,000₵ Cannot be used with arcane ammunition.
Shock Add 2,500₵ Cannot be used with cryo or incendiary ammunition
Silvered 3x price of the ammunition
Tranquilizer Add 2,500₵ Darts or harpoons only
54
/
MELEE WEAPONS
Advanced technology has enabled some exciting new MODIFYING MAGIC WEAPONS
weapons meant for close-quarters combat. Typically, magic weapons cannot be modified without
affecting or destroying the enchantment. It may be possible
SPECIAL MELEE WEAPONS to enchant modified weapons, at the DM's discretion, but the
process will likely be more difficult and expensive.
Weapons with special rules are described here.
Chainsaw. This weapon requires an action or bonus
action to pull start before attacks can be made with it. While ARCANE
running, it constantly makes a loud noise. It has the This weapon counts as magical for the purpose of
automatic property from firearm properties, but the overcoming resistance and immunity to nonmagical attacks
weapon’s range is unchanged when using the property. It and damage.
also has the reload (30, action) property from firearm
properties, the weapon must be loaded with fuel (see BALANCED
“Ammunition”) to function, and each attack made with the The weapon gains the thrown (20/60) property. If it already
weapon consumes 1 fuel. has the thrown property, its normal range is increased by 10
feet, and its longe range is increased by 30 feet.
Garrote. When you hit a surprised creature that must be
no more than one size larger than you, you can instantly
COLLAPSIBLE
grapple it without a free hand. You can only have one
This weapon unfolds or telescopes out from a compact device
creature grappled with this weapon at a time. This grapple
one third the normal size of the weapon.
ends if you stop holding the weapons with both hands. A
creature grappled in this manner cannot speak, breathe, or DETONATION CHARGES
use vocal components for spells, unless it does not need to This modification has 3 charges. When you hit with an attack
breathe. with this weapon you can expend one charge to pull the
Stun Gun and Shock Baton. When an attack with this trigger on the detonation cord integrated with the weapon,
weapon reduces a target to 0 hit points, they are causing the target to take an extra 1d6 thunder damage. You
automatically stabilized. Additionally, when a creature is hit can reset the charges over the course of a long rest with
with this weapon, instead of dealing damage, the wielder can 2,500₵ worth of explosives per charge.
choose to cause the target not to be able to take reactions
until the start of its next turn. GOLD PLATED
Coats the exterior of the weapon with a thin layer of gold.
MELEE WEAPON Wielding this causes you to look swag as fuck.
MODIFICATIONS LIGHTWEIGHT DESIGN
Modifications allow you to customize your melee weapons to Replaces the weapon’s metal and wooden parts with plasteel,
meet your current tactical and environmental operating a tempered plastic. The weapon no longer sets off metal
conditions. For example, you can streamline your weapon for detectors and it is no longer affected by metal targeting
underwater combat, or modify it to collapse for easier effects. This weapon weighs half its normal weight. Removes
concealment, or even attach detonation charges. the heavy property, if it is present.
You can use a melee weapon with up to 3 modifications. If
you attack with a melee weapon that has more than 3 PAYLOAD
The weapon is modified to contain an explosive. Over the
modifications, you must make a DC 8 Dexterity (Sleight of
course of a short rest, you can insert any explosive that can
Hand) check. If the check succeeds, you can use the weapon
be used as an action into the weapon, consuming the
normally until the start of your next turn. If the check fails,
explosive in the process.
attack rolls made with disadvantage until the start of your
next turn. As an action, you can arm the explosive and make a
weapon attack with the weapon. If the attack hits, in addition

MELEE WEAPONS
WEAPON COST DAMAGE WEIGHT PROPERTIES

Simple Weapons
Garrote 100₵ 1d6 slashing .5 lb. Finesse, two-handed, special
Stun Gun 300₵ 1d6 lightning 1 lb. Special
Martial Weapons
Chainsaw 2,500₵ 2d6 slashing 15 lb. Automatic, heavy, reload, special, two-handed
Shock Baton 800₵ 1d8 lightning 2 lb. Special

55
/
to the normal effects of the attack, the explosive activates its
effect as if it were thrown to a point of the attacker’s choice in
the target’s space. If the attack misses, the explosive still
activates as if it hit, but the target automatically succeeds on
any saving throw caused by the explosive. In the case of
either a hit or miss, the weapon is destroyed.

SIEGETECH
This weapon emits hypersonic sound waves that can shatter
objects it strikes. Attacks made with this weapon against
objects and vehicles have advantage.

SILVERED
This weapon gains the silvered property.

STREAMLINED
Due to its sleek and hydrodynamic design, this weapon no
longer causes the wielder to have disadvantage in underwater
combat.

SHOCK BATTERY
When a creature is hit with this weapon, instead of dealing
damage, the wielder can choose to cause the target not to be
able to take reactions until the start of its next turn.

SUBSTANCE APPLICATOR
Pores in this weapon allow substances to leak from its sharp
edges. Over the course of a short rest, you can store a liquid
substance in this weapon. As a bonus action, you can apply
the substance to this weapon for 1 minute. The next attack
that hits a creature will subject the creature to the substance.

WEAPON ACCESSORIES
NAME COST PREREQUISITE

Arcane 50,000₵ -
Balanced 2,000₵ The weapon must not be heavy
Collapsible 1,500₵ -
Detonation The weapon must have the two-
25,000₵
Charges handed or versatile property
Can’t be combined with
Gold Plated 100,000₵
Lightweight Design
Lightweight Can’t be combined with Gold
2,000₵
Design Plated
The weapon must have the
Payload 5,000₵
thrown property
The weapon must do
Siegetech 12,000₵
bludgeoning damage
Shock
4,000₵ The weapon must be metallic
Battery
Silvered 10,000₵ -
Streamlined 2,500₵ -
Substance The weapon must do piercing or
20,000₵
Applicator slashing damage

56
/
ARMOR HEAVY ARMOR
There’s a time for subtlety, a time for compromises, and then
"Never judge a book by its cover," said by an idiot who's
there are times you want to go into a firefight with a healthy
never been sized up in a thumping nightclub by a group of
margin of metal between you and certain death. Heavy armor
drugged-up, bored gangsters. The truth is, first impressions
protects the wearer from head to toe in varying levels of thick
mean a lot, and you can tell a lot about a person by their
ballistic metal and ceramic plating. A fully armored,
duds.
unstoppable dreadnought hauling heavy weaponry is a terror
There are two important factors when considering your
on the battlefield.
apparel. First, and most important, is how badass you look in
Security Armor. Thick pads of ballistic fabric cover the
it, and second is its resistance to sudden storms of flying
body from neck to foot while metal plate inserts protect the
lead. Keep these factors in mind if you want to make a stylish
torso, neck, and shoulders. This armor is easily mass-
splash without becoming a splash yourself. After all, you
produced, making it the body armor of choice for outfitting
never know who’s looking at you, or whether they’re looking
security guards and cops.
through a rifle scope.
Shock Armor. Designed for riot police when they need to
LIGHT ARMOR put down violent, armed uprisings, this armor has exposed
metal plates that, in addition to covering the torso, also
Sometimes, it takes a more subtle touch, and light armors are protect the arms and legs of the wearer. Often paired with a
low-impact enough to make it unclear to the unwary eye helmet with a tempered glass or slotted metal face plate.
whether you’re actually wearing armor at all. Heavy Tactical Suit. This sleek military-style heavy
Steelcloth. This discrete armor is made of a strong, armor has thick ballistic plates over critical areas and joints,
durable fabric. While it may not be able to stop a bullet or and thinner, ceramic plates woven together with ballistic
knife directly, it does protect the wearer from grazes and fabric to cover the limbs. A thick helmet covers the head with
indirect hits. It appears like a normal set of clothes, such as a plasteel goggles inset to allow for vision.
business suit or dress. Battle Armor. Bearers of this full suit of heavy-duty
Combat Suit. This form-fitting armor covers the body in ballistic shielding look like a walking tank. The thick helmet,
thin, flexible material that holds up decently against small metal coated boots, and overlapping alloy plates ensure the
arms fire, but provides little protection against blunt force wearer is protected from attacks from any angle. The suit’s
trauma. It fits snugly enough that other clothes can be worn joints use heavy rubber gaskets, and its interior is padded to
over it, making it difficult to detect. avoid chafing.

MEDIUM ARMOR
Practical, yet protective. Medium armor retains some of the
mobility of light armor, but with fewer chances for fatal
mishaps. This armor tends to consist of ballistic fabric and
strategically located metal plates to provide solid overall
defense.
Street Armor. A motley mix of scavenged junk parts
riveted together into a crude form of armor. Each set of street
armor is unique. The usual suspects include bent hubcaps,
stitched tire rubber, molded sheet plastic, and fashionable
spikes and bolts.
Combat Vest. Heavy ballistic fabric is meshed together
into many layers that form a soft, but durable vest that
protects the torso and precious organs.
Armored Jacket. This long jacket is composed entirely
of dense layers of ballistic material. Strategic areas around
the body are additionally protected by strong metallic plate
inserts.
Plated Vest. A combat vest with much of its fabric layers
replaced with stab-proof ballistic metal plates that form a
solid barrier.
Armored Trench Coat. Similar to the armored jacket,
but this trench coat falls well below the knees and has a long
collar to protect the neck.

57
/
ARMOR
ARMOR COST ARMOR CLASS STRENGTH STEALTH WEIGHT

Light Armor
Steelcloth 1,000₵ 11 + Dex modifier - - 5 lb.
Combat Suit 4,500₵ 12 + Dex modifier - - 8 lb.
Medium Armor
Street Armor 1,000₵ 12 + Dex modifier (max 2) - - 20 lb.
Combat Vest 5,000₵ 13 + Dex modifier (max 2) - - 8 lb.
Armored Jacket 5,000₵ 14 + Dex modifier (max 2) - Disadvantage 25 lb.
Plated Vest 40,000₵ 14 + Dex modifier (max 2) - - 15 lb.
Armored Trench
75,000₵ 15 + Dex modifier (max 2) - Disadvantage 30 lb.
Coat
Heavy Armor
Security Armor 3,000₵ 14 - Disadvantage 40 lb.
Shock Armor 7,500₵ 16 Str 13 Disadvantage 45 lb.
Heavy Tactical Suit 20,000₵ 17 Str 15 Disadvantage 60 lb.
Battle Armor 150,000₵ 18 Str 15 Disadvantage 65 lb.
Shield
Ballistic Shield 1,000₵ +2 - - 6 lb.

BALLISTIC SHIELD ENVIRONMENTAL SHIELDING


This hand-held shield is made from clear plasteel or metallic When you purchase this modification, you can choose one of
plating. Typically used in riot policing and SWAT raids, the the following damage types: acid, cold, fire, or lightning. You
shield remains relevant in the modern battlefield. Wielding a gain resistance to this damage type while wearing this armor.
shield increases your Armor Class by 2. You can benefit from You cannot purchase this upgrade multiple times.
only one shield at a time.
GLOW
ARMOR MODIFICATIONS Neon lights or LEDs of any color are integrated into the
armor. As an action, you can shed dim light in a 5-foot radius
Armor modifications are available for those who take their until you use an action to extinguish it.
personal protection very seriously. For example, you could As a bonus action, you can shed bright light in a 20-foot
replace your armor’s metal parts with lighter plasteel, attach radius and dim light for an additional 20 feet for 1 hour, or
a shield generator, or plate your armor in gold. until you use your bonus action to extinguish the light. Once
You can use armor with up to 3 modifications. While you this modification has been used in this manner, it can’t be
are wearing armor with more than 3 modifications, you have used again until you finish a long rest.
disadvantage on Dexterity checks and saving throws.
You cannot transfer armor modifications to a different type GOLD PLATED
of armor, such as from a combat suit to a plated vest. These Coats the exterior of the armor with a thin layer of gold. Any
modifications can apply to clothing, but you can only benefit fabric is replaced with goldweave. Wearing this causes you to
from the modifications to clothing or armor, not both. These look swag as fuck.
modifications do not apply to shields unless specified
otherwise. HOLO-GLAM FABRIC
Specially installed hologram fibers allow you to spice up your
attire in an instant. As an action, you can change the
MODIFYING MAGIC ARMOR appearance of your clothes or armor to another set of
Typically, magic armor cannot be modified without affecting clothing or armor. You decide what it looks like, including
or destroying the enchantment. It may be possible to enchant color, styles, and accessories. Physical interaction with the
modified armor, at the DM's discretion, but the process will hologram reveals it to be false, because things can pass
likely be more difficult and expensive. through it.

KINETIC DAMPERS
CAMOUFLAGE GENERATOR If an effect moves you against your will along the ground, you
As an action, you can turn invisible for up to 1 minute. This can use your reaction to reduce the distance you are moved
invisibility fades if you make an attack or cast a spell. You by up to 10 feet.
cannot use this modification again until you finish a long
rest. This modification cannot be used on an armor with the
shield generator.

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LIGHTER MATERIALS
Replaces the armor’s heavier parts with plasteel, a tempered
plastic. The armor no longer sets off metal detectors and it is
no longer affected by metal targeting effects. The weight of
this armor is reduced by half. The Strength requirement for
this armor is reduced by 2.

QUICK-DEPLOY
When this modification is applied to a suit of armor, the bulk
of the armor is broken down into more subtle pieces, such as
thick bracelets, a heavy belt, and other chunks secreted under
your clothes, which can swiftly be reformed into the full suit
of armor. The time it takes to don or doff this armor is 1
action.
When this modification is applied to a shield, it is broken
down and compressed into a bracelet that can be worn on the
wrist. You can activate this wrist bracelet and cause it to
rapidly expand into a shield (no action required). As an
action you can fold it back into its bracelet form.
For either version of this modification, the weight of the
armor does not change.

SHOCK GUARD
At the start of each of your turns, deal 1d6 lightning damage
to any creature grappling you.

SHIELD GENERATOR
When you are hit by an attack, you can use your reaction to
gain a +4 bonus to AC against the attack, potentially causing
the attack to miss you. Once you use this modification, you
can’t use it again until you finish a long rest. This
modification cannot be used on an armor with the
camouflage generator.

WHISPERSILK PADDING
The wearer no longer has disadvantage on Dexterity (Stealth)
rolls due to wearing this armor.

ARMOR MODIFICATIONS
ADVANCED EQUIPMENT
NAME COST PREREQUISITE Not all firearms are created equally. The average pistol a
street thug is carrying may be dented, its sights off-center, its
Camouflage
500,000₵ -
Generator barrel corroded with traces of rust. The average weapon in a
Glow 4,000₵ - gun store will have its parts cheaply made through mass
8x price of the production. The same can be said for cheap body armor, or a
Gold Plated armor, minimum of Can apply to shields ‘thousand-folded steel’ knock-off katana.
10,000₵ Shoddy equipment may suit the street thug or the average
Environmental security guard. On the other hand, a modernized military
100,000₵ -
Shielding outfit or a corporate killsquad wouldn’t be caught dead
This armor must carrying that garbage. Instead, the deep pockets of their
Holo-Glam
40,000₵ not be medium or taxpayers or corporate sponsors fund a better breed of tool
Fabric
heavy for the job.
Kinetic Acquiring them is often difficult. Organized criminal
150,000₵ -
Dampers factions might be able to get their hands on a shipment of
Lighter This armor must be these weapons destined elsewhere, or they might be stolen
4x price of the armor
Materials medium or heavy from the bodies of the recently employed. However, such
Quick Deploy 3x price of the armor Can apply to shields weapons are almost always tagged with microscopic RFID
chips that will identify them to any scanner as stolen, and
Shock Guard 50,000₵ -
removing them may be more trouble than the weapon is
Shield worth.
400,000₵ -
Generator
Whispersilk
4x price of the armor -
Padding

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