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Realms Punk

This document introduces the setting of RealmsPunk, a cyberpunk version of the Forgotten Realms setting for Dungeons & Dragons. In this future, magic and technology have merged together. The factions and races of the Realms still exist, but in altered forms adapted to this more advanced technological world. Magic remains present but is less widespread, while new forms of currency and cybernetic enhancements have been introduced. The introduction provides a glimpse of how the world of the Forgotten Realms has evolved into a blend of magic and technology known as RealmsPunk.

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William Goodwin
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100% found this document useful (2 votes)
360 views116 pages

Realms Punk

This document introduces the setting of RealmsPunk, a cyberpunk version of the Forgotten Realms setting for Dungeons & Dragons. In this future, magic and technology have merged together. The factions and races of the Realms still exist, but in altered forms adapted to this more advanced technological world. Magic remains present but is less widespread, while new forms of currency and cybernetic enhancements have been introduced. The introduction provides a glimpse of how the world of the Forgotten Realms has evolved into a blend of magic and technology known as RealmsPunk.

Uploaded by

William Goodwin
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/ 116

1 |Page

RealmsPunk
a RealmsPunk book

Introduction: Welcome to RealmPunk. This is one of the futures of the Forgotten


Realms. A place where technology, magic and cybertech merge. Welcome to
RealmsPunk!

by William Goodwin

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D
Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All
characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any
reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by
Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

All other original material in this work is ©2016 by William Goodwin and published under the Community Content Agreement for Dungeon Masters Guild.

2 |Page
Contents Wizard ................................................. 65

............................................................ 1 Chapter 4: Backgrounds............................... 68

Introduction ................................................ 6 Chapter 5: Equipment ................................. 72


Welcome to RealmsPunk .......................... 6 Weapons .............................................. 74

Introduction ................................................ 7 Old Equipment ...................................... 79

Factions...... Error! Bookmark not defined. New Equipment ..................................... 79

Dwarf Holds Error! Bookmark not defined. New Tools ............................................. 85


Island Kingdoms ........ Error! Bookmark not Mounts and Vehicles Tools ....................... 86
defined. Vehicle Stat Blocks ................................ 88
Independent Realms .. Error! Bookmark not Size ..................................................... 88
defined.
Space .................................................. 88
The Underdark ...................................... 20
Cost .................................................... 88
Chapter 1: Races ........................................ 21
Capacity ............................................... 88
Bugbear .................................................. 22
Travel Pace ........................................... 88
Dragonborn ............................................. 23
Ability Scores ........................................ 88
Dwarf ..................................................... 24
Vulnerabilities, Resistances, and Immunities
Elf .......................................................... 25 .......................................................... 89
Gnome.................................................... 26 Armour Class ........................................ 89
Goblin ..................................................... 27 Hit Points ............................................. 89
Halfling ................................................... 28 Damage Threshold ................................. 90
Half-Elf ................................................... 29 Air Vehicles ........................................... 90
Half-Orc .................................................. 30 Land Vehicles ........................................ 90
Hobgoblin ................................................ 31 Water Vehicles ...................................... 91
Human.................................................... 32 Feats ....................................................... 106
Kobold .................................................... 33 Chapter 7: Using Ability Scores ................... 107
Orc ......................................................... 34 Ability Checks in the Cyber Age ............. 107
Chapter 3: New Class Archetypes .................. 35 Profession Proficiency ........................... 108
Barbarian ............................................. 37 Chases ............................................... 110
Cleric ................................................... 39 New Combat Actions ............................ 110
Druid ................................................... 41 Cover and Vehicles .............................. 110
Fighter ................................................. 43 Magic Items A-Z .................................. 111
Monk ................................................... 45 Cybertech in the World ......................... 112
Paladin ................................................. 48
Ranger ................................................. 53
Rogue .................................................. 55
Sorcerer ............................................... 61
Warlock ................................................ 63

3 |Page
ID 167446697 © Ilya Shalkov | Dreamstime.com

4 |Page
Foreward
This game is the culmination of the two wonderful inspirational RPG’s that I Love. Dungeons and
Dragons 5th Edition by Wizards of the Coast and Cyberpunk by R. Talsorian Games, Inc.
Some may view this as a mishmash, however, it combines the wonder of D&D with the Hardcore
Edge of Cyberpunk.
I am really drawn towards the Sword Coast from Forgotten Realms and the following draws heavily
upon this area.
I hope that you all enjoy this collaboration of fun and the wonder of exploring this version of the
Realms.
Thank you,
William Goodwin

Special Thanks to the following: (in no particular order)


Amber E. Scott, Jason C. Scott, Fred Scott, Vanida Pladmonton, Jeff Russell, Shannon
Russell, John Zaruma, John Wright, Greg Falk, Scott McFee, Echo Avox, David Hnytka,
Chris Stasuk, Chris Constantin, Curtis van Daele, Ryan Krawchuk, Joe Amon, Mike
Semchuk, Chris Hennig, Gary Guygax, Mike Pondsmith, Wizards of the Coast, Dave
Campbell, All of my Family for putting up with me while I complete this.

5 |Page
Introduction
redone, well, it changes how you see things.
Introduction

Swaps can be done for $500 to $5,000 to


Introduction

Lissen Up! This world is OURS! Those *******


Elves dunno what them leaf-munching mouths $50,000 NuGold.
are preaching about! Humans RULE Toril! Orcs ‘r Magic
just brutes that we kick into their place! Dwarves So, you're saying, what happened to all the
are the BEST gunsmiths. Keep ‘em alive an well. magic? Tronnie, it's still there! Just a lot more
Halflings are good helpers. Half-elf’s are nice. Kin and Peeps around (that’s family and people
Y’know what I mean. Heh. for those not knowing slang) Magic is just done
- Rizzo, Red Cultist per item, it's not mass-produced, like tech is.
Welcome to RealmsPunk Your kin's magic 1st circle sword was passed
down from generation to generation from their
What happened? How did the world get like peeps.
this? What happened to the Council of Factions?
Are the Gods still around? What about the Money
Warlocks? Didn’t they help? The stuff that makes the world go around, or so
Welcome to the Age of Technology. That’s what they say. Money is kept simple. The Metallic
happened. The Gods? Well, they said hello to Government reinstated the old copper, silver,
Lord Ao again after another foul-up. The Factions gold rules with a twist. The new currency is
are still around. The Harpers are still trying to do called NuCoin. NuCoin is mostly electronic
good against the Evil Around and the currency that is listed with an ‘n’ in front of it for
Corporations. The Emerald Enclave are eco- NuCoin. Most financial institutions have ncp, nsp,
terrorists. Thay is now known as the Red Cult. ngp and npp for those large transactions. The
The Order of the Gauntlet is a para-military MetGov has also issued new hard currency in the
mercenary group that sticks its nose into form of plastic coins that have heat threads in
Corporations and other Factions’ business. The them to reduce counterfeiting. NuCopper has a
Corporate Alliance are the controlling businesses copper shine, NuSilver is silver-like, NuGold is
in Waterdeep Inc., SilveryMoon Park Co, Balder’s gold-coloured and NuPlatinum is a bright ever-
Group, EverWinter Accolades, DaggerFord Corp, clean white. The hard currency is often used for
Mirabar Business Assoc, Longsaddle Quest Inc, transactions that are not wanted to be traced
Mithrill Hall Inc, Yartars Run, Amphail’s During. back to people. Same for Credit/Debit Cards.
Zent Inc is alive dealing weapons. What happened to Electrum? Well, Tronnies,
What Races are still around? All of them. They this has become CorpCoin. Each corporation has
have learned to adapt. Technology is now the the right to create and distribute their own
mainstay with magic becoming pricey. The monetary units. Most employees get paid in
easiest way to see spells is to go to a temple. CorpCoin. Each CorpCoin is specific to each
Most Clerics can cast some spells. Wizards are corporation. There are exchange rates between
taught in Universities. Magic 101. the corporations depend upon the current
friendliness between the corporations. Roll 1d10.
What does the world look like? Well, that takes The current exchange rate between your current
some explaining. CorpCoin and the CorpCoin you want to change it
The world is dirty, pavement with glass and to is: 1-3 (Copper) 4-7 (Silver) 8-9 (Gold) 10
steel buildings all over the cities. Druid Parks (Platinum). This is accurate as the friendliness
have taken over some city blocks as the Emerald can change hourly. It’s similar to the
Enclave fights back against the ever-growing commodities market and each of the CorpCoins
technological infestation of Humans. The acid are on the commodities markets. CorpCoin
rains are getting better in some places, so make exchange rate to NuCoin is a bit better as the
sure that you go out with a rain poncho. NuCoin is considered the Standard Coin of the
Some things in the world: Realms. Roll 1d6 for the exchange rate from
Gender CorpCoin to NuCoin. 1-2 (Copper) 3-5 (Silver) 6
(Gold). Good luck Tronnie!
Gender is swapped, redone, you name it. Hey,
when you can go in and get yourself totally
6 |Page
Technology can get hot if it’s used too fast.
Tech has changed the world. Some say for the Kin. These are family or those that are
better, some say just look for the light acid rain regarded as family. Sometimes referred to as
and you see for the worse. Druids are on both members of a Posse.
sided of the wall. Mass production has lowered Peeps. Slang term for people or tronnies.
some costs for tech. Cybertech is still the rage.
Posse. This is a street gang or other group
Probably will be for years.
of people.
Technomancy
Radials. The interlinking parts of
Combining magic and tech has a small Webstrands.
following. Chat with the Clerics of Gond if you
Silver Bit or Sterling. Slang for a silver
want to know more. Be careful of the explosions.
Nucoin.
The Gods
Slinger. A mercenary that does jobs for you
Yes, they are still around. Some have changed, and is very good at their job.
some have gotten stronger, some weaker. Clerics
Swap. Changed Gender.
are still here, but most of them are different. It's
a different world, Tronnie. Tron. Gender neutral term used for all
races.
Healthcare
Tronnie (s). Slang for a description for
Magical healthcare with healing and disease
people in general. It can mean friend, person
detection and curing has been around for
I met on the street, boyfriend, girlfriend, and
thousands of years. Modern medicine has
the like.
recently caught up with medications and
vaccines and hospital stays. The MetGov offers Underweb. The dark and abyss side of the
basic healthcare for its citizens to stay healthy as Web. Similar to magic’s ShadowWeave.
life means more than just a worker. That being Web. The ethernet. All the Webstrands
said, many creatures that don’t have citizenship linked together as Radials. Similar to magic’s
have to pay outrageous costs at hospital stays Weave.
and for prescriptions. Some temples are also WebCore. A datacenter or main computer.
hospitals and charge less or free if you are part Webstrands. The datastrands that are spun
of the clergy. from WebCores.
Zap, Zapped. Some kind of spell. Tron was
Common Terms and Slang hit by a spell or electrical shock.
Bit. Slang for a copper Nucoin. Goes with
the lyric “Shave and a haircut, 2 bits” Introduction

This is the general gleesheet of the accepted


Corp. Slang for someone working for the order of how things came to be this way.
corporations. May be combined with as Corp-
Kin, Corp-Guard, Corp-Posse, etc. Steam Age and Cowboys
Crown. Slang for a gold Nucoin.
Dragon. Slang term for excited or The Industrial Age has started. Machines using
wonderful. Can be combined with colour for steam power started to show up. Revolver
a different meaning. Green dragon is greedy, pistols, rifle long-arms, and gatling guns have
blue dragon is haughty, black dragon is bad arrived.
person, gold dragon is good person, silver More steam and electrical power were being
dragon is wealthy, brass dragon is a jerk, generated. More items became cheaper for the
bronze dragons are special forces or SWAT. commoner to have. Electric power was in use.
Half-Crown. Slang for 5 silver Nucoin. Gas and battery-powered electrical lamps are in
These are sometimes a larger, thicker silver use.
Nucoin.
The Lords Alliance breaks down and wars in the
Guard. Slang for Police, rented security, or trenches are fought. Single shot rifles are given
corporate security. to soldiers of the armies. Years later, the Lords
Heater. Some kind of Firearm as the barrel Alliance becomes the Corporate Alliance,
combining again the tremendous might of those
7 |Page
cities. just not enough Clerics to help everyone. Where
are the Gods?
Great Machines of Hydraulics and Gasoline
Engines are around and more easily available for
Electronics are commonplace and magic seems
the commoners. Clockwork mechanisms and
to have diminished. Factories make goods and
grapple rifles are born. Gas guns that with
magic items are not as sought after as they
knockout gas, chlorine, or laughing gas or any of
were. The droughts and famines are gone in
a dozen different gases. Small clockwork birds
some parts of the world. Temples have a lesser
flying around on the wind, clockwork arms, legs
role than a couple of hundred years ago. Less
and hearts replacements for war injuries and
Clerics of Chauntea, more of Gond. Technology
mad science. Great electrical lightning howitzers
seems to have caught the fancy of the masses.
that deliver massive voltage to melt inadequate
steel, putting wood structures on fire. A death- Secret wars are waged by the city states trying
ray was reported sinking a battleship, rumored it to garner power over each other. Nations loosely
came from Thay. start talks to make things better. Corporations
have some mutual trusts and start the Shadow
The large and small towns revert to Old West
Wars.
lifestyles and rules. Posse’s are common when
hunting down fugitives or as outlaw gangs. The Computers make their way into homes. Video
revolver or six-gun and rifles rule these towns as games start becoming a new trend. Nations have
they became known as the Great Equalizers. finished the talks and loose agreements of
Common folk can purchase six-guns and rifles. mutual benefit and protection are at hand. Thay
is discovered to be dominating high ranking
Embassies from around the world are located in
humanoids around city states and is nuked.
the major cities and have small embassies in
large towns. One never knows which embassies Computers are now commonplace and the
one will find in a large town, though. internet is becoming a fixture in household. Cell
phones are all the rage. Corporate companies are
The middle class is here along with Lords and
getting out of hand with the double dealing. The
other High Born. It’s a tumultuous Time. Paved
Harpers and Order of the Gauntlet seem to keep
roads now lead to some villages, towns and
things more or less in line.
cities.
Corporations try to take over. The Chromatic
Technical Age Companies as they are called are found out to be
owned by Chromatic Dragons. Until now the
An atomic bomb is dropped. The wars are over infighting between them has kept it civil.
and, sadly, no one won. Hundreds of thousands Someone has banded them together to start a
of all races were killed. Drought and famine that world takeover. The Metallic Government is
the Druids cannot fully bring back has killed formed to try to keep the Chromatics in check. It
thousands more. There are just not enough only partially succeeds.
Clerics to help everyone. Where are the Gods?
City States are having a difficult time abiding by
An atom bomb was dropped in Anauroch. It
the Metallic Governments laws. Deals with
shows that technology could now compete with
regular and Chromatic corporations are made.
the destructive power of magic. Automatic
The Metallic Government becomes largely
weapons are given troops that decimate magical
ineffective. Combat Slums, Corporate
troops. The decline of Wizards begins. Lord Ao
Neighbourhoods for the Protected Workers and
pays a visit to the Gods. Corporations start
Management start appearing. The Metallic
seeing what kind of power they have from
Government tries to help everyone by making
weapons and armaments manufacturing. Thay
NuCoin. Electronic versions of Copper, Silver,
closes its borders. The Djinns of Amn vanish to
Gold, Electrum and Platinum. It and electronic
only where they know. Cormyr wants a relook at
funds are making new ways to wealth.
the Lords Alliance. The Great Forest closes itself
off. Only Elves are allowed to enter and leave. Internet is in full swing. Satellites peer down
upon Toril like the eyes of the Watcher. Combat
The wars are over and, sadly, no one won.
Slums are now part of most cities, roadways
Drought and famine that the Druids cannot fully
between the cities and towns are only
bring back has killed thousands more. There are
maintained by the Metallic Government from
8 |Page
their dwindling treasure hordes. Wandering Packs
start to roam and raid towns, villages and make Factions
their own communities in the Outlands.

Cyber Age The Metallic Government


Metallic Dragons of all kind have gathered to
Fanatics of the Red Cult, the leftovers of Thay offset the evil of the so-called Chromatic
begin to show up in numbers. Cybertech is Corporations. The MetGov provides Military Law
introduced as a way to enhance soldiers to make Enforcement, Fair Taxation Structure (5% of all
them more effective. The CyberMadness is kept income from citizenry and businesses),
quiet. Legislation, Roadway Maintenance (some say this
is laughable), and a Medical Card for everyone.
Cybertech has taken the populace by storm.
Multiple factories are making cybertech as fast as Legislation:
they can. CyberMadness is starting and no one No Killing
knows why. Rumour of CyberMinster starts to be No Stealing of Any Kind
circulated.
No Unapproved Conduct
The poorly regarded races are streaming to the No Unapproved Fighting
front of the Cyber Revolution. Goblinoid, Drow,
All Drugs are through a Doctor and Pharmacist
Kobolds, Duregar, Deep Gnomes are making their
way in Society. They work for the MetGov, No Unapproved Magical Experimentation
Chromatic Corps, and themselves or others, as No Unapproved Technological Experimentation
couriers, technical advisors, makers (trons that No Unapproved Biological Experimentation
make things). Some have set up their own Taxation is 5% on All Earnings & Revenues
Corporations like BuckBrew (Goblin), Trumerc
Medical Aid is given to All Citizenry
(Hobgoblin & Bugbear), Dark Designs (Drow),
Redscale Corp (Kobold), Pragmatic Company All Citizenry and Legislation are Subject to the
(Duregar), Deepblue Mines (Deep Gnomes) and Authority of the Metallic Government.
many, many more.
The status quo has changed. The Chromatic Corporations
What can be said about these corporations
Welcome to Now.
except that they are all about progress. The Best
and Brightest are often hired away by an
individual corporation listed under the
cooperative listing. The listings of Chromatic
Corporate towns are as follows:
Greenest Company (General Manufacturing)
Red Larch Foundry (Weapons, Munitions)
Dead Mere Fishieries (Fish, Oils, Herbs)
The Frozen Sea Company (Solar Energy,
Research)
Blue Skies Inc (Computers, Internet)

Most of the time, these 'Chromatic


Corporations' do business in the most charming
and usual ways. It's the Shadow Wars that are
the MetGov's real problem. The CC overtakes or
absorbs smaller companies and terrorizes shops
that are close to the companies' areas.

9 |Page
The Corporate Alliance
The Alliance replaces the Lord's Alliance. It's a Zhentarim
collection of powerful corporations, cities, towns The Zhentarim have been long into the game of
and Halls. These include: spies. They still gather information for
Waterdeep/Amphail (Trading, Business, themselves and those who can afford to
Intrique) purchase it. The Black Network is the official
Everwinter (Paper, Research) corporation with a simple black square as their
logo. The Zhents believe that a good public
Silverymoon (Business, Research)
image is the best defense for the inside
Balder's Group (Business, Fishing, Trading) information that they sell. The usual catchphrase
DaggerFord (Tourism, Banking) is that the “Zhents are everywhere”.
Longsaddle (Ranching, Spells & Items)
Yartar (Barges, Hiring Halls, Tourism) Metallic Government Sigil
Mithril Hall Inc. (Electronics, Weapons, Armour)

These powerful cities, towns, corporations, and


Halls form together to leverage against trouble
that crops up from time to time. The Metallic
Government considers this entity to be a rogue
nation unto itself and allows it to exist due to the
need it sometimes has to use this rogue nation.

Emerald Enclave
These lovely folks strive to keep the planet
more productive and less bent on tech. They are
situated in the High Forest and have blocked all Chromatic Corporations Sigil
but those who have passes. They keep the
sylvan folk safe. Some say that the Enclave has
agents everywhere including in the cities with
the Druid Parks.

The Harpers
This loose organization has been around for
centuries doing good and preventing serious
problems. The Metallic Government has stated
that the Harpers are a great asset to the World
At Large. The Harpers act as a semi-covert
organization for the Metallic Government. Most
people suspect this, but it cannot be proven.
The Harpers select people for its organization
by the deeds that they do first and foremost.

The Order of the Gauntlet


The Orders outside face is that of mercenaries
out for hire at a moderate price. The reality is far
more different. The Order of the Gauntlet is
actually a covert organization that actively seeks
our and destroys Evil wherever they may be.

10 | P a g e
Copper Dragon in conference

11 | P a g e
Mithril Hall Inc.
Places The Hall of Wonder. Mithril Hall Inc deals in
electronics, weapons and armour. They take
Dwarf Holds great pride in their work. Mithril Hall stores are
all over Toril selling their excellent quality goods
for a reasonable price.
The Hall of Silver Steel. Be there for the yearly
Citadel Adbar celebrations of the King! Contests of all sorts
No one has heard from this Dwarven city in 200 happen around the Hall and the outlying city!
years. Some Dwarves are concerned that it has Bring the Family! Make a trip to remember!
fallen to dark powersl
Sundabar Resorts
Citadel Feldbarr A great place to visit and take tours of Actual
Staying with the mining in their blood, this Dwarven Caverns! You should drop by and go
fortress has garnered great acclaim for the out into the wonderful trails and play golf in one
incredible armour, weapons, and steel. of our many 5-star golf courses.
“Made with Good Feldbarr Steel” Feldbarr is THE
place to buy your steel goods. Enduring and Thornhold
tough, Feldbarr is Dwarven! Come on in and take The trade with Waterdeep has expanded
a tour of How It’s Made! throughout the centuries. They still retain the
stalwart thoughts of centuries before. Being so
Gauntlegrym close to the Mere, these tough Dwarves are
The shining star of Dwarven Holds. This always on the lookout for trouble.
marvelous place resists the continual adavances Tours of the great Thornhold are available and
of Waterdeep and Neverwinter still. It's a we have lovely Dwarven Inns deep in the
veritable treasure trove of information, history, mountain! Explore the Dwarven lifestyle in
smithing, technological advancement, and all comfort! Don’t go out on the Mere!
manner of goods and services passing through
the OutCity. The OutCity is the sprawling area
outside the Citadel. Waterdeep is pushing Island Kingdoms
towards the lands, not quite infringing upon the
claimed Dwarven lands.
Meet Dwarven Makers! Stay and see the Mildarn
smelting! Feel the heat of the forges! See some This place stands as a graveyard of a Red
of the incredible technological Dwarven Wonders! Dragon's Wrath. It took about a century for the
people to finally hire out an adventurer group to
destroy the dragon. This failed and the dragon
Ironmaster
destroyed the small city and claims the island for
Still mining and now using the beautiful land its own.
behind it for tourism; Ironmaster is another
Trespassing is forbidden by the order of the
shining star the Dwarven Holds. Sadly, the truth
Metallic Government. Enter at your own risk.
of the change of heart is the war was lost to the
Deep Dwarves who are now the real power The Moonshaes
behind the Citadel. Slowly forcing the Ironmaster Alaron
warves to go against their heritage. The Harpers The Caer Callidyr has focused on the fisheries of
are finally starting to get wind of this problem. the coast. This gave them a significant
Expect things to start happening soon. advantage over other ports of call. The fisheries
Ironmaster Resorts. See the beautiful scenery! are so successful that they even tamed the local
Play golf all day long! The BEST mutton available Goblin Tribes to work there. It's a big corporation
from our very own grasslands! All mutton is that treats the staff like family.
grass-fed! Learn to fish! Take a tour of the Sea on an actual
fishing boat! Meet Goblins firsthand! Caer
12 | P a g e
Tourism gives discounts for the Government and on this island as the King has forbade it. It’s
some companies. Check with your local really beautiful from the sea, isn’t it?
representative.
Norland
Many norlanders fell to disease after the Storm
Queen rose to power and embedded Umberlee in
the culture. Fierce sailors, raiders and pirates of
Umberlee originate from here. Standard useable
technology is the norm. No high tech is usually
seen but there are also a fair number of
Norlanders online. The island is protected by the
Clerics of Umberlee by powerful spells.
See the Pirate Ports! Experience the thrill of the
chase! Be chained up as a slave! Please see your
local Church of Umberlee for all rates.

Oman's Isle
This lovely little island holiday spot is still ruled
by giants. If one can get close enough, you can
see the large reefs of rocks that have piled up
over the centuries as the giants threw boulders
at ships. You can also see old parts of broken
Gwynneth ships among the reefs. A fair amount of trade via
The High Lady Ordalf still rules after the tragic VTOL is done with the giants. None via watercraft
events that took her sons life. She has turned though.
the island into a haven for the Wild. It is, Meet a Giant! See the true height of Giants from
perhaps, the only other place where the denizens an aerial view! Tall and friendly, these are the
of the High Forest will go to. The Moonwells true wonders of the world!
thrive and the Goddess flourishes.
Sadly, there are no tourist attractions here aside
Snowdown
from the Moonwells. Gwynneth Tours offers the
best day long boat ride around the island, This isle was deeded back to the High King from
showing off its outside beauty. Guests are Amn when it was not deemed profitable enough
allowed 1 hour onshore at their own risk. The to keep. The fisheries run here as well. The Ffolk
boat leaves in one hour, sharp. here have worked long and hard to clear the
Amnish influence of mining and deforestation.
The King ordered help to the Snowdowners and
Korinn Archipelgo trees have come back, streams have cleared,
This place still lives like the tales of old. Farmers and there is some kind of warmth back in the
still herd sheep and sailors still sail in sailboats. hearts of the people of Snowdown.
They do have modern weapons though, so I See Snowdown! The best area around for
would be polite about their oddities. beautiful trees and beaches! The Snowdown
Korinn is the place to go to relax away from the Resorts are the best in the Moonshea Isles!
hustle of the world! Spend a week here just Clear, sparkling waterways! See the dolphins in
soaking in the wonderful idyllic nature! the water tours! Visit Shrines to the Goddess!

Moray
This island to the west of Gwynneth is still a
hotspot of activity. It's used by the High King to
train soldiers so it is kept wild.
This hotspot is part of the Gywnneth Tours day
long boat experience! Sorry ffolks, we don’t land
13 | P a g e
It's rumoured that this was the birthplace of
cybertechnology and biotechnology. So far, only
visiting dignitaries are allowed within the Lantan
borders. All others have been repelled so far and
if there was a secret mission, no one is talking.
The Embassies of Lantan would love to speak
with you about the exciting new wonders out of
Lantan. Please see your local Embassy.

Nelander
Ah, good old unchanging Nelander. A wretched
hive of bandits and villainy. The only reason that
The Northlander Isles it still exists is that the corporations need this
place to get recruits and dark deeds done.
See the Pirate Ports! Experience the thrill of the
These isles are a den of pirates and raiders. Or,
chase! Be chained up as a slave! Please see your
at least that is what the Alliance would like you
local Church of Umberlee for all rates.
to believe. In reality, they are protected by
Umberlee's clerics who have woven great spells
to keep up with the technological advancement. Nimbral
These isles have been purposely bombed by The most advanced magically active society that
aircraft and VTOL and full nautical strikes, only to the world knows today, including the High Forest.
fail against the raging sea-queen’s wrath. Most of the time it's invisible, and they deal with
The life here is much the same as it is emissaries only. So far, there has been no word
everywhere as the Umberlee clerics are the main of any secret missions that have come back...
corporate entity in these isles. The biggest
change happened centuries ago when the Sea- EverMeet
Queen gained power and overrode the male-
dominated society giving the clerics control. Now The Elves have protected this island for
both women and men do the same work. centuries. When the first nuclear weapon was
ignited, the Elves protected Evermeet from
The Harpers would love to get some infiltrators intrusion by removing it from Toril. Everyone
in the islands to learn what is happening but so knows that sometimes Evermeet appears for a
far, no one has returned. bit and then disappears for an untold time. How
See the Pirate Ports! Experience the thrill of the is this done? Well, the Elves are not talking about
chase! Be chained up as a slave! Please see your it. Perhaps you can go to the High Forest and
local Church of Umberlee for all rates. ask.

Orlumbar
This island is still one of the finest producers of
watercraft. It is still has the protection of
Waterdeep and the Corporate Alliance.
See how the best watercraft are made! Just like
Dwarven manufacture! Boats, ships, and tankers
of all shapes and sizes are here to look at, and
take a sail in for a day of leisure!

Southern Isles
Lantan
This lovely place of forbidden technological
achievements came back about 200 years ago.
14 | P a g e
perhaps more throughout Toril itself.
Independant Realms Ancient Magics and Tales to hold you spellbound!
Darkhold offers these for your Wonderment!
Fort Boreskyre
Boarskyre Bridge and Fort Tamal had merged Elturgard
about 200 years ago. It's a booming metropolis The Companion still shines above this
of trade, stocks, corporations, farms and people exceptional city has expanded to include Fort
living. The famous Bridge still exists with the Morninglord. Eltergard has become the best
statues to Cyric and temples to Mystra. It's an training ground for Paladins and Good Clerics.
exciting place to get work of most descriptions. See the Companion! Feel the Morninglord! Feel
Visity Boarskyre! The Bridge of Opportunity! See the Good as it fills your soul with wonder! Only in
the famous Boarskyre Bridge! Feel the magic of Elturgard! Pilgrimages are available. Speak with
the Gods that still lingers! Join a Pilgrimage of your local Church of the Morninglord.
Mystra! See the Temples to Mystra and Cyric!
Berdusk
Candlekeep This is where most factories are in this area. The
The most prestigious place to learn in the Toril. First Folk of Berdusk claim the Berdusk Unions as
It's the hub of the Web and Technology. New the best on the Sword Coast.
theories are bantered about and discoveries Tours of properly maintained factories! Meet the
abound all the time. It is the founding Good Folk of Berdusk! Feel the wonder of a
establishment of Technomancy. It protects itself Union and the prosperity that it produces!
well and with the knowledge that it keeps.
The Great Library Scornubel
This wonder of the modern and old world is truly Trade in Goods and Services are bought and sold
an achievement. Information funnels from all here. Millions of NuCoin in hardcurry and at least
over Toril into the Arcane Memory Banks via a hundreds of millions in E-Coin. There is a rumour
complex techomancy. Everyone has been of a thriving underground in this haven of good.
wanting the secret of this technomancy.
See the Marketplace! Feel the living, breathing
The gifts are still required to gain access to the culture of the best goods and services in on Toril!
information. The information, when accessed, is
placed directly into the mind of the petitioner.
The entire Library is protected by the best Soubar
magic, technology and technomancy that those Still the farming community for the area, it
within the Library are able to come up with. supports many clerics of Chauntea and possibly
So far, there have been no breaches in security. some druids. The Black Abbey was rebuilt a
dozen times in the past centuries by devotees of
The Court of Air, Within the Keep, The Avowed, Bane. The Bane followers have somehow found
and Services have been upgraded to the modern the funding to keep rebuilding. Some say that
technological standards (if not more so), but this is a training ground for the Oath of Vengance
otherwise remain unchanged. and for Zhentil Inc.
See the Great Library! View the History of Faerun Farmland and brewery tours are available here.
on the Magical Hologram! See our website! Great Chauntea has blessed us all with these in
Library e-passes are on sale now! Join the abundance. Please contact Soubar City Tourism.
research teams today!

Black Abbey Museum-See the pictures and


DarkHold drawings throughout the ages. It’s a wonder to
The Pereghost still holds sway for the entirety of behold!
this area. Pereghost formed Zhentil Inc.
This corporation holds the Darkhold Vale as its Evereska
corporate headquarters and employs the full vale
as well as many others throughout Sword Coast, This country still stands despite the horror of the

15 | P a g e
nuclear testing in Anauroch. people are protected by Castle Hartwick and
Stagwick as bastions of peace and trade. The
Giants seem to like the goodwill that this peace
The Halfway Inn
and prosperity brings them.
This modern getaway is a hub of recreational
Bring your family to the true gem of community
activities. There are golf courses, horse riding, a
living. See real giants and ogres! Feel the peace
carnival, casinos, and other forms of
and goodwill that these friendly folk give to the
entertainment. It is one of the hot spots in the
area.
Sword Coast. On a note, violence is not tolerated
here. The penalties are severe and most are
simply never heard from again. The Ogres
The tribes here have been recruited as security
The Refuge in the Hills for the region.
Protected by Elven magics, this place has
survived the nuclear detonations. It is unclear “Have you ever imagined a fully cybered ogre?
how well as there has been no contact since the Scared the metal right outta me!”, Kegg,
first nuclear testing. Mercenary of the Happy Axes.

Fields of the Dead Helm's Hold


This area has been cultivated for croplands. It is This place has held its own against the tide of
protected by Baldur's Group and Dragonspear time. It still maintains the same watchfulness of
Castle. The monsters here have been either its namesake. This time the followers of the
tamed or destroyed with the exceptions of the Watcher utilize the Web as to watch the land and
Woods of Sharp Teeth and the Trollclaws. others around. It is said that they dispatch forces
Farmland and brewery tours are available here. for Good all over Faerun. As a true bastion of
Chauntea and Baldur’s Group has blessed us all Good, those who are in need are welcome here
with these in abundance. Please see the web fof and those with any taint should be well advised
further information. to stay away.
See the Hold where great battles were won! See
the relics of legend! Meet Paladins of Helm!
Dragonspear Castle
Tours of Helm’s Hold are available with a
This has been rebuilt as a technological haven of donation to the Church of Helm.
experiments. The cybertechnology coming out of
this place is extreme.
Feel the tech in the air! We have gadgets that
will fill you with wonder and amazement! Stay in
the fully technological hotels that meet your
every need! All booking is on the web only.

Trollclaws
Over the centuries, this place has tried to be
tamed. The Trollclaws still are a thorn in
everyone's side. The Paladin orders cite this as a
wonderful training ground for new recruits.
See the training grounds from a safe distance on
our wall-size screens! Meet actual Paladins! See
the new weapons that are used against the High Forest
horrors from the Trollclaws! Maintained as the stronghold against the
overwhelming tide of consuming Toril for the
Hartsvale madness of technology, the Elves, Emerald
The Giants claimed this area about a century Enclave, Sylvans, and other Allies preserve this
ago. It has been the best thing for this area. The last bastion of woodland. No one enters or leaves

16 | P a g e
without permission. Some say that there are The hidden city still seems to be hidden.
teleport circles within leading to others so no one Sometimes there are bright lights on the moor
is seen leaving. that no one can explain, though.
The Metallic Government warns everyone to Blue Skies Inc denounces any rumours about
please stay away for their own safety. The bright lights on the moor being a hidden city.
Metallic Government takes no responsibility for These lights have been investigated and found to
those that do not heed this warning. be nothing more than swamp gas and fireflys.
Thank you for all your concern regarding this
fascinating phenomen.
High Moor
A place of the Goblinoid Holdings. A place for
raising families and teaching about the Goblinoid Najara
place in the world. This is a Chromatic Company Still controlled by the anchient and evil spirit
home site. The barbarians on the outer skirts of Jarant and the Emerald Daughter, Emikaiwufeg,
the moor are still there tending the sheep, goats this kingdom of Serpent People still hold to the
and other herd animals for the Holding. The orcs old ways with little trade being done. The little
have fled from the area a century ago. trade that is done was opened up after the
Meet the Goblins! Take a tour of real company desctruction of Thay.
holdings! Spend time in the idyllic pastures! Go It is said that Ralionate's son, Dakkenfarst, in
Now at a cut rate! the Forest of Wyrms has become her consort.
Little is known if this is a ploy by the Chromatic
Corporations to take over Najara or if it is simply
Orogoth
an alliance between Wryms.
This place has been rebuilt as the Blue Skies Inc
The Metallic Government wishes for trade to
industrial complex. It is safe and secure. There
flourish with Najara. Please see your local
are still rumours about the dracolich in the
MetGov outlet for any trade or vacation
caverns below though.
questions.
Tour the prestigious Blue Skies Inc! Win an all-
expense paid vacation! Just enter on the web!
Serpent Hills
This is a territory ruled by Najara. It has been
Misty Forest
left untouched for centuries and is one of the
King Melendrach still holds these woods as a most dangerous places to wander through. It is
battleground against Blue Sky Inc. The Emerald also one of the best places to study snakes.
Enclave helps the King keep this as another
The prestigious College of Herpetology maintains
bastion against the encroaching technological
its grounds in a magical mansion centered in the
'progress'.
middle of the Serpent Hills. Look for the magical
Blue Skies Inc warns others against trying to sign! Pendants of Snake Warding are sold at all
enter this forest as the local King has been College of Herpetology kiosks thought Faerun for
driven mad and undead abound in the forest. Be a low cost of 5 sp.
Safe! Stay Away!

Marsh of Chelimber
Secomber
This lovely land of sulfurous pools is a great
This town has been taken over by Blue Skies Inc commodity for Najara. The lizardfolk do a great
in order to help the Goblinoid Holdings. It is trade in various sulfurous substances through
considered an important waypoint into the High Najara. The Jade Temple of Ss'Thar'tiss'ssun,
Moor. A lot of trade flourishes here in goods and have been redone in full glory by Jarant. Slavers
technology. are still operating from Thlohtzin although the
Secomber is the best trade town in the West! technological standards have risen a great deal.
Stay at our famous Pink Granite Hotels! Enjoy Now slaves are bred and genetically modified as
the waterparks! Meet Real Goblins! well.
Sulfur Solutions Inc for all your sulfuric needs!
Rhymanthiin Alchemical, magical and technological companies

17 | P a g e
buy from us! Take a gander at the lovely sulfur inhabit these lands. There are now communities
pools! Spend some time in the Sulfur Saunas and of townships and agro's. Some ply trade in
Healing Pools! Group Rates are Available! home-made weapons and export hand made
goods. It's kinda like a territory that gets raided
by corporations every so often. The Tribes band
Slave Guild! Only the Best Slaves! Genetically
together for protection under the Uthgardt
modified for your needs! All slaves are lab
Nations and forcibly excise unwanted persons or
grown! Please contact your local Slave Guild for
groups. Tourist groups are welcome and sold
pricing!
trinkets at outrageous prices.
The Uthgardt Tribes still live in their territories.
Forest of Wryms Most have blood ties to the different tribes as
This place is still terrifying with Ralinoate and her time progressed. Be advises that the Ancestral
eldest son, Dakkenfarst claiming part of the Haunts are real!
forest and still experimenting with the serpents Want to a real Arcology? Feel the open air! See
of unusual size. the hydroponics! See real Uthgardt Tribal Rites
The College of Herpetology warns everyone to performed nightly!
please stay away from this forest as critical
reptilian experimentation is conducted here by
Warlock's Crypt
the authority of the Metallic Government. Again,
Please Stay Away! This area has maintained its horror and throngs
of undead. It is unknown if they are simply
produced here or are drawn here by some
Trielta Hills means. Unusually, there seems to be some kind
This is still the idyllic place to live for Hin and of technological advancement here. Is the
Gnomes. They don't tolerate many “Gold on the Warlock on the Web? No one knows. Armed
Brain” ideas here. There is a large farming troops are here to warn off people.
community and the Tielta University of Magical This area has been cordoned off by order of the
Studies keeps many problems away. Metallic Government.
Trielta Hills is the place for relaxation and fun!
We are a Family-oriented community. Bring the
Luskan
whole family to sing, dance, and take tours of
the beautiful hills. Meet real Kobolds! Family The Arcane Brotherhood and the Ships still rule
discounts are available. in this land. The Ships still take their names from
the vessels that they Captain. The crews still
have Low Police Powers and you will still get hurt
Hardbuckler if you try to accost any of the Ships themselves.
A lovely trading town that exists four levels The Arcane Brotherhood still maintain power
below the town as well. Still primarily a Gnomish here. About a century ago the Brotherhood
community, this town does brisk trade in goods, started to help each other out if a member was
services and contracts for magical items from the in trouble. It is thought that it was the advent of
Univeristy. technology that spurred this comradeship. Many
mundane, magical and technological items are
“Best place to buy gnomish cybertech, guns or traded and plundered in this land and with those
special order magic items around”, Hardplate, it trades with.
Human Mercenary Magical Items abound in Luskan! Trade with the
famous Ships and their Captains and Crew! We
have Saltwater Slides and many hotels with
Rural Settlements
wonderful well-maintained beaches! The best
These settlements now include some civilized resorts in Faerun!
Kobolds. Thing are just done at a more sedate
pace in these communities.
Icewind Dale
Ten-Towns had a tough time for a long time when
Uthgardt Lands
the scrimshaw trade started to run out. Luckily
The centuries have tamed a lot of the Tribes that
18 | P a g e
for the area, manufacturing and mining started. Reghed Barbarians
Many of the mines have been played out by now The barbarians live well in the surrounding area.
and Ten-Towns had to look towards other areas Not many contact these people as they have
in order to survive. The technical advancements become extremely reclusive in the last couple of
have given this city new life in the Web. Some of centuries. Some tales tell of strange hybrids or
the best programmers ply their talents here, monster people out here. Perhaps it's just
after all, what else is there to do in the winter? paranoia or perhaps it is not.
Looking for work in the web? Relocate to Icewind Icewind Dale requests minimal trade with these
Dale, Ten-Towns! We maintain the best servers Peoples of Icewind Dale. They are very reclusive
and web-based businesses! Our programmers and do not respond well to outsiders within their
are in top demand! Earn riches adventuring in borders.
programming!

https://i.pinimg.com/originals/5b/6c/52/5b6c520
2f17e4ba9c13ffa45f1f7e488.jpg

The Dwarves
The Dwarves here live well building the
technological devices for Ten-Towns.
Ten-Towns Tech is the best Tech! We create and
maintain all the advanced web-based technology
in the illustrious Ten-Towns! Any technological
item can be sourced or made here! See our web
address!

19 | P a g e
The Underdark small cities. We have a wonderfully friendly
Loved and reviled for the secrets, slaves, dark attitude towards helping out strangers that need
magic and technology that is created and sold our help. See the old sites of churches, shrines,
here. Sounds like not much has changed... battles and harmony. We love it here and we are
sure that you will too.

Grackstugh
The Derrow still make the finest bladed arms
along with the guns, heavy weapons, grenades
and other explosives. Trade goes well.
Underground Manufacturing makes the best
weapons that you can buy! The famous Grak
Grenade is just a small example of our wonderful
creative minds here at Underground
Manufacturing!

Mantol-Derith
The true heart of darkness. Illegal cybertech,
magic, advanced technology, artifacts are all
created and sold here for money, favours and it's
said, souls.
Mantol-Derith Trade Consortium. We welcome
any and all business transactions! We have a
listing on the Metallic Government website of
companies with excellent business reputation for
quality and service! Please be aware that we use
our website only for ordering.

Menzoberranzan
The heartlands of the Drow. Famous for its secret
House wars and the thousands of slaves, not
much has changed in the past centuries except
for the inclusion of technology. The Houses are
now corporations legally sanctioned by the
MetGov. Some of the Houses are the backbone of
illegal research that is sold in Mantol-Derith.
Menzoberranzan is the place for all your elven
technological and magical needs! We have a
listing of corporations that specialize in what you
are looking for! We use the magic inherent in the
Underdark to facilitate our magic and technology.
Please be aware that any shipments to the
Surface will incur an additional 20% charge as
we will need to ensure the stable working of the
product in sunlight.

The Dalelands
They have formed a commune-like place, all
dealing with each other for farming, electronics,
internet, defense contracts, goods and services.
Drow Webmistress
Be in the Dalelands. See the beauty and majesty
of the simple life in a community of towns and
20 | P a g e
Chapter 1: Races
to 8 feet tall. Members of a few races are Small
Chapter 1: Races

These are how the races have changed, and


how they have remained the same. (between 2 and 4 feet tall), which means that
certain rules of the game affect them differently.
Racial Traits The most important of these rules is that Small
characters have trouble wielding heavy weapons,
The description of each race includes racial
as explained in “Equipment.”
traits that are common to members of that race.
The following entries appear among the traits of Height and Weight
most races. You can decide your character’s height and
Ability Score Increase weight, using the information provided in your
race description or on the Random Height and
Every race increases one or more of a
Weight table.
character’s ability scores.
Random Height and Weight
There are two possible additional ability scores Base Height Base Weight
in RealmsPunk. These help to describe your Race Height Modifier Weight Modifier
character. Bugbear 5'6” +2d6 160 lb. x (2d6) lb.
Goblin 2'11” +2d4 35 lb. x 1 lb.
Comeliness. This is literally how pretty you Hobgoblin 4'9” +2d10 110 lb. x (2d4) lb.
are. You can use your Comeliness ability score Kobold 2'5” +2d4 35 lb. x 1 lb.
Orc 4'10” +2d10 145 lb. x (2d6) lb.
modifier to replace your Charisma modifier in the
following ability checks: Deception, Investigation
and Persuasion. Speed
Sanity. This is a measure of how well-balanced Your speed determines how far you can move
your mind is. Some races simply are not well- when traveling (“Adventuring”) and fighting
balanced in their mind. This also helps with any (“Combat”).
CyberMadness Saving Throws.
Languages
Age
By virtue of your race, your character can
The age entry notes the age when a member of speak, read, and write certain languages.
the race is considered an adult, as well as the
race’s expected lifespan. This information can Subraces
help you decide how old your character is at the Some races have subraces. Members of a
start of the subrace have the traits of the parent race in
game. You can choose any age for your addition to the traits specified for their subrace.
character, which could provide an explanation for Relationships among subraces vary significantly
some of your ability scores. For example, if you from race to race and world to world.
play a young or very old character, your age
could explain a particularly low Strength or
Constitution score, while advanced age could
account for a high Intelligence or Wisdom.
Alignment
Most races have tendencies toward certain
alignments, described in this entry. These are not
binding for player characters, but considering
why your dwarf is chaotic, for example, in
defiance of lawful dwarf society can help you
better define your character.
Size
Characters of most races are Medium, a size
category including creatures that are roughly 4

21 | P a g e
Bugbear
“Bugbears. Huh. Worked against some on a raid.
Big, tough and quiet. They were good at
what they did. Lost a couple of friends on
that raid. I owe them for that.”-Babes.

The Goblinoid Race has thrived as technical


experts, corporate military and black ops shock
troops, with each Tribe belonging to a different
corporation.
Bugbears in the Cyber Age
Strong, tough covert operatives. Perfect for a
night attack. We live for the hunt.
Bugbear Perspective
We are the most fearsome, doing what needs
to be done. The best and the best of all
Goblinkind!
Striking Out For One's Self
We go and learn from experience. Do the
things that make you better. Come back or don't.
Either way, we are the Best.
Bugbear Traits
For Bugbears of RealmsPunk's cyber age, there
are no changes to the racial traits that a Bugbear
has.
Bugbears receive a -2 to Comeliness as they
appear very brutish and a +2 to their Sanity due
to dealing with their deity.
Bugbears have long been the monsters that
frightened children in parent’s tales. Now, they
are far more common in the world. They usually
work as enforcers or shock troops, making
themselves scary again for everyone, not just
children.

22 | P a g e
Dragonborn
“Metallic, Chromatic, doesn't matter. They are
just trons making choices like everyone else
does.”-Bigger, Orc Tribes, Wanderer of the
Web Roads

They run the Metallic Governments and the


Chromatic Companies. Colour type of Dragon
does not matter in these places unless you have
more Bloodline Abilities or Patronage.
Dragonborn in the Cyber Age
Quite a few are in the Metallic Government as
corporate or internet experts or in the
Government military.
Dragonborn Perspective
We are doing the right thing by helping the
populace come out from under the yoke of the
Chromatic Companies, regardless of what we are
doing.
Those dragonborn are being deceived by the
Metallic Mewlers. Everyone looks out for
themselves. We are no different. Getting ahead
of the others that are weak in mind and body.
Striking Out For One's Self
Some dragonborn leave the Government and
Companies to strike out on their own for various
personal reasons, such as . . . Description goes
here.
Dragonborn Traits
For Dragonborns of RealmsPunk's cyber age,
there are no changes to the racial traits that a
Dragonborn has.
Dragonborn receive no modifier to their
Comeliness as the scales of some dragons still
inspire fear or dread and a +1 to their Sanity due
to their dragon heritage.
The Dragonborn are mostly working for the
Metallic Government or the Chromatic
Corporations. They also are quite adept at selling
things. A lot of Dragonborn love to sell you goods
and services for a small percentage.

23 | P a g e
Dwarf
“Dwarves are still the best, toughest, most
stubborn trons in the world. Buy their stuff
or lose. That's their motto.” Nutjob Crane,
Newscaster for DeepNews.

Dwarves are still at the pinnacle of armor and


weapon technology.
Dwarves in the Cyber Age
Arms and Armour are still the Dwarven Way.
Clans own mines, factories, shops, transport
companies. All of it under the Clan's control.
Dwarf Perspective
We make it and use it. Our Clan is the Best. All
of the Clan work together. We are a Family.
Striking Out For One's Self
Sometimes, we have to learn by doing for
ourselves. The Clan is still in our heart, though.
The Clan respects this as part of the Free Clan
for as long as we need it. Our original Clans
never forget us. Dwarven Warlock

Dwarf Traits
For Dwarves of RealmsPunk's cyber age, there
are no changes to the racial traits common to all
Dwarves that a Dwarf has.
Hill Dwarves are present in almost all the cities
in the world. They are purveyors of almost any
kind of craft or tool. Hill Dwarves receive a +1 to
their Comeliness as they deal with a lot of people
and +1 to their Sanity due to the stoic nature of
Dwarves.
Mountain Dwarves usually still live in the
mountains. Some venture our as merchants for
their Clans while others are simply mercenaries.
Mountain Dwarves receive no bonus to their
Comeliness as they are sometimes very dower
and a +2 to their Sanity as the deep dark of
mining requires strength of the mind.

Dwarven Nobles

24 | P a g e
(only 5gp! At your local kiosk) that reduce their
Elf sunlight sensitivity to an easier to handle -2
“ Vanished into the woods, I tell you! They were penalty. Dark Elves are absolutely stunning in
there and, Poof! Gone. Just like the wind. their exotic beauty. They receive a +2
Never seen anything like it.” Old Mike, said Comeliness and a -2 Sanity due to the Underdark
he started some kinda corporation. radiation enhancing their madness. Should a
Dark Elf be on the Surface for 50 years or more,
their Sanity modifier is reduced to a -1 as they
Elves have either stayed to their roots in the
have been away long enough for the Underdark
Great Forest or they have been seen to have
radiation to have worn off.
Cheated Their Heritage and live in the dirty
cities.
High Forest Elf
Elves in the Cyber Age
The Protectors of The Natural Way. The best
and fastest warriors, techies, and Netweavers
around. We are still the best at all that we do.
Elf Perspective
We preserve and protect the Forest and it's
Beings. Our brethren in the Outside have
forsaken this Sacred Duty.
We live in the real world, not one that is being
held in stasis. We respect our misguided cousins,
but we won't take crap from them either.
Striking Out For One's Self
Everything we do, we do for Ourselves and to
Protect the Planet. Even if it's leaving the
Beloved High Forest.
Elf Traits
For Elves of RealmsPunk's cyber age, there are
no changes to the racial traits that an Elf has.
High Elves are usually running things in the
High Forest or are in the world using their
intelligence to be in corporations, or
programming or other intellectual work.
High Elves are beautiful to look at receiving a
+2 to Comeliness and a to -1 Sanity due to their
high opinion of themselves and their long lives.
Wild Elves tend to be in the Hight Forest
hunting for intruders. The also make great spies
or guides in rough areas. Some are known to be
special forces that hire themselves out for large
sums of money. Wild Elves are also very
beautiful and receive a +1 to Comeliness. They
also tend to deal with terrible things in their lives
more often than their High Elf cousins and so
receive a +1 to their Sanity.
Dark Elves or more commonly known as Drow
are back in the sunlight again. They are known
to run shops, kiosks, and be programmers for
their House Corporations. Most of them that are
on the surface wear silver-looking contact lenses
25 | P a g e
Gnome
“I met an extraction team once. They called
themselves The 47. Weird name. All of 'em
were shorties. Gnomes, Hin, Goblins, even
some Kobolds. Strangest thing that I ever
seen. All of 'em were quiet and deadly. Scary
strange. No, I won't tell ya more.” -Digger,
Human Mercenary.

The Age of Technology has been good to


Gnomes. They have hit their heyday with
electronic technology and entertainment shows.
Gnomes in the Cyber Age
Anything technological. We love it! Gadgets,
neon, internet, laser shows, doctors, lawyers,
everything is just so much more!
Gnome Perspective
We do it All! Everything is so interesting! It's
tough to choose only 3 things to do!
Striking Out For One's Self
We Gnomes do many things in our lifetime. We
usually try to do 3 separate work fields, all at
once if we can!
Gnome Traits
For Gnomes of RealmsPunk's cyber age, there
are no changes to the racial traits that a Gnome https://www.deviantart.com/vasylina/art/Conc
has. eptual-dwarf-284509615
All Gnomes receive a +2 Comeliness as they
are Fey.
Forest Gnomes are still Masters of illusion
magic. They have their villages festooned in
coloured light, fanciful illusions of everything
from funny to scary. They also have a vast
information network among the tiny furry and
burrowing creatures. The most advanced
database for the world’s spy network go through
these folk. Scary, isn’t it? Forest Gnomes receive
no modifier to their Sanity as they are as
vulnerable to horror as the rest of us.
Rock Gnomes or Tinker Gnomes as they are
commonly called are at the forefront of the
technological revolution. They excel at anything
technical, alchemical, magical (especially
illusions) and historical items. If you see a Tinker
Gnome, chances are that they have many, many
gadgets on them. Many other races think that
they are all spies. Rock Gnomes receive a -2 to
their Sanity as they tend to love their Mad
Science experiments.
26 | P a g e
Fury of the Small and Nimble Escape.
Goblin These two abilities are replaced by Cobbler and
“What is that! It yells “Fireball!” RUN!!”- Magical Cobbling.
Burgandy and Bob the slug. Cobbler. You gain the Rock Gnome Artificer’s
“Terry, that was an illusion.” “I know. Did you Lore ability.
see them run? Bahaha.”-Terry & Goop. Magical Cobbling. You gain either the
Mending Cantrip or Fire Bolt Cantrip at 1st level.
You only get one of these cantrips. At 3rd level,
The Goblinoid Race has thrived as technical
you can cast either the Identify spell (as a spell)
experts, corporate military and black ops shock
or Burning Hands spell once per day. If you take
troops, with each Tribe belonging to a different
Identify, you may also cast it as a Ritual and you
corporation.
don’t need the pearl worth 100 gp. You only get
Goblins in the Cyber Age one of these two spells. At 5th level, you can cast
the Invisibility spell or Misty Step spell once per
Fast, Faster, Fastest! This describes the
day. You only get one of these two spells.
Common Goblin. They are everywhere doing
Intelligence is the spellcasting ability for these
everything.
spells.
Goblin Perspective
We are finally in our glory! The best at doing
the technical, magical, and gear! Commoner
Goblins? Ha! Cobbler Gobins! All of us!
Striking Out For One's Self
We do what we want for our own reasons. The
Hobs and Bugs don't know anything about us.
Goblin Traits
For Goblins of RealmsPunk's cyber age, there
are no changes to the racial traits that a Goblin
has.
Goblins receive a -2 Comeliness as generations
of slavery have robbed them of their beauty. A
Common Goblin has a +2 Sanity due to the
almost perpetual enslavement for generations.
Goblins have always been innovators and revel
in their ability to scrounge, devise and create
technological and minor magical items. The old
tales of Cobbler Goblins are very true. They are
simply very rare. Today, with so many Goblins
around, the Cobbler Goblin has come back.

Cobbler Goblin.
The Cobbler Goblin is an old, old offshoot of the
Common Goblin race. They were very rare. Most
of the Hobgoblins and Bugbears killed them
when they were discovered in order to maintain
dominance over the Common Goblins. With so
many Goblins being born now, it is impossible for
the Hobgoblins and Bugbears to find them all.
The Cobbler Goblin is once again in the world.
Ability Score. Your Constitution bonus is Goblin with implanted horns and claws
replaced by an intelligence increase of 1. They
also receive a +1 on Sanity due to their increase
in magical ability.
27 | P a g e
Halfling
“There has to be something going on with those
Hin. Just not right being all happy and, what
was that word....oh yes, Commonwealth”-
Trapper, Webspinner.

Known as Hin from the Hin Nation. It is spread


out over Toril. Hin still foster and develop the
community bonds and ties that they are most
famous for. Some say that the Hin Nation is a
Hidden Corporation.
Hin in the Cyber Age
Hin do many different things in this age.
Everything from doctors to lawyers to corporate
assassins. Wherever you go, there is always a
Hin.
Hin Perspective
We Hin are always around. Some of us do
good, some do bad, it all evens out. It's not like
we all work together for some kind of hidden
agenda. We just aren't like that. We have always
been doing the same things just like we always
have.
Striking Out For One's Self
Wanderlust. That's the main reason. To see the
world, learn skills, see more of the world. Look
up other Hin to see what's going on in their part
of the world.
Hin Traits Halfling with teeth and claws
For Halflings of RealmsPunk's cyber age, there
are no changes to the racial traits that a Halfling
has.
Hin receive a +2 Sanity as most things simply
don’t scare the adventurous Hin.
Lightfoot Hin are out and about in the world,
living in peace with folk. They form their own
villages and towns in most places. They ply their
Commonwealth idea in these villages. Some
Lightfoot Hin are very industrious and have
become famous celebrities. Lightfoot Hin receive
a +2 to Comeliness as they are slim and good-
looking.
Stout Hin are renowned for their adventurous
spirit and a lot of them are renowned explorers,
daredevils, or soldiers. Some say that they are
all special forces soldiers. These Hin receive a +1
Comeliness due to their rugged good-looks.
28 | P a g e
Half-Elf
“Of course, you can have a pic, dahling. Post it
everywhere.”-Lady Jean, Starlet.

The Beloved of the Net and Feeds, they have


found a home within the tabloids and stardom.
Half-Elves in the Cyber Age
The Half-Elves have finally come into their own.
At home in front of the camera, vids, or any
Feeds they can override.
Half-Elf Perspective
I see the world as my playground. I am a Star!
I report the news for everyone's benefit. Hard
action reporting keeps us all alive.
I hack the net and show everyone what it is to
be Free!
Striking Out For One's Self
They have always been loners. Sometimes
working together to achieve a common goal,
sometimes just for fun and profit.
Half-Elf Traits
For Half-elves of RealmsPunk's cyber age, there
are no changes to the racial traits that a Half- elf Are they a Half-Elf or just Sculpted?
has.
Half-Elves have been accepted most places in
the modern world. The modern world has been
very kind to them, lending them stardom with
their keen charisma and variety of ability. Half-
Elves have a +2 Comeliness and a -1 Sanity as a
lot of them have become media personalities and
this brings a toll upon their minds.

29 | P a g e
Half-Orc
“I have Half-Orc for a bodyguard. She is tough,
loyal and excellent at taking bullets for me.”
-Tron Salaldar, Corporate Wizard

These outcasts have found employment as


mercenaries or in corporate or gang families.
Half-Orcs in the Cyber Age
The scion of violence or love. Half-Orcs join the
world still as outcasts. Joining the fighting or
gangs or their following, whatever that may be
for them.
Half-Orc Perspective
We follow our Calling. No matter what it may
be. From Magic to Technology to anything we
want to do. This is Our Age.
Striking Out For One's Self
We have a Calling of what we Need to Do. It's
like a need to eat. We just do it.
Half-Orc Traits
For Half-orcs of RealmsPunk's cyber age, there
are no changes to the racial traits that a Half-orc
has.
Half-Orcs are known to be strong, loyal and
really, really tough. They are also smart, and
wise in the ways of the world. In past times,
Half-Orcs were shunned. Now they are at least
Half-Orc Rogue
accepted for being themselves. Half-Orcs have a
-2 Comeliness and a +1 Sanity due to their
brutish looks and their generations of steadfast
putting up with others hating them for just being
themselves.

30 | P a g e
Hobgoblin
“I fought Hobgoblins before. Good fight. Not
quite as tough as me though.”
-Sherry, Half-Orc Bodyguard

The Goblinoid Race has thrived as technical


experts, corporate military and black ops shock
troops, with each Tribe belonging to a different
corporation.
Hobgoblins in the Cyber Age
Cybertech help us in the martial way. We get
tougher, faster, stronger. This is Our Time! We
are the perfect soldiers.
Hobgoblin Perspective
We protect those that give us the martial
training and help our families to grow. My
children will be Great!
Striking Out For One's Self
To Get Better At What We Do! Even if it means
leaving our family.
Hobgoblin Traits
For Hobgoblin of RealmsPunk's cyber age, there
are no changes to the racial traits that a
Hobgoblin has. Hobgoblins receive a -2
Comeliness as their faces are somewhat
unbalanced. They do receive a +1 Sanity due to Charming Hobgoblin uses ancient weapons
their generations of military discipline.
The military is the Hobgoblins life. Many of
them are soldiers for a corporation or for hire.
Some become security agents or magical strike
forces.

31 | P a g e
Human
“Humans have become the most diverse species
in the world. Very populace and sometimes
encouraging.”
-Salada, Elven Scholar

Humans are plentiful and everywhere. Doing


every job imaginable. They Do It All.
Humans in the Cyber Age
Humans have spurred the technological age of
RealmsPunk. Some are hated because of it;
some are loved for it.
Human Perspective
I do what I must for the Cause. The Red Cult
Must Rule!
My family is what is important. We look after
each other.
I do this for my own reasons.
CyberSane? Really? Not Me! Bang, Bang, Bang!
Striking Out For One's Self
Description as to why a human might want to
strike out on his or her own.
Human Traits
For humans of RealmsPunk's cyber age, there
are no changes to the racial traits that a human
has. Humans receive a +1ability modifier to be
Way of Thay Monk and her Corporate Wizard
placed on either Comeliness or Sanity due to the
extreme diversity of the race.
Humans are still plentiful but the world seems
to be getting much smaller for them as the rise
of the more prolific races start to increase. When
will the Orcs overrun the world? Or Kobolds? Or
Goblins? They breed so fast. We feel threatened.

32 | P a g e
Kobold
“Those things are always running around! Always
in my way. Mind you, I saw one cast a
fireball...”
-Bind, Dwarven Mercenary

Running in the streets, in the tunnels beneath


the cities, in the wilderness, as messengers for
guilds, corporations, businesses. They are
everywhere, thriving in the chaos that is
REALMSPUNK.
Kobolds in the Cyber Age
Doing whatever it takes to stay alive. Sounds
like Kobolds no matter where they are, hey?
Kobold Perspective
We live the good life in this world! We can
finally do anything we want to! This is Our Time!
Striking Out For One's Self
Hey, That' a really cool thing! How do you do
it? Can I watch?
Kobold Traits
For Kobolds of RealmsPunk's cyber age, there
are no changes to the racial traits that a Kobold
has. Kobolds receive no modifier on Comeliness
as most see them as just in the background. The
do receive a +2 Sanity due to the generations of https://pbs.twimg.com/media/DzJfXEvUUAAM_
slavery that they have endured under many b0.jpg
different creatures.
Kobolds have very much been in the shadow of
the other races in the last few centuries. The
modern technology is easy to use and everyone
has access. The Kobolds have risen to power
being one of the key races that hold the reigns of
power of communication. These are
programmers, couriers, lawyers, business
analysts, anywhere and everywhere the modern
system is, you can find a Kobold.

33 | P a g e
Orc
“We are Here! We are Now! Orcs live Best! We
rule Ourselves!”
-Corgon, Leader of the Red Eye Tribe

Orcs tend to consist of savage tribes traveling


between the cities and on open lands, beholden
to no one.
Orcs in the Cyber Age
Traveling the highways between cities or in a
village farming the land or selling themselves as
mercenaries. Orcs still have a place in the world.
Orc Perspective
We are the last Free People. We owe to No One
City or Kingdom or that so-called Government.
We are the last Free People and we will fight to
stay that way.
My blood calls out for fighting! I will prove
myself to my Free People!
Striking Out For One's Self
We go and learn to fight, sell ourselves to
protect our settlement, learn about these cities
so we can be more effective against them.
Orc Traits
For Orcs of RealmsPunk's cyber age, there are
no changes to the racial traits that an Orc has. Orc Monk
Orcs receive a -2 Comeliness as they are very
brutish. They also receive a +2 Sanity as they
continually have fought off armies larger and
stronger than themselves.
Orcs are strong, fierce and competitive. Perfect
for the current world. They still prefer their Tribal
Communities and are not really comfortable in
cities, generally speaking. Some Orcs, do leave
the Tribes and find themselves in towns or cities
or working for corporations in many different
ways. Some are guards, soldiers, security,
labourers, or special forces.

34 | P a g e
Chapter 2: Classes
value.
Chapter 3: New Class Archetypes

Hey there, tronnie. In RealmsPunk, the classes


are the same as in the Player's Handbook. We • An explorer’s pack and 4 clips of
have updated equipment and have additional ammunition up to 100gp value.
Paths for each class. Please note that each of the
additional Paths may be used in a regular and
Steampunk games.
To keep RealmsPunk a bit fast paced and more
Totem
tragic, check out NuPlay in the back of the book. In the city, there are tribes scraping together
The NuPlay Hit Points system is a bit different. off of the refuse of society.
Totem Spirits
Barbarian At 3rd level, you gain the following abilities if
you follow the one of the Totems listed below.
Rat. While raging, your affinity with the rat
Barbarians have often been noted as the larger makes your attacks poisonous. It is a
than life battlers, fighting through terrible odds Constitution Saving Throw against DC 8 +
and succeeding. The zest for life is seen as Proficiency Bonus + Con Bonus. If the saving
tackling those terrible odds whether win or lose. throw fails then they are Poisoned for 1 hour.
Most Barbarians that use take the Frenzy path Lizard. While raging, you gain a Climb Speed
or the Totem path are either brawlers, on the equal to your Speed. You may also do a lizard
highway, or in gangs. In this modern age, the scuttle giving you a Bonus action to Dash.
most terrible Barbarian with that zest for life is
the Hacker. Aspect of the Beast
Class Features At 6th level, you gain the following abilities if
you follow on of the Totems listed below.
As a barbarian, you make the following
Rat. You gain the toughness of a rat. This
changes to the normal class features from the
allows you Resistance to Poison and Advantage
Player's Handbook.
on Poison Saving Throws.
Proficiencies Lizard. You gain Advantage on Dexterity
Armour: Light, Medium Armour and Shields. (Stealth) checks as your lizard-like skin allows
Weapons: Simple and Martial Weapons. you a chameleon-like ability to blend into the
Tools: You may pick two additional Tools. background. If you are wearing using armour,
Usually these are a Land Vehicle and a Tool Kit you only get +2 to Dexterity (Stealth) checks.
of some kind. Totemic Attunement
Saving Throws: Strength, Constitution
Skills: Choose three from Animal Handling, At 14th level, you gain the following abilities if
Athletics, Computer, HTH: Strike, HTH: you follow one of the Totems listed below.
Grapple, Intimidation, Mechanics, Nature, Rat. While you're raging, you gain the swarm
Perception and Survival. ability of being able to occupy the same 5-foot
square without squeezing. You also have
Equipment Advantage against being restrained.
You start with the following equipment, in Lizard. While raging, you can Jump your
addition to the equipment granted by your Speed.
background:
• (a)A Greataxe, or (b) a Martial Weapon
or (c) two CyberTech items up to 200gp Hacker (Fringe of Society)
value each.
• (a) 2 hand axes or (b) 2 grenades or (c) With the thrill of conquering the impossible, the
a Simple Weapon up to 200gp value and Hacker defies AI's, corporations, other Hackers,
2 clips of ammunition up to a 100 gp and goes up against the terrible odds of the Web,

35 | P a g e
defending or sacking the Web at their whim. them. This is the ability of only the most talented
Most Hackers use their Rage when in battle and experienced Hackers. You make a Cyber
against other Hackers or firewalls or AI's. Please Attack of your Computer Skill or Hacking Kit vs a
note that the Hacker's Rage is a bit different than Constitution Save. If the target saves, then you
the usual Rage. cannot attempt this for 24 hours. If the target
fails, then the target has failed a Death Save.
Hacker's Special
The Hacker uses Intelligence for Strength and
Wisdom for Dexterity. Constitution remains the Booster
same. This means that when you see Strength,
replace it with Intelligence and Dexterity with The psychoactive and physical boost of the
Widsom. As an example, the Hacker's Saving various chemicals, adrenaline, and action is the
Throws would be Intelligence and Constitution. focus of this powerful Path using the ATESMA
cybertech or other alchemical or magical
When Raging, the Hacker gains Advantage on compounds.
Intelligence Checks and Saving Throws. Level
Bonuses to Damage while Raging are based on Boosters are those that use the Booster system
Intelligence. Lightning is added to the list of to augment themselves. They usually 'Go Nova'
Resistances while Raging. All other Rage effects within a few years as their body gets burned out
apply. from the enhancements. But what a ride!!!

Hack It To Bits Potionbelt


At 3rd level, when Raging, you may attempt to This is an Advanced Technological Enhancement
System for Military Application (ATESMA). The
control a device that is linked to the Web. You
must have a computer with you. You make a operators quickly coined the term Potionbelt after
Computer Check or Hacking Kit Check as an the adventuring apparatus. At 3rd level, when
Action vs the DC of the Software in order to Raging, as a bonus action, you can use the Dash
control the device. The maximum number of or Dodge action. You also gain +10 feet to your
devices that you can control at once is equal to Speed.
your Intelligence bonus. Tolerance
Do You See Me At 6th level, your tolerance for chemicals and
Hacker's hack all over the place. On jet planes, poisons have increased from your continual use
in the middle of the desert, from dusty old of your Potionbelt. You gain Advantage on all
tombs, and the hot dog stand down the block. At Saving Throws versus Poison. You also have
6th level, you may Hack from any location that Resistance to all Poison Damage.
has Web access. It's like a Scry spell, but you Mental Alteration
can do it from anywhere. Simply use your
At 10th level, your Potionbelt has changed your
Hacking Kit or Computer Skill vs the DC. If there
mental makeup so much that you gain
is no Web access, you can only Hack while
Advantage on Intelligence, Wisdom and
Raging as the Rage acts as Web access for this
Charisma Saving Throws.
ability.
Feeling the Hack Feeling the Burn
At 14th level, you feel that you are getting close
Can I Hack someone? At 10th level, well, yes.
to 'Go Nova'. While you are Raging, you gain an
It's an Action to make it a contest of your
Extra Attack for a total of three attacks a round.
Computer Skill or Hacking Kit vs a Wisdom Save.
If the target saves, then you cannot Hack them
for 24 hours. If they fail, then you may use the
Command spell on that target. You may only
control one target at a time in this manner. You
must renew the Hack each round.
Icing
At 14th level, you can kill someone by hacking

36 | P a g e
https://runtheshadows.tumblr.com/search/Ork+
Shadowrunners College of Media
Firearms Notes This Bardic College represents the different
Tronnies, in the old days of steam and aspects of the media world throughout the ages.
clockwork items, the DMG rules of When you enter the College of Media at 3rd
firearms apply. Modern weapons are a bit level, you gain Proficiency in the following skills:
different. Intelligence (Computer) and one Profession.
Simple Weapons now include Automatic Face
Pistols, Revolvers and Shotguns.
This is the personality that you show to the
Martial Weapons are still Hunting Rifles world. At 3rd level, you can use your Bardic
and Automatic Rifles. Inspiration to inspire yourself or one other to try
Have fun out there, Tronnies! to add to any Charisma (Persuasion) or
(Charisma) Deception or Intelligence
(Investigation) check. Once the dice is rolled you
may double the total of the dice roll.
Bard Credibility
Your reputation sometimes helps you. Starting
Many Bards still follow the Colleges of Lore and at 6th level, anyone that you encounter can make
War. There was a new College that sprung up a Charisma Saving Throw vs your Spell Save DC.
about a century ago. It was new and held great If they make the Saving Throw, then they are
promise. It still holds great promise. not impressed with you and your reputation. If
Class Features they fail, then they are one step better on the
Interaction Attitude.
As a bard, you make the following changes to
the normal class features from the Player's The Interaction Attitudes are: Friendly,
Handbook. Indifferent or Hostile. See page 244 of the DMG.

Proficiencies Harbinger
Armour: Light Armour The power of words, video, and your Credibility
Weapons: Simple weapons, hand crossbows, can influence the masses. At 14th level, you can
longswords, rapiers, short swords add your Bardic Inspiration dice to enhance your
Tools: Three musical instruments of your choice or an allies Save DC. The normal range of Bardic
including electronic. Inspiration applies to this ability.
Saving Throws: Intelligence, Wisdom You can also try to influence others via video on
Skills: Any four a mass scale by using your Bardic Inspiration.
You can spend Bardic Inspiration to influence
Equipment across the Web. Make a Charisma (Performance)
You start with the following equipment, in or Charisma (Deception) or Charisma
addition to the equipment granted by your (Persuasion) check against DC 15 for local, DC
background: 20 for State or Province, DC 25 for National, and
• (a) Rapier, (b) longsword or (c) any simple DC 30 for Worldwide. This costs also costs uses
weapon up to 200gp value with 4 clips of of Bardic Performance. DC 15 costs two Bardic
ammunition up to a 50 gp value (if Performance, DC 20 costs 3, and DC 25 costs 4,
applicable) and DC 30 cost 5.
• (a) Diplomat’s pack or (b)entertainer’s
pack or any 2 cybertech up to a 100gp
value each.
• (a) A guitar or (b) any musical instrument
• Clothweave armour and, a dagger or 1
grenade up to 50gp value

Another Sculpted look for Media

37 | P a g e
College of Science!
This Bardic College offers the best of
technological wonder (some say Mad Science). It
has produced many patents, wonders, and
fearsome apparatus from pocket watches to
television to electrical power to gigantic sea-
faring mechanized monsters.
Scientific Studies
When you join the College of Science at 3rd
level, you gain Proficiency in Martial Weapons
(Firearms Only), and you can choose two of the
following: Computer, Mechanics, Science, Tools,
Profession.
You may also change your Spellcasting Ability
Score to Intelligence. This is a permanent change
if you do, though.
Ingenious Inspiration
As a master of all things tinkering, at 3rd level,
you can use your Bardic Inspiration to inspire
yourself or one other to try to Jury Rig an item
(computer, android, AI, spelled door, etc) to work
(or not work) for your Bardic Inspiration die roll
in rounds.
Scientific Apparatus
Starting at 6th level, by quickly putting various
and sundry components together at startling
speed, the Bardic Inspiration die may be
expended to replace an energy type for a firearm A College of Science! graduate
or spell that uses an Attack. You may apply this
to yourself or an ally as normal for bardic
inspiration. You may expend 1 use of a
Mechanics or Electronics or Computer Kit to get a
+2 Bonus to the Roll or 3 uses of the Kit to get
Advantage on the Roll. Good Luck!
Applied Theory
At 14th level, with the power and understanding
of Science! You can expend a Bardic Inspiration
die per spell level and appropriate spell slot to
duplicate any spell of any class up to 5th level.
This uses some kind of appropriate apparatus to
cast the spell. An example would be an empty
rocket launcher to duplicate a Fireball spell. You
may expend an additional bardic inspiration dice
to have the item on hand. Lucky, huh?

38 | P a g e
Cleric Technomancy
From 1st level, you my use divine spells on
technological items as if they were creatures.
For many clerics in a modern campaign, life is You may do this once per Short or Long Rest.
dominated by the urban environment and its
struggles. Channel Divinity: Technological
Class Features Override
As a cleric, you make the following changes to Starting at 2nd level, you can use your Channel
the normal class features from the Player's Divinity to temporarily connect to other
Handbook. cybertech within 30 feet of you. The target must
Proficiencies make a Wisdom Saving Throw against your Spell
DC. If the target succeeds, there is no effect. If
Armour: Light, Medium Armour and Shields. the target fails, you gain control over their
Weapons: All simple weapons cybertech. This lasts for Concentration up to 1
Tools: You may pick one additional Tool, usually minute. Each round the Target may make a new
this is Vehicles, Land. Wisdom Saving Throw as they fight to regain
Saving Throws: Wisdom, Charisma control of their cybertech.
Skills: Choose two from the following:
Computer, History, Insight, Medicine, Technological Installation
Persuasion and Religion. Starting at 6th level, you are the wonder of the
Equipment new age. You get 2 free cybertech items up to a
value of 500 GP.
You start with the following equipment, in
addition to the equipment granted by your Cyber Strike
background: At 8th level, you are able to emulate a
• A mace or Warhammer (if proficient) or cybernetic appendage. When you strike, you add
any 1 simple or martial weapon up to 200 1d8 bludgeoning damage. When you reach 14th
gp value level, the extra bludgeoning damage increases to
• A mesh medium jacket, or clothweave or 2d8.
mesh heavy jacket (if proficient)
• Any simple weapon or any simple martial Cyberlink
weapon (if proficient) up to a 200 gp At 17th level, you can link yourself to your
value. This includes 4 clips of ammunition allies within a 30-foot radius. When your allies
up to a 50gp value (if applicable). roll initiative, yourself and your allies all go on
• A priest’s pack or an explorer’s pack or the highest initiative that was rolled.
any 2 cybertech up to a 100gp value each.
• A shield and a holy symbol
UnderWeb Domain
Technomancy Domain The UnderWeb is the creation of the Diety of
The Technomancy name was given by the the Web. This is the harnessing of the Web by
Gods. This is the power of merging technology way of going underneath it.
with magic through divine energies. City Domain Spells
Technomancy Domain Spells Cleric Level Spells
Cleric Level Spells 1st Comprehend languages, Illusory Script
1st Comprehend languages, Sleep 3rd Locate Object, Pass Without Trace
3rd Detect Thoughts, Shatter 5th Lightning Bolt, Nondetection
5th Lightning Bolt, Hypnotic Pattern 7th Compulsion, Phantasmal Killer
7th Compulsion, Locate Creature 9th Modify Memory, Scrying
9th Commune, Modify Memory
Bonus Proficiencies
Bonus Proficiencies Also starting at 1st level, you gain proficiency
Also starting at 1st level, you gain proficiency with the following skill: Computer.
with two of the following skills: Computer,
Mechanics, Science.

39 | P a g e
Webstrands
From 1st level, you expend divine spells in the
Web. The spell functions in the Web as if in the
real world. If you expend the spell as a trap, it
costs that use of your spell for the day to set the
spell as a trap. The DC for the trap is equal to
your Spell Save DC. The damage or effect is the
same as the spell that was used.
Channel Divinity: WebLink
Starting at 2nd level, you can use your Channel
Divinity to temporarily connect to the Web. While
connected this way, you are considered to have
Expertise in the Intelligence (Computer) skill.
The connection lasts for one minute.
Channel Divinity: Electric Boogaloo
Starting at 6th level, you can use your Channel
Divinity to cause electrically powered items to
either stop working for 1d6 rounds or to power
up an electric item for 1d6 rounds or 1d6
charges/shots. Held, worn or integrated items
make a Wisdom Saving Throw of your Spell Save Drow Underweb Domain Fire Spider Program
DC to be affected. You may affect the number of
creatures or items equal to your Wisdom ability
score bonus. This ability has a range of 30 feet.
Electrical Discharge
At 8th level, you gain the horrible power of
extra lightning damage. When you strike or set a
spell trap, you add 1d8 lightning damage. When
you reach 14th level, the extra lightning damage
increases to 2d8.
Dominate Weblink
At 17th level, you may take over the web link
of someone else. This acts as a Dominate Person
for their web link. They make a Wisdom Spell
Save DC equal to your Spell Save DC. This effect
lasts for 1 minute. You may use this again after a
Short or Long Rest.

40 | P a g e
is combining an Ape (CR 1/2) and an Axe Beak
Druid (CR ¼) for a combined total of CR 1/8.
Druids in the modern world protect the land
by taking the Circle of the Land or Circle of the
Strange Friends
Moon. Some of the modern Druids have found You understand the genetic makeup of both
another way to help preserve the world but in a Beasts and Monstrosities are similar. This gives
different way. These are the followers of the you the power of control of Monstrocities.
Circle of Life. They are also known as Beginning at 6th level, you may attempt to
Biomancers. Control Monstrosities, one at a time. They make
a Charisma Saving Throw against your Spell DC.
Class Features
If it fails, it is under your control for 1 Minute. If
As a druid, you make the following changes to the creature makes its Saving Throw, it is
the normal class features from the Player's immune to your Control for 24 hours.
Handbook.
Also, Beasts and Monstrosities consider you to
Proficiencies be friendly. You have Advantage when using
Armour: Light, Medium Armour and Shields Animal Handling with them.
(Druids will not use armour or shields made Genetic Purity
of metal. They can use ceramic items.)
At 10th level, the genetics that you have
Weapons: Automatic Pistols (with Ceramic
mastered allow you to temporarily increase an
ammunition), clubs, daggers, darts, javelins,
Ability Score for yourself or another. This acts as
maces, quarterstaffs, scimitars, slings, spears.
the Enhance Ability Spell with the same
Tools: Herbalism kit.
limitations. You may use this once per Short
Saving Throws: Intelligence, Wisdom
Rest.
Skills: Choose two from Arcana, Animal
Handling, Insight, Medicine, Nature, Perception, New Beginnings
Religion, Science and Survival.
Understanding genetics, nature and magic as
Equipment you do, at 14th level, you gain Resistance to
damage dealt by Piercing and Slashing weapons.
You start with the following equipment, in
addition to the equipment granted by your
background:
• (a) A wooden shield or (b) any simple
Circle of the City
weapon up to a 200 gp value These Druids live in the city and towns. They
• (a) A scimitar or (b) any simple weapon use the miscellaneous items that have been
up to a 200 gp value with 4 clips of discarded, merging with the weapons, vehicles,
ammunition up to a 50gp value (if or other items regarded, junk, and, of course,
applicable) cybertech.
• an explorer’s pack or 2 cybertech up to a
50 gp value each
Junkyard Druid
• Clothweave armour, and a druidic focus. At 2nd level, your living in the city and towns
dealing with mechanical devices give the
proficiency in the Intelligence (Mechanics) Skill.
Circle of Genetics Your ability with merging with mechanical items
These Druids like to see life in the world gives you Advantage on cybertech Sanity Saving
flourish as best as it can. The best way that they Throws.
see it is to combine the best elements of the Merge with Items
different beasts into one.
At 2nd level, instead of being able to shapeshift
Merge Form into an animal form, you can attach items to
At 2nd level, you can merge the CR, by adding yourself to better enhance yourself.
the CR's together, of the animals that you can
transform into as long as it does not exceed the
Max CR Level or other Restrictions. An example

41 | P a g e
Merge with Items
Druid Levels Limitations
CyberWere
2nd 1 Armour, 1 Weapon, 1 Movement, 1 Skill, 1 At 10th level, you can form cybertech out of the
Special junk or items that you have merged with. You
4th 2 Armour, 2 Weapons, 2 Movement, 2 Skill, 2
Special may substitute any Armour, Weapon, Movement,
8th 3 Armour, 3 Weapons, 3 Movement, 3 Skill, 3 Skill or Special for any cybertech that you would
Special think is similar. Yes, this means that you can get
Melding with an item gives you proficiency in subdermal armour or Drowware for the duration.
its use while you are melded with it. A melded You can get 3 Common, 2 Uncommon or 1 Rare
item is useable by a Druid. at Level 10. At Level 14, you get 4 Common, 3
You can Meld for as long as you could usually Uncommon, 2 Rare or 1 Very Rare Cybertech.
Shapeshift. Chat with your GM about some of these
Armour means that you can merge with modifications. Have fun, Tronnie.
armour, a door, a shield, coffee table, that you
have found. It gives you an AC bonus. This
Nanotech
bonus is +2 at level 2, +3 at level 4 and +4 at As you have learned to expand the Meld to the
level 8 and above. basic stuff of life, at 14th level, as an Action, in a
range of 30 feet, you may attempt to gain
Weapon means that you can merge with the
control over one other creature’s cybertech. They
weapon be it a gun, rifle, rocket launcher, axe,
make a DC Constitution Saving Throw against
sword, pvc pipe, etc. If you merge with a object
your Spell Save DC or you can control their
such as a club, sword or axe, the damage is 1d6
cybertech. They get a Saving Throw every round
+ Strength modifier. If the item is has shots or
you maintain control. You may shut the
charged, this gives you the number of shots left
cybertech down for 1 round or use a bonus
in the item or use of the item. You may expend a
action to fire any cybertech weapons that the
Spell Slot to give the item additional shots. You
creature has implanted.
get 10 regular bullets for a level 1 Spell Slot. If
the item is a one shot item like a rocket launcher,
you must spend one Spell Slot per additional
shot for an item like this.
Movement means that you can gain one type
of movement. At 2nd level, you can add a Climb
Speed or +10 feet of movement. At 4th level, you
can also add a Swim or Burrow Speed. At 8th
level, you may add a Flight Speed.
Skill means that you have Proficiency with one
Skill that is appropriate to the Meld (GM's
approval) and that Skill has double the
Proficiency bonus as long as you are Melded.
Special means that you can have one type of
special attack or ability that would be reasonable
for the Melded item. As an example, Melding with
sponge would allow you to squeeze through a
space without taking squeezing penalties or
merge with a cybertech that doesn't fit into any
other category. Junkyard Druid
Strange Melding https://as2.ftcdn.net/v2/jpg/03/02/99/05/1000
_F_302990595_SzWIQqOQgn8YAotvKBGwMfL0fc
At 6th level, your bond with nature and the
oDapGs.jpg
technological world gives you Resistance to one
kind of damage while you are Melded. You can
pick from piercing, bludgeoning, slashing, fire,
lightning, or cold. This increases to two damage
types at level 14.

42 | P a g e
animal/vehicle allows you the ability to use any
Fighters of your bonus abilities with the animal/vehicle
Fighters are the best of the classes as they are that you are proficient with. You double your
found in all types of professions all over Toril. proficiency bonus with these two proficiencies.
They are good, bad, ugly, beautiful, silent, You may use your Charisma in place of your
deadly, fun and generous. Some are most Dexterity with animals/vehicles.
definitely evil. The Path that is detailed here is of
the Ace. Leaf on the Wind
Class Features You are and your Bond are nimble and quick.
As a fighter, you make the following changes to At 7th level, you may use the Dodge, Disengage
the normal class features from the Player's or Dash with a bonus action.
Handbook. Dogfight
Proficiencies The classic duelist on the ground, in the sea or
Armour: All armour and Shields. air. You are the baron of your craft! Billy for you!
Weapons: Simple weapons, and Martial At 10th level, you may attempt to lure your
weapons target into a dogfight. This is as if you cast the
Tools: You may pick one additional Tool. Usually Compel Duel Spell. It is a Bonus Action to use
this is Vehicles, Land. this Ability. The Range is 30 feet or within Radio
Saving Throws: Strength, Constitution Communication for aircraft or spacecraft. The
Skills: Choose three from Acrobatics, Animal Save DC is 8 + Proficiency Bonus + Charisma
handling, Athletics, Computer, History, HTH: Modifier.
Strike, HTH: Grapple, Insight, Intimidation,
Mechanics, Perception, and Survival.
Good Trick
Tricky and fun to watch!
Equipment At 15th level, with an Attack Action, to make a
You start with the following equipment, in Deception check to gain Advantage on your
addition to the equipment granted by your attacks until the End of Your Next Turn.
background:
• (a) Heavy mesh jacket or (b) clothweave Watch This!
with any martial weapon up to 200gp You know how to get the best coverage out of
value with 4 clips of ammunition up to armour and dodging.
100gp value When you achieve 18th level, as a bonus action
• (a) Martial weapon and shield or (b) 2 with an Attack, you gain Resistance to
Martial weapons with 4 clips of bludgeoning, piercing and slashing damage until
ammunition up to a 100 gp value each (if the End of your next turn.
applicable)
• (a) Any simple ranged weapon up to a
100 gp value with 2 clips of standard
ammunition (b) or 2 hand axes or (c) 4
grenades of any kind
• (a) A dungeoneer’s pack or (b) explorer’s
pack or (c) 2 cybertech up to 100gp value
each.

Ace
The Ace is the jockey of animals and vehicles.
This is the person that knows tricks and daring.
Know your Stuff
At 3rd level, the Ace gains two proficiencies in Ace
any animal or vehicles. Your bond with your

43 | P a g e
Irregular
The Irregular is short for the praetorian guard
and is the mercenary, bodyguard, security,
assassin, or tronnie with the gun. They excel at
violence and getting the job done.
Battle Awareness
At 3rd level, your proficiency modifier adds to
your Initiative and Perception. Yes, if you're
proficient with Perception, this doubles the
proficiency bonus.
Ghosting
You can shadow or not be seen when you want.
At 7th level, you may use Stealth as a Bonus
Action. Once per Short or Long Rest you can give
yourself Advantage on this roll.
Master of Armour
This gives you the ability to wear heavier
armour and still be flexible.
At 10th level, you are so good at defense in
your armour that, as a bonus action, you gain
Resistance to Piercing, Bludgeoning and Slashing
damage for one minute. You regain this after a
Short or Long Rest.
Heavy Hitter
You inflict more damage with your weapons.
At 15th level, when you attack and hit, you add
your Proficiency bonus as damage to each hit.
Fearsome Reputation
You are known for being amongst the best in Irregular in full armour
the world.
When you achieve 18th level, as a Bonus action,
you can make your targets out to 30 feet make a
Wisdom Saving Throw or be Frightened of you
for one minute. The DC is 8 + Charisma Modifier
+ Proficiency Bonus.

44 | P a g e
Conjuration: You learn the spells of Cloud of
Monk Daggers, Misty Step, Flaming Sphere and Web.
Most times, the monastic traditions allow those Divination: You learn the spells of Augury,
to focus to better internalize the teachings. This Detect Thoughts, Locate Object and See
has gone a bit awry in RealmsPunk with the Red Invisibility.
Cultist. Enchantment: You learn the spells of Animal
Class Features Messenger, Crown of Madness, Hold Person and
As a monk, you make the following changes to Zone of Truth.
the normal class features from the Player's Evocation: You can cast Branding Smite,
Handbook. Flame Blade, Gust of Wind and Shatter.
Proficiencies Illusion: You learn Blur, Magic Mouth, Mirror
Image and Phantasmal Force.
Armour: None
Weapons: Simple weapons, short swords Necromancy: You can cast Inflict Wounds,
Tools: Choose one artisan’s tools or one musical Blindness/Deafness, Gentle Repose and Ray of
instrument or one vehicle type. Enfeeblement.
Saving Throws: Strength, Dexterity Transmutation: You learn the spells Enhance
Skills: Choose three from Acrobatics, Athletics, Ability, Knock, Magic Weapon and Spider Climb.
Computer, History, Insight, Religion, Stealth. Essence of Thay
You are automatically proficient with HTH:
Strike and HTH: Grapple. At 6th level, you gain immunity to Necrotic
damage as the undead Thay Spirits have infused
part of their undead essence into you
Equipment
You start with the following equipment, in
Thayan Magic
addition to the equipment granted by your The true testing of a Red Wizard of Thay was
background: when they could easily cast the spell
Counterspell. Starting at 11th level, you may cast
• A short sword or any simple weapon with
this spell as a Reaction by using 5 Ki Points.
4 clips of ammunition up to 50gp value
each (if applicable) Bond of Thay
• A dungeoneer’s pack or explorer’s pack or
The bond with your Spirit Masters grow at 18th
2 cybertech of up to 100gp value each
level. They give you Advantage on Spell Saving
• 10 darts
Throws.

Way of Thay
The Way of Thay or Red Cultist channels the
Arcane Leaders of That Which Was Thay and
their immense arcane knowledge and powers
that were at their disposal.
Each Red Cultist must pick an Arcane School.
This allows the Spirits of Thay to teach the Red
Culstist some spells and powers.
The Way of Thay uses Ki as a Ninja uses Ki. It Way of Thay Monk
takes 2 Ki points to power any one of the spells
that the Red Cultist is taught without spell
components.
Way of the Bullet
To cast spells at higher levels, use the chart
listed in the Way of Elements. The Way of the Bullet is an old addition to the
Martial Style. It has always been mainly
Abjuration: You learn the spells of Arcane
practiced by schools of the Hin Fist. The most
Lock, Pass Without Trace, Lesser Restoration and
recent uses guns and the school is called the Wu
Protection from Poison
Special which is named after J Wu, the incredibly

45 | P a g e
talented and lucky Hin, and the Urban Guard and Metal Type Ki Points
Boogeymen of the Zhent Corp. Steel 1 (You conjure up to 10 ammo
The Way of the Bullet uses some distinct in your quiver, pouch or gun)
ranged weapons and is sometimes called Gun Fu. Cold Iron 3
Bullet Fu Silvered 4
At 3rd level, you gain proficiency in Blowgun. Adamantine 5
In modern times, you gain proficiency in Elemental 6 (Pick one per Ki points spent:
Handgun, Revolver and Rifle. Shotguns and Acid, Cold, Fire, Lightning,
SMG's are considered to be too random for the Thunder)
pinpoint accuracy needed for this Martial Art. You One with the Bullet
cannot use your abilities with single shot not
burst fire or area effect weapons such as a At 11th level, as long as you have 1 Ki, you
grenade or rocket launcher. have resistance to piercing, slashing and
bludgeoning damage.
Ki Bullet
Perfect Shot
At 3rd level, you may use any Ki abilities with
the ranged weapons that you are proficient in. At 18th level, after you hit with a bullet or
arrow, you may spend 1 Ki to do maximum
Deflect Missiles (Bullet) damage with that piece of ammunition. This is a
At 3rd level, if you have at least 1 Ki, with your free action.
Deflect Missiles ability, you may spend 1 Ki to
target a single shot that is fired against an ally.
This works out to your weapon's short range. You Way of Augmentation
lower the damage dealt to your ally by the The Way of Augmentation, also known as the
Deflect Missiles amount. This uses you one shot Way of Madness, (the slang term is Mads) is a
from your ranged weapon. recent development by the various military
Trick Shot machines be they technological, natural or
magical. It seeks to find a way around the years
At 3rd level, as a Reaction, after you have
of intense training that the other martial styles
missed a target, you may spend 1 Ki to make must go through. This is done by placing nanites
another attack roll against a target that is
or modified parasites or spores in the cerebral
adjacent to the original target.
cortex. These augmentations often result in
Ki Shot madness.
These nanites invade all of the body and mind
At 6th level your weapon and bullets that are
granting the individual immense power. Hopefully
fired from your weapon count as magical for
at a minimal cost.
overcoming resistance and immunity to
nonmagical attacks and damage. Weapon Training
Divine Bullet At 3rd level, you gain proficiency in Simple and
Martial Weapons.
At 6rd level, your Ki gives you a divine
connection that allows you to spend Ki on a Augmented Development
ranged weapon that you are carrying. This divine
At 3rd level, your powers start to emerge. You
ability effect a maximum of 10 bullets or arrows
gain intuitive knowledge of how your powers
per Ki spent. These bullets last for 1hour then work. Further powers require you to expend Ki
they vanish or revert back to normal
points each time you use them.
ammunition.
You know the Minor Tricks power for free. You
may also pick two additional ADP from ADP I.
You may pick the additional powers from the
Augmented Development Powers listing. You may
choose an additional power of your choice and an
additional Madness at 6th, 11th and 17th levels.
The Madness effects are cumulative.
46 | P a g e
Level Madness • Cause a small dot or writing to appear
6th Disadvantage on Charisma Saving Throws within a 1-foot cube for 1 hour.
11th Disadvantage on Wisdom Saving Throws Nightsight. You can spend 2 Ki Points to cast
17th Disadvantage on Intelligence Saving Throws Darkvision.

Casting Augmented Development Powers Psychic Assault. You can spend an Action to
Some ADP allow you to cast the equivalent of cast Vicious Mockery.
spells. See Chapter 10 for the general rules of Psychic Buddy. You can spend an Action to
spellcasting. To cast one of these ADP, you use cast Friends.
its casting time, and other rules, but you don't
Spectral Vision. You can spend 2 Ki Points to
need to provide material components for it.
cast See Invisibility.
Once you reach 5th level in this class, you can
ADP 2
spend additional Ki points to increase the level of
an ADP that you cast provided that the spell has Adrenaline Boost. (6th Level Required). You
an enhanced effect at a higher level as can spend 3 Ki Points to cast Haste.
Augmented Body does. The spells level increases Oxygenate. (6th Level Required). You can
by 1 for each additional Ki point you spend. For spend 3 Ki Points to cast Water Breathing.
example, if you are a 5th level monk and use Unobtrusive. (6th Level Required). You can
Enhance Body ADP to cast Enhance Ability, you spend 3 Ki Points to cast Nondetection.
can spend 3 Ki Points to cast it as a 3rd-level ADP 3
spell (the Power's base cost is 2 Ki Points plus 1)
Confusion, Psychic. (11th Level Required).
You can spend 4 Ki Points to cast Confusion.
Spells and Ki Points Extreme Senses. (11th Level Required). You
Monk Levels Maximum Ki Points for a Spell can spend 4 Ki Points to cast Locate Object.
5th-8th 3
Necrotic Ward. (11th Level Required). You can
9th-12th 4 spend 4 Ki Points to can Death Ward.
13th-16th 5
ADP 4
17th-20th 6
Ethereal Sight. (17th Level Required). You can
spend 5 Ki Points to cast True Sight.
Augmented Development Powers Psychic Lock. (17th Level Required). You can
ADP I spend 5 Ki Points to cast Hold Monster.
Augmented Body. You can spend 2 Ki Points Psychic Void. (17th Level Required). You can
to cast Enhance Ability. spend 5 Ki Points to cast Eyebite.
Innate Translation. You can spend 2 Ki Points
to cast Comprehend Languages.
Minor Tricks. You can spend an Action and
Points to briefly control your immediate
surroundings, causing one of the following
effects of your choice:
• Create a harmless, instantaneous sensory
effect related to a psychic phenomenon
such as a puff of wind, a spray of light
mist, a shower of sparks or a chill feeling.
• Instantaneously snuff out or light a
candle, a torch, small campfire.
• Instantaneously cause electronics to fuzz
or malfunction for 1 round.
• Cause an image to appear in your hand of
a trinket of some kind that can be
contained in a 1-foot cube. Way of Augmentation Monk
47 | P a g e
Paladin Tenants of Inspiration
Song of the Heart. Feel the Song of Creativity
Paladins in the modern age are soldiers of
all around you.
fortune, rebels, and, most definitely,
commandos. Inspire. Help others to feel their creativity and
use it to foster their best works.
The different Oaths often are used for many
different ideas from where the Paladin gets their Art of the Soul. Feel the passion through
power from. created works.
Class Features
As a paladin, you make the following changes Oath Spells
to the normal class features from the Player's
You gain oath spells at the Paladin levels listed.
Handbook.
Oath of Inspiration Spells
Proficiencies Paladin Spells
Level
Armour: All armour, Shields. 3rd Heroism, Silent Image
Weapons: Simple weapons, Martial weapons 5th Gentle Repose, Lesser Restoration
Tools: You may pick one additional Tool. Usually 9th Beacon of Hope, Create Food and Water
13th Fabricate, Stone Shape
this is Vehicles, Land. 17th Dream, Legend Lore
Saving Throws: Wisdom, Charisma
Skills: Choose three from Athletics, HTH: Strike,
HTH: Grapple, Insight, Intimidation, Medicine, Divine Muse
Persuasion and Religion. With this Oath at 3rd level, you gain Advantage
on Charisma Saving Throws.
Equipment Channel Divinity
You start with the following equipment, in
When you take this oath at 3rd level, you gain
addition to the equipment granted by your
the two following divinity options.
background:
Inspiration. You invoke your Channel Divinity
• (a) A Martial weapon up to a 200gp value
to give an Inspiration to you or an ally within 30
with 2 clips of regular ammunition and
feet. The target of this Inspiration must use their
shield or (b) 2 Martial weapons up to a
on your next roll.
200gp value each with 4 clips of
ammunition up to a 50gp value each (if Divine Heart. You can use your Channel
applicable) Divinity to cause all allies within a 30-foot radius
• (a) 5 javelins and any simple weapon up to Take Heart. Each of your allies may do one of
to a 100gp value with 4 clips of the following as a bonus action:
ammunition up to a 50gp value each (if • Heal 10 Hit Points
applicable) • Make an additional Saving Throw
• (a) A priest’s pack or (b) an explorer’s • Succeed on a Death Saving Throw
pack or (c) 2 cybertech up to 100gp value
Your allies have 1 minute to use this.
each.
• Mesh heavy jacket and a holy symbol Aura of Song
Beginning at 7th level, you and your allies' heart
Oath of the Muse sings with the Song of the Muse. You and all
allies within a 10-foot radius have advantage on
This Oath is about preserving inspiration. The all saving throws against all Enchantment and
essence of creativity for all. Without it, Illusion effects.
civilization falls to tyranny. Love of Song, Art, At 18th level, the range of this aura extends to
Poetry, Music, Dance, and all creative 30 feet.
endowments. Some say that this Oath is the
defender of the Arts, inspired and empowered by Art from the Soul
the Muses. Starting at 15th level, your passion for art
comes through. As a Bonus Action, you can cast

48 | P a g e
Silent Image at will. No verbal, somantic or Know the Web. The Web is alive giving you
material components are needed for this spell. Power and Knowledge and allowing you to
succeed.
Muse
At 20th level, you can utilize the full power of Oath Spells
the Muse. You gain oath spells at the Paladin levels listed.
Using your action, for 1 minute you gain the Oath of Metal Spells
following abilities: Paladin Spells
Level
• You are immune to all Enchantment and 3rd Command, Comprehend Languages
lllusion spells and spell-like abilities. 5th Branding Smite, See Invisibility
9th Beacon of Hope, Dispel Magic
• You have TrueSight of 60 feet. 13th Banishment, Divination
• Once per Round, you may grant your 17th Commune, Destructive Wave
Inspiration without expending your
Channel Divinity.
Once you use this feature, you cannot use it
Divine Chrome
again until you finish a Long Rest. With this Oath at 3rd level, you gain Advantage
on Sanity Saving Throws.
Channel Divinity
When you take this oath at 3rd level, you gain
the two following divinity options.
Digital Targeting. You invoke your Channel
Divinity to gain insight into the next action of
your target. Gain Advantage on your all of your
next attacks against your target until the end of
your next turn.
Turn the Cyberless. You can use your
Channel Divinity to issue forth a digital scream
making any creature without cybertech quail in
fear. As an action, you present your holy symbol,
scream in digital, and each cyberless creature
that can hear you within 30 feet of you must
make a Wisdom saving throw. On a failed save,
the creature is turned for 1 minute or until it
takes damage.
Oath of the Muse A turned creature must spend its turns trying
to move as far away from you as it can, and it
can't be willing to move to within a space within
Oath of Chrome 30 feet of you. For its action, it can use only the
Dash action, or try to escape from an effect that
This Oath binds those to the call of electron prevents it from moving. If there's nowhere to
dances. These warriors seem to possess the move, the creature can use the Dodge action.
ability to have greater amounts of cybertech
installed without the Cybermadness problems Aura of Mindlink
involved. Beginning at 7th level, your link with the Web
Tenants of Metal extends to your allies. You designate a target
within 30 feet and you and allies within 10 feet of
Metal Over Meat. Know that Metal is stronger you gain a bonus on attack rolls equal to your
than the body you were born with. Charisma modifier to hit that target until the
Feel the Flow. The more cybertech within, the target is killed.
more at one you are with the electron dance. At 18th level, the range of this aura extends to
Show the Power of Metal. Let all see the 30 feet.
beauty and power of Metal by being in the Lead.
49 | P a g e
Cyborg Oath of Shadow
Starting at 15 level, your cybertech is so
th
This Oath binds those that work in the
ingrained that you are no longer human. You also
Shadows, but have to do bad things in order to
gain a partial Construct Type. This means that
preserve That Which They Uphold.
you no longer need food or drink. You need to go
into low power mode for 4 hours to recharge but Those that are called to this are usually in the
to regain spells and spell-like abilities, you must employ of Thieves' Guilds, the Deity of Thieves,
rest for the total of 8 hours. Shadows, Watchers, Hunters and other such
occupations that hold to such a high standard.
Full Power
Tenants of Shadow
At 20th level, you can assume the functions of a
full mechanical Cyborg. Life in the Dark. Stillness is your friend. You
live in the world of gray that others fear to tread.
Using your action, for 1 minute you gain the
following abilities: Silence. Stealth is second nature. Always be
quick and quiet.
• DR/5 to all Non-Magical Damage from
your massive reinforcement. Deadly Quick. Be fast on the draw and deadly
with that fatal strike.
• You have Advantage on all Strength
Checks and Saving Throws from your Unseen. Always let your presence be felt even
purely mechanical body. if you are not seen. Only those very close to you
should know who you are.
• You gain Advantage on all Attacks from
your Digital Uplink. Oath Spells
Once you use this feature, you cannot use it You gain oath spells at the Paladin levels listed.
again until you finish a Long Rest. Oath of Shadow Spells
Paladin Spells
Level
3rd Hunter's Mark, Sleep
5th Invisibility, Silence
9th Speak with Dead, Tongues
13th Dimension Door, Freedom of Movement
17th Greater Restoration, Planar Binding

Divine Shadow
With this Oath at 3rd level, Medium and Heavy
Armour does not grant Disadvantage on Stealth
checks.
Channel Divinity
When you take this oath at 3rd level, you gain
the two following divinity options.
Fatal Strike. You invoke your Channel Divinity
to gain insight into this single strike. The next
attack is a Critical. You must declare this before
you attack.
Turn the Shadow. You utter words that
forsake the Shadow, relinquishing all shadows,
undead, and fiends. As an Action, you present
your Holy Symbol and each Shadowfell creature,
Undead and Fiend within 30 feet of you that can
hear you must make a Wisdom Saving Throw vs
your Spell Save DC. On a failed save, the
Oath of Metal creature is turned for 1 Minute or until it takes
damage.

50 | P a g e
A turned creature must spend its turns trying
to move as far away from you as it can, and it Oath of War
can't be willing to move to within a space within This Oath calls to those who crave and thrive in
30 feet of you. For its action, it can use only the battle. You are the classic Commando.
Dash action, or try to escape from an effect that
prevents it from moving. If there's nowhere to Tenants of War
move, the creature can use the Dodge action. Combat is Truth. The only truth is the purity
of combat.
Aura of Shadow
Battle is the Judge. The only true way to
Beginning at 7th level, Shadow forms around determine if you are right is by fighting. The
you slightly obscuring you and all allies within winner is found innocent by dint of their prowess.
10-foot radios. All that are affected within this
area gain your Charisma bonus to initiative rolls. Battlefield Tactics. These allow those in
battle to win. Be the best tactician and win.
At 18th level, the range of this aura extends to
30 feet. Strategy on the Field. Only with an overall
strategy will the tactician accomplish their goals.
Saving Shadow Oath Spells
Starting at 15th level, you can use part of your
You gain oath spells at the Paladin levels listed.
movement to move between shadows as if it is a
teleport. When moving this way, you cannot Oath of War Spells
Paladin Spells
exceed your regular movement speed. Level

One with the Shadow 3rd


5th
Fog Cloud, Comprehend Languages
Darkvision, Misty Step
9th Counterspell, Haste
At 20th level, you can become one with the
13th Freedom of Movement. Greater Invisibility
Shadow for 1 minute. 17th Flame Strike, Greater Restoration
Using your action, for 1 minute you gain the
following abilities:
• Incorporeal. Resistance to all damage Soldier's Mettle
from Non-Magical weapons. With this Oath at 3rd level, you gain Advantage
• Flitting Movement. You double your on Constitution Saving Throws.
current land movement. Channel Divinity
• Any attacks you make also inflict damage
When you take this oath at 3rd level, you gain
equal to your Charisma bonus. If you are
the two following divinity options.
good or neutral, the extra damage is
Radiant. If you are evil, the extra damage Hard Target. You invoke your Channel Divinity
is Necrotic. to gain Resistance to Piercing, Bludgeoning and
Slashing damage for 1 minute.
Once you use this feature, you cannot use it
again until you finish a Long Rest. Turn the Weak. You can use your Channel
Divinity to cause all non-allies in a radius of 30
feet to become Frightened.
A turned creature must spend its turns trying
to move as far away from you as it can, and it
can't be willing to move to within a space within
30 feet of you. For its action, it can use only the
Dash action, or try to escape from an effect that
prevents it from moving. If there's nowhere to
move, the creature can use the Dodge action.
Aura of War
Beginning at 7th level, your battlefield control
becomes greater. This gives all allies within a
radius of 10 feet a bonus to damage equal to
your Charisma modifier.
Paladin of Shadow
51 | P a g e
At 18th level, the range of this aura extends to
30 feet.
Master Strategist
Starting at 15th level, you gain Advantage on
Initiative.
Powered Armour
At 20th level, you can assume the functions of a
Powered Armour.
Using your action, for 1 minute you gain the
following abilities:
• Add +3 to your AC from your personal
force shield.
• You have a Str 25.
• You gain a Fly Speed of 50 feet.
Once you use this feature, you cannot use it
again until you finish a Long Rest.

Another Oath of the Muse

Paladin of War

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Ranger Friendly
Having friends is an important thing in the
Rangers in the world have many places as
world. They help you do things and have your
hunters, mercenaries and special ops.
back. At 3rd level, an ally beside you gives you
The Ranger Path that is in this book is a Advantage on your Attack Roll.
different look at the Ranger.
Class Features Tronnie
As a ranger, you make the following changes to Similar to friends, Tronnies are close friends
the normal class features from the Player's that you hang with or can call up on favours for.
Handbook. At 7th level, as a Bonus Action, you can us the
Help or Use an Object or Disarm with any Ally
Proficiencies within 30 feet.
Armour: Light, Medium Armour and Shields.
Weapons: Simple weapons, Martial weapons Frenemies
Tools: You may pick one additional Tool. Usually “Keep your friends close and your enemies
this is Vehicles, Land. closer” is how the saying goes.
Saving Throws: Strength, Dexterity Starting at 11th level, using a Bonus Action, you
Skills: Choose three from Animal Handling, may treat one target within 30 feet of you as
Athletics, HTH: Strike, HTH: Grapple, Insight, both an ally and an enemy until the End of your
Investigation, Mechanics, Nature, Perception, Next Turn.
Stealth and Survival.
Best of Friends
Equipment This one is reserved for those friends that will
You start with the following equipment, in help you out no matter what.
addition to the equipment granted by your At 15th level, using a Bonus Action, you can
background: designate any ally within 30 feet of you to
receive any one of your Friends or Buddies Ability
• (a) Mesh medium jacket or (b) for this round.
Clothweave armour
• (a) 2 shortswords or (b) 2 simple weapons
up to a 100 gp value with 3 clips of
ammunition up to a 50gp value each (if
applicable)
• (a) A dungeoneer’s pack or (b) explorer’s
pack or (c) 2 cybertech up to 100gp value
each
• Any martial weapon up to a 250gp value
with 4 clips of ammunition up to a 50gp
value

GM NOTE: This is a strategy dependent


archetype. If a player is struggling with this Path,
please let them change the character. This Path
will affect the game in a very strategic way.

Posse
Living on the street, in the villages, or in the
corporate clicks and 'burbs, this ganger can call
upon the resources of the Gang, Mob, Family,
Tribe. Helping out the fellow members as they all Cybertech Posses Members
work together.

53 | P a g e
Officer
Patrolling the streets, corporate zones or being
the Justice of the Wild, you represent the Law.
You could be corporate security, a government
agent, or a Justice of the Wild.
Bonus Proficiencies
You get Intelligence (Computer) as an
additional Skill.
Low Justice
You are given the authority to stop and arrest
people for breaking the Law. They help you do
things and have your back. At 3rd level, as an
Action, you yell out and targets within 30 feet
can make a Wisdom Saving Throw against your
Spell Save DC to Stop. If they fail the save, their
speed becomes 0 for 1 round.
Dangerous Mind
You recognize those who are up to something
shady be it for good or ill.
At 7th level, as a Bonus Action, you can make
an Insight check with advantage to determine
who is lying within 30 feet of you.
Grizzled
You are a veteran of the trade.
Starting at 11th level, you gain Advantage on
attacking or using a skill on targets that have
failed your Low Justice Saving Throw. If you
attack, for each attack, add +1d6 Psychic Officer in Full Riot Gear
damage type to your damage roll.
Many Contacts
This gives you access to files about all criminals
in the system as you have been around for a
long time.
At 15th level, using an action, you can make a
DC 15 Computer check to get information on
anyone. This information can answer 5 questions
about the target. You can use this after a Short
or Long Rest.

54 | P a g e
Rogue
Rogues are very plentiful in RealmsPunk. They
are the very good thieves, assassins, stage
magicians, con artists, and, sometimes, just the
thing you need to install that cybertech.
Class Features
As a rogue, you make the following changes to
the normal class features from the Player's
Handbook.
Proficiencies
Armour: Light Armour
Weapons: Simple weapons, hand crossbows,
longswords, rapiers, and short swords.
Saving Throws: Dexterity, Intelligence
Tools: Thieves tools and one additional Tool.
Usually this is Vehicles, Land.
Skills: Choose five from Acrobatics, Athletics,
Computers, Deception, HTH: Strike, HTH:
Grapple, Insight, Intimidation, Investigation,
Perception, Performance, Persuasion, Sleight of
Hand, and Stealth.
Equipment
You start with the following equipment, in
addition to the equipment granted by your
background:
Bows 'n Guns
• (a) A rapier or (b) shortsword or (c) firearm
You love your bows, darts, crossbows, slings
up to a 200gp value with 4 clips of
and guns. They are your friend. Maybe your only
ammunition up to a 50gp value.
friend. At 3rd level, you are proficient with the
• (a) A simple firearm up to a 200gp value
hunting rifle, heavy crossbows, and longbows.
with 4 clips of ammunition up to a 50gp
You may add your Sneak Attack Damage with
value or (b) a shortsword
single shots. You cannot add Sneak Attack
• (a) A burglar’s pack or (b) dungeoneer’s
damage with an area attack such as a grenade or
pack or explorer’s pack or (c) 2 cybertech
rocket launcher.
up to 50gp value each
• 2 daggers or 2 grenades Was That Fast?
• Clothweave armour, thieves’ tools
You are Fast! At 3rd level, you may add your
proficiency bonus to your initiative. You may also
Slinger for Hire use Sleight of Hand as a bonus action.

The Slinger was the original bounty hunter Gambit


specialized in killin' and trick shots. They were At 3rd level, you gain Gambit. Most of them are
hired to do good and bad from the way old times at the expense of your sneak attack dice. You
to the modern times. can only use the total amount of sneak attack
Now, you're living on the street, in the villages, dice you have each turn. Your sneak attack dice
or in the corporate clicks and 'burbs, the 'slinger come back at the start of your turn.
makes a living killin' the people what needs You gain three gambits at 3rd level. You gain
killin'. one additional trick shot at levels 6, 9 13 and 17.
Note. Trading in your sneak attack dice for a
neat trick may mean that you are not dealing as
much damage as you would like to.
55 | P a g e
Saving Throws. Some of your gambits require penalty per sneak attack dice to your target's
the target to make a saving throw to resist the Speed instead of hit point damage until the
tricks effects. The saving throw DC is calculated target receives healing or has a Short Rest. This
as follows: applies to all the target's movement speeds.
Trick save DC = 8 + your proficiency bonus + Look at Me! You know how to distract your
your Dexterity or Charisma modifier (your allies’ targets. As a Reaction, you can expend
choice) one sneak attack dice to give an enemy a -2
Gambits. bonus to one Saving Throw or two sneak attack
dice to give a -5 bonus to one Saving Throw or
Dead Shot. You are so accurate that you can three sneak attack dice to give your allies’ target
shoot bullets out of the air. As an action, you can
disadvantage on one Saving Throw.
expend one or more sneak attack dice to deflect
incoming arrows or bullets until the start of your Quick Draw. If you make a Sleight of Hand
next turn. Roll your sneak attack dice and add check against an opponent’s Insight check, you
your dexterity modifier and your level and reduce gain advantage on your next attack roll.
the damage by the total. Ricochet. Bouncing your ammo off things to
Git Down! You know how to help your allies. hit your target is just your thing. When you
As a Reaction, you can expend one sneak attack attack, you can give up one sneak attack dice
dice to give an ally a +2 bonus to one Saving per bounce to your shot to shoot a creature.
Throw or two sneak attack dice to give a +5 When you expend one sneak attack dice you get
bonus to one Saving Throw or three to give your a +1 to hit. Two sneak attack dice ignores up to
ally advantage on one Saving Throw. a +2 concealment or cover. Three sneak attack
dice ignores a +5 cover or concealment. Five
Good Shot. You are just a good shot. When sneak attack dice ignores total concealment if
you attack, you can expend one sneak attack
the enemy is around the corner or by a window.
dice to gain a +2 to hit. If you expend two sneak
attack dice, you get a +5 to hit or three sneak Saw it Once. You know stuff. As an action, you
attack dice to get advantage. can expend one sneak attack dice to gain a +2
on one skill check or three sneak attack dice
Gut Shot. Just plain mean and nasty. When giving you a +5 on one skill check or five giving
you attack, you can trade in two sneak attack
you advantage on one skill check.
dice and your target gaining one level of
Exhaustion. You can also trade one additional Smack their Ears. Another age-old trick.
sneak attack dice per +1 round the Exhaustion When you attack, you can trade in one sneak
lasts or for each two additional sneak attack dice attack dice for one round of your target gaining
you can add another level of Exhaustion. This the Deafened condition for one round. The target
effect lasts 1 minute. must make a Dexterity saving throw to avoid this
condition.
Here’s Dirt in your Eyes. The age-old trick.
When you attack, you can trade in one sneak Stay There!. When you attack, you can trade
attack dice and your target gains the Blinded in sneak attack dice to cause your target to be
condition for one round. The target must make a Incapacitated for the number of rounds equal to
Dexterity saving throw to avoid this condition. the number of Sneak Attack dice you have
expended. The target must make a Dexterity
Jockey. You’re great doing those gambit saving throw to avoid this condition.
maneuvers when mounted or in a vehicle. You
can expend one sneak attack dice per +1 AC. Wrangled. You are so great at catching people
You can only do this when you are mounted or in and critters with ropes, whips, cuffs and single
a vehicle. This bonus lasts one round. bullets. When you attack, you can trade in one
sneak attack dice for your enemy to gain the
Killer. You’re just that good at killin’. When you Grappled condition. They can make a saving
attack, you can use your Bonus action to add +1 throw to escape.
additional damage for each sneak attack dice
that you have. This cannot be used with other Fast Hands
gambits. At 9th level, your hands are so fast that people
Lame. You're just better at being a dirty fighter don’t even see them move. You have advantage
than others are. When you attack, you can apply on Dexterity (Sleight of Hand) checks.
your sneak attack dice as a 5-point speed
56 | P a g e
Been Around The Intelligence (Science) skill gives temporary
hit points equal to the number rolled on your
At 9th level, you can pick one of two skills gain sneak attack dice.
advantage on when you use them. Choose from
Charisma (Deception) or Wisdom (Insight)
checks.
Better Fred than Dead
Fred is the legendary guy that took more
bullets that could be counted and survived. He's
one lucky Tronnie. Starting at 13th level, you
have been almost dead so much that death has
almost given up on you. You gain advantage on
all death saving throws.
Huckleberry
At 17th level, you have a reputation for being
‘Just the tron that we need’. You get advantage
on any Charisma (Intimidate) and Charisma
(Persuasion) check that you make.

JackDoc
This is the person that installs cybertech in
their office, lab, body shop, mechanics shop,
hotel room or on the street.
The JackDoc as they are sometimes called are
all about installing and using cybertech. Jack's
utilize their skills quickly and with great thrill.
Sometimes they even use anesthetic.
Proficiencies
The JackDoc receives one Bonus Proficiency
from the following list: Medicine or Mechanics or
Science. You also start with a CyberTech Kit that
you are proficient in.
QuickDoc
Starting at 3rd level, the JackDoc has learned to
install cybertech quickly. You can install any
single cybertech item on one creature during a
short or long rest. https://www.deviantart.com/aleltg/art/The-
Dying-605925567
The JackDoc is also a healer. How well depends
upon the skill that they use. Each use of their Better Living Thru Cybetech
Healing requires one use of a Healer’s or At 9th level, your skills in installing cybertech
Medicine Kit. It takes 1 minute to use healing in have improved immensely. Your patient rolls
this manner and you cannot use the Sneak twice on the cybermadness chart and chooses
Attack dice for any other use while you are one. You’re the Greatest!
healing a creature.
The JackDoc can also temporarily remove
The Wisdom (Medicine) Skill heals your sneak Madness. The JackDoc can suspend any Madness
attack dice roll in hit points. for 1 minute per sneak attack dice used. You
The Intelligence (Mechanics) skill repairs any cannot use your sneak attack dice while
the number of cybertech items equal to the suppressing Madness in this manner.
number of your sneak attack dice.
57 | P a g e
Helping Hand
At 13th level, the JackDoc can use their Cunning
Action to Help you perform the cyber-surgery or
Healing via comlink (audio or visual). You get to
use the JackDocs skill at Medicine or Mechanics
or Science + your Intelligence Modifier. If you are
using the JackDoc Healing, you only heal half the
amount of Hit Points, you still require one use a
Healer’s or Medicine Kit. It takes 1 minute to use
healing in this manner and the JackDoc cannot
use their Sneak Attack dice for any other use
while you are healing a creature.
If the JackDoc is doing the Help Action
themselves, the patient receives a +5 bonus on
any Death Saves. This is in addition to the
advantage on Death saves that the Help action
gives.
Tremendous Skill
Death ignores your patients.
Starting at 17th level, the JackDoc the Death
Save no longer applies to your patients. When
used in conjunction with your Helping Hand
JackDoc ability, the other person automatically
makes a Death Save and regains Hit Points equal
to the Intelligence bonus of the JackDoc.

Technik Scientist 5 by CarlHolden, A Filthy Casual


This is the person that is the best in their field
and that does amazing things with that which is Animal Handling. As an action, you may
around them. charm any animal for 1 minute per sneak attack
Skilled dice used. This acts concentration for a spell.
This uses your Sneak Attack for the duration of
At 3rd level, you get to add the following skills
the effect.
to your skill list: Intelligence (Arcana),
Intelligence (Medicine), Intelligence (Mechanics), Arcana. As an Action, you can Detect Magic by
and Intelligence (Science). using 1 Sneak Attack Dice. You cannot use this
Sneak Attack Dice while the Detect Magic is in
Improvise effect.
At 3rd level, you get one additional skill from Athletics. As a Bonus Action, you may expend
your class skills. You get one additional Expertise sneak attack dice to either climb or jump up to 5
from skills or tools. feet per sneak attack dice. You cannot use the
You are amazing with your Expertise skills. You expended sneak attack dice for damage until the
are so good with your Expertise skills that you next round.
can do the following. These only apply to your Computer Use. As an Action, you may use a
Expertise skills: sneak attack dice to bypass computer security
Acrobatics. As a Bonus Action, you may for 1 round per sneak attack dice used.
expend sneak attack dice to reduce falling Alternatively, you may cause the surveillance to
damage by 5 feet per sneak attack dice. You be on a loop for 1 minute per sneak attack dice
cannot use the expended sneak attack dice for used. You cannot use the expended sneak attack
damage until the next round. dice for damage while these effects are in use.

58 | P a g e
Deception. You may forge any papers or ID This uses your Sneak Attack dice for this turn.
cards per sneak attack dice expended. Each Performance. By using your performance as
forgery takes 1 hour. You cannot use your sneak an Action, you can give an ally Advantage on
attack dice for damage for the time it takes to their next attack roll as long as you are within 30
forge these item(s). feet of your ally's target and the target can see
History. Your knowledge is so vast about all or hear you. This uses your Sneak Attack for the
history and places that you have advantage on turn.
any Wisdom (Survival) check in any land Persuasion. As an Action, you may cast
environment (including city) and may feed up to Charm Person for the number of rounds equal to
5 people daily (including yourself). sneak attack dice. This uses your Sneak Attack
HTH: Strike. Once per short or long rest, you dice for the duration of the spell. The saving
set up your opponent to use your sneak attack throw DC is 8+ Proficiency modifier + Charisma
dice. This uses your Sneak Attack for this turn. modifier.
HTH: Grapple. Once per short or long rest, Religion. Your knowledge of fiends and undead
you may choke out your opponent causing the is tremendous. You can gain advantage on an
unconscious condition for the number of rounds attack roll on a fiend or undead as a bonus
equal to the number of dice on your sneak action.
attack. This uses your Sneak Attack for this turn. Science. As an Action, you can improvise a
Insight. As an Action, you can give device as a weapon to do damage of one of the
disadvantage to an opponent for their next following types: Acid, Cold, Lightning or Fire. The
attack against you or an ally. This uses a melee DC to save against dexterity is 8+Proficiency
attack or ranged attack within the weapons short Modifier +Intelligence Modifier. The damage is
range. This uses your Sneak Attack dice for this equal to your Sneak Attack dice. The item lasts
turn. for 1 round per sneak attack dice used. This uses
Intimidation. As an Action, you may scare the your Sneak Attack dice for this turn.
person so badly that they are Frightened for the Sleight of Hand. You may add the number of
1 round per Sneak Attack dice. This uses your items that you can steal or give to another equal
Sneak Attack for this turn. to the number of Sneak Attack dice that you
Investigation. As an Action, you may gain 1 have. (+2 for 2d6, +3 for 3d6, etc) This uses
piece of information per sneak attack dice you your Sneak Attack for the turn. The perception
expend. This uses your all your sneak attack dice check to notice this remains the same. Yes, this
for 1 minute. It simply takes this long for a means that a Thief can use this as a bonus
proper investigation. Examples: A ring that action with their Cunning Action.
glows with writing when heated or the mud on Stealth. As an action, you may cast the Misty
the boots comes from a certain area that the PC Step spell. This uses your Sneak Attack dice for
knows of, etc. this turn. You may do this once per short or long
Mechanics. As an Action, you can improvise a rest.
mechanical device to function or be disabled for Survival. You may cast the spell Pass Without
the number of rounds equal to your Sneak Attack Trace by spending 2 sneak attack dice. You
dice. This uses your Sneak Attack dice for this cannot use the expended sneak attack dice while
turn. the spell is in effect.
Medicine. As an Action, using a Healer's Kit, Thieves Tools. You may set a trap causing
you can heal hit points equal to your Sneak damage equal to your sneak attack. This damage
Attack dice. This takes one use of a Healer's Kit. is piercing for a mechanical trap or lightning for
This uses your Sneak Attack dice for this turn. an electrical trap. This takes you 1 minute to set
Nature. You can make your sneak attack the trap. You may do this the number of times
damage into poison damage the number of times equal to your Intelligence ability score modifier
equal to your Intelligence ability score bonus per per short or long rest. You cannot use the
short or long rest. expended sneak attack dice for the 1 minute
while making the trap.
Perception. You may see as if you had
Darkvision 60 ft range for 1 round. If you already
have Darkvision, this extends the range by 60 ft.

59 | P a g e
Traveling Improvise
You use your Expertise to enhance your
movement.
At 9th level, you may use your Sneak Attack
dice to have a different improvised movement
mode. You can Fly or Jump your Speed for one
round. You must land at the end of this
movement. This uses your Sneak Attack for the
turn.
Improvised Counterspell
Your Expertise gives you a quick way to counter
spells and magic.
Starting at 13th level, as a Reaction, you may
cast Counterspell. You use your Charisma as
your spell casting ability. You can use this once
per Short or Long Rest
Improved Expertise
You are so good at skills that you are a Master
of Knowledge
At 17th you can pick two more class skills to
apply Expertise to.

Cybertech gone wrong

Another JackDoc

Into the Web

60 | P a g e
feet until the End of your Next Turn. You know
Sorcerer Roughly How Many (about 10, 15, 20, etc), their
general feelings towards you (Friendly,
In the modern world, sorcerers both rare and Indifferent, Hostile). This does not tell you the
common. Rarely encountered but common as the Race, Type, Class or anything else. It also does
population grows. not work if the target has total cover.
Class Features You can use this feature the number of times
equal to 1+ your Charisma modifier. When you
As a sorcerer, you make the following changes
finish a Long Rest, you regain all expended uses
to the normal class features from the Player's of this ability.
Handbook.
You may also use a 1st level spell to power this
Proficiencies ability if all uses are expended for the day.
Armour: None Boost: AS a Bonus Action, you can use an
Weapons: Autopistols, Daggers, Darts, Slings, higher level spell slot to make the ability last an
Quarterstaffs, Light crossbows, Shotguns, additional round per spell level.
Other Handguns, Grenades
Tools: You may pick one Tool. Usually this is
LifeBond
Vehicles, Land. At 1st level, the spell Cure Wounds is added to
Saving Throws: Constitution, Charisma your Spell List.
Skills: Choose two from the following: Arcana,
Computer, Deception, Insight, Intimidation,
LifeLink
Persuasion, and Religion. Using your empathic prowess, at 6th level, and
after you use Feel the World, you gain Advantage
Equipment on any Persuasion and Intimidation checks as
You start with the following equipment, in long as Feel the World lasts.
addition to the equipment granted by your
background:
Feel the Tech
Cybertech leaves a mark on the psyche of the
• (a) Light crossbow with 20 bolts or (b)
being that had it installed.
any simple weapon up to a 100gp value
with 4 clips of ammunition up to a 50gp At 6th level, as an Action, you can detect any
value cybertech on one Target within a radius of 30
• (a) A component pouch or (b) arcane feet and short it out until the End of Your Next
focus Turn. The Target gets a Constitution Saving
• (a) A dungeoneer’s pack or (b) explorer’s Throw of your Spell DC to resist this.
pack or (c) 2 cybertech up to a 50gp value Using your Bonus Action, you may increase the
each number of Targets by expending 1 Sorcery point
• 2 daggers per additional target.

Empathy
One of the more common types of sorcerous
bloodlines to have developed in the past couple
of centuries has been Empathy.
Those with the Verve feel the ebb and flow of
life thriving and dying all around you. It is the
essence of your Race, Self and that around you.
Some call you Empathic but that word just
seems too small for the throngs of life and death
that you feel around you.
Feel the World
At 1st level, as an Action, you can open your
awareness to sense Beings within a radius of 60
61 | P a g e
Follow the Life Advanced Programming
Tapping into the Verve becomes easier. Your skills for advanced physics and Arcana
As an Action, at 14th level, you can find any 1 border on the uncanny
Target that you have done either Feel the World As a Bonus Action at 14th level, with the casting
or Feel the Tech with as if you use the Scry spell of a spell, and using 3 Sorcery Points, you may
within the last 24 hours. A Focus or Material cause a spell to affect a target that is within a
component is not required. The other range of 10 feet of an electronic device that is
specifications of the Scry spell are the same. You connected to the Web. You must be able to view
may use this once per Short Rest. the target even if it is through a video link.
Feel the Magic Know Your Work
Scrying is a subtle art and you are a Master. At 18th level, you automatically know when any
At 18th level, you are immune to the Scry spell. of your WebSpells have been triggered or are
You can detect the attempted scrying upon bypassed by someone else. You can make a DC
yourself by making a Wisdom (Perception) check 15 Intelligence (Computer) check to Scry the
or Intelligence (Arcana) check versus the person that triggered or bypassed your Spell.
Caster's spell DC.
Feel the Verve
At 18th level, any 1 target that you have done
either Feel the World or Feel the Tech with within
the last week, you can use an Action to Summon
that Creature. It appears in an unoccupied space
within 5 feet of you. The Creature gets a
Charisma Saving Throw of your Spell DC to resist
the Summons.

WebMage
The most common of sorcerous bloodlines to
have developed in the past couple of decades
has been the with the Web.
Bonus Proficiencies
At 1st level, you gain Intelligence (Computer)
as a Class Skill.
WebSpell
At 1st level, as an Action, you can enter the
Web and use your Spells in the Web.
You may also set Spells in the Web as early
warning devices or traps. It takes 1 Sorcery Point
or a 1st level spell slot to secure a damaging spell
as a trap.
Web Affinity
Your knowledge of the Web has increased
greatly. at 6th level, as a bonus action, you may
spend a Sorcery Point to access the Web even if
you don't have a connection. This lasts for one
round per Sorcery Point used.

62 | P a g e
may also be used as a scrying device.
Warlock
Pact of the Firearm
This allows you to use a firearm both as an
A modern warlock channels the unseen
arcane focus and as a weapon to cast spells
randomness of urban life, tapping into the
through using the firearms normal range for the
energy of technology in unimagined ways.
spells range.
Class Features
As a warlock, you make the following changes
to the normal class features from the Player's Otherworldly Patron: The
Handbook.
Proficiencies Agency
Armour: Light armour You have made a bargain for power granted by
Weapons: Simple weapons the government, corporate entity, criminal entity
Tools: You may pick one Tool. Usually this is or the like. They back up their agents in the field
Vehicles, Land. of espionage, arms, confrontation, or any other
Saving Throws: Wisdom, Charisma mission that needs doing. Congratulations
Skills: Choose three from the following: Arcana, tronnie!
Computer, Deception, History, Intimidation, Expanded Spell List
Investigation, Nature, Religion and Science.
The Agency lets you choose from an expanded
Equipment list of spells when you learn a warlock spell. The
You start with the following equipment, in following new spells are added to the warlock
addition to the equipment granted by your spell list for you.
background: The Handler Expanded Spells
Warlock Spells
• (a) Light crossbow with 20 bolts or (b) Level
any simple weapon up to a 100gp value 1st Disguise Self, Silent Image
with 4 clips of ammunition up to a 50gp 2nd Locate Object, See Invisibility
3rd Clairvoyance, Nondetection
value 4th Greater Invisibility, Locate Creature
• (a) A component pouch or (b) arcane 5th Mislead, Seeming
focus Bonus Proficiency
• (a) A scholar’s pack or (b) dungoneers
pack or (c) 2 cybertech up to a 50gp value At 1st level, you gain proficiency with the
each Intelligence (Investigation) skill and your choice
• 2 daggers or 2 grenades of either the skill Charisma (Deception) or
• Clothweave armour and any simple weapon Charisma (Persuasion).
up to a 100gp value with 4 clips of See and Tell
ammunition up to a 50gp value
At 1st level, your Agency gives you intelligence
on the mission they want you to do and their
information base. This is represented by doubling
Pact Boon your proficiency bonus for the Intelligence
(Investigation) skill and one other skill of choice
Pact of the Muse that you are proficient in.
This allows you to dance and sing your way into
the hearts and minds of those around you. This Understanding
gives you the Thaumaturgy Cantrip. It also gives At 6th level, your dealings with others grants
you the Charisma (Persuasion) skill. You may insight into new knowledge. You learn two more
have advantage on Charisma (Persuasion) skills.
checks once per Short or Long Rest. You can also grant yourself Advantage on any
one skill check the number of times equal to your
Pact of Technology Charisma modifier per short or long rest.
This allows you to use a computer an arcane
focus and to store and retrieve your spells on. It
63 | P a g e
Show and Tell Bonus Proficiency
At 10th level, you can use any technological At 1st level, you gain proficiency with the
device with a screen or a mirror or mirror-like Charisma (Performance) Skill.
surface to show what is happening. This works
like a Scrying spell. You may use this once per
Purple and Black
Short Rest or Long Rest. At 1st level, your clothing turns black and a
symbol appears in front of you with a loud riff. As
Satellite Imagery an Action, it produces a 15-foot cube of
At 14th level, your abilities can take over a thunderous music emanating from you causing
satellite and you see through its sensors. You can everyone in the cube to make a Charisma Spell
do this for 1 minute as then the satellite has to DC Saving Throw or be deafened for 1 minute.
move. This acts as a Scry spell with True Seeing. You regain this after a Short or Long Rest.
It takes a Short Rest or Long Rest to use this
ability again. This represents the satellites that Rebel Rhapsody
need to get into position for you to see what is At 6th level, when you use this ability, your
happening. appearance becomes a silvery visage with a keen
fashion sense granting you a well-being for all
your allies. As an Action, this gives all allies that
can see you Advantage on their next Attack or
Saving Throw. You may use this the number of
times per day equal to your Charisma ability
modifier (minimum of 1). These come back after
you have finished a Long Rest.
Halle-lujah for All the People
At 10th level, these Words of Praise give you a
Pool of 5 times your Warlock Level in Hit Points
which you may expend as you see fit with a
Touch. As an Action, you may spend 5 of these
points to cure the Blinded, Deafened, Paralyzed
or Poisoned Conditions. You regain these Words
of Praise after a Long Rest. You may use this
Otherworldly Patron: The upon yourself as a Bonus Action.

Performer Jailhouse Jonnie's Gig and Moonjig


This Patron gives power to help people of all At 14th level, when you use this ability, a
mystical lute appears and starts to play while
species feel the power of music and dance. It has
you sway to the music. As an Action, all enemies
been thought that this Patron is one of the
original powers that brought the universes within a 30-foot radius must make a Charisma
Saving Throw or be Stunned for 1 minute. You
together.
may use again after a Short or Long Rest.
Expanded Spell List
The Watcher lets you choose from an expanded
list of spells when you learn a warlock spell. The
following new spells are added to the warlock
spell list for you.
The Performer Expanded Spells
Warlock Spells
Level
1st Command, Healing Word
2nd Magic Mouth, Zone of Truth
3rd Counterspell, Sending
4th Compulsion, Death Ward
5th Greater Restoration, Teleport Circle

64 | P a g e
magical energies with technological devices. Most
Wizard are unclear about this. Perhaps a discussion with
Knowledge is the heart of the wizard’s craft, a Scienciamancer will be able to help.
and a modern environment offers knowledge
undreamed of by most mages.
Bonus Proficiencies
Beginning when you select this arcane tradition
Technology and Spellbooks at 2nd level, you gain proficiency the Intelligence
You may store your spells in a technological (Science) skill.
item. Any spells which you store this way cost
half the amount to put into your Tech Item. This
Electromancy
technological item may be chips in your At 2nd level, you gain the ability, within 30
Mindwear, a tablet or phone, or in a cloud feet, to power an electrical item for 1 hour. You
storage area. Make sure that you pay those data may increase this time limit by using a spell slot.
storage fees! Beware of being hacked! You can power the item for an additional 1 hour
per spell slot level used. Each spell level gives
Class Features
the number of additional hours that the item is
As a wizard, you make the following changes to powered.
the normal class features from the Player's
Handbook. Mechanomancy
Proficiencies Starting at 6th level, you can cause any
mechanical or electrical item within 30 feet to
Armour: None stop working for 1 minute. You can depower the
Weapons: Daggers, Darts, Slings, Quarterstaffs, number of devices equal to your intelligence
Light crossbows, Automatic pistols, Other bonus. You may increase the number of items
handguns, Shotguns and Grenades. that you stop working by spending a spell slot.
Tools: You may pick one Tool. Usually this is Each spell level gives the number of additional
Vehicles, Land. items that stop working. This power comes back
Saving Throws: Intelligence, Wisdom after a Short Rest or Long Rest.
Skills: Choose three skills from the following:
Arcana, Computer, History, Insight, Biomancy
Investigation, Medicine, Religion. At 10th level, your knowledge of biology and
Equipment magic enable you to enhance yourself. Pick one
Saving Throw or Ability Score. You now have
You start with the following equipment, in Advantage on this Saving Throw or Ability Score
addition to the equipment granted by your Checks.
background:
• (a) A Quarterstaff or (b) a Dagger or (c) Arcane Physics
any firearm up to a 100gp value with 4 By 14th level, your mastery of Science and
clips of ammunition up to a 50gp value Magic have given you insight into both. This is
• (a) A component pouch or (b) arcane quantified by increasing your Spell Save DC by 2.
focus
• (a) A scholar’s pack or (b) dungoneer’s
pack or (c) 2 cybertech up to a 50gp value
each
• A spellbook either traditional or digital

Arcane Tradition:
Scienciamancy
This Arcane Tradition merges Science and
Magic into a strange synchronicity. Technology
and Science is simply a different branch of Magic.
https://www.artstation.com/artwork/DxvDdO
These Scienciamancy Practioners are able to
Matt ZeilingerPRO Concept Artist/Illustrator
use technological devices with magic or is it
mattzeilinger.com
65 | P a g e
Arcane Tradition: Corporate Negotiator
At 2nd level, you make Charisma (Persuasion)
Wizardary checks using Intelligence.
The Corporate Wizard lives and breathes both As a bonus action, or as part of a
magic and business, whatever their business conversation, you can make an Intelligence
may be. They are the entrepreneur, the manager, (Persuasion) check with the target getting
store owner, high-powered executive, old money Disadvantage on the opposed roll. You may use
and many more. this feature the number of times equal to your
Intelligence modifier (a minimum of once). You
regain all expended uses of this ability after you
have finished a Long Rest.
DM Note: A creature being influenced this way
may use a Wisdom (Insight) check using the
Wizard’s Spell DC to determine if they are being
influenced. The DM should determine when or if
this check should be made. As an example, the
boat seller may rethink about the “Good Deal”
the Wizard gave him a 1d4 days after the Wizard
has left.
Financing
At 6th level, your time and investments are
starting to pay off. You receive both of the two
following abilities.
Base of Operations. You gain a Base of
Operations. It is the equivalent of a Guildhall, Inn
(roadside or town) or a Trading Post. You have
this business. See the DMG pages 127 and 128
for references. The Lifestyle of the business is
based upon your Background. Please speak with
your GM about how much money (if any) the
business provides to you. See the PHB page 157
for the reference.
Corporate Savant Degree. You have
https://www.artstation.com/artwork/qZlLD continued with the schooling that you started
WINT FOX Freelance Artist. Available for with your Corporate Savant. You gain two the
commission work. Ho Chi Minh, Vietnam 2nd level abilities of the two Arcane Schools that
fox.artstation.com you chose.
Bonus Proficiencies Special Projects
Beginning when you select this arcane tradition At 10th level, your ability has increased to the
at 2nd level, you gain any one additional skill point where you can leverage enough funds to
and one profession. Both the skill and profession open another business, fund an expedition, or
these have the proficiency bonus doubled. open diplomatic negotiations. These funds or
items must be returned within one year or you
Corporate Savant must make up the difference in funds or Things
At 2nd level, you can pick two Arcane School to Others Need Done (quests). You receive both of
be a Savant in. You are able to copy these spells the following options.
for half the cost and in half the time. You cannot Expanded Base of Operations. This follows
choose the same school twice. Speak to the GM the same rules as the Base of Operations
to determine which schools your corporation is mentioned above. You can increase the Lifestyle
willing to train you in. of the Base by one step (an example is from Poor
to Modest), or expand the number of Bases
66 | P a g e
equal to your Intelligence modifier, or sell your
Base investment for a Charisma (Persuasion)
check DC 15 as people are wondering why you
want to sell. You receive 500 gp per your
Intelligence ability score modifier. You also no
longer have your Base of Operations.
Expanded Corporate Degree. Your vast
experience in many things magical has led you to
know a fair amount about another School of
Wizardry. You gain the two 6th level abilities (not
the Savant) of the Wizard Schools that you
chose. You cannot pick the one that you already
have.
Secrets
By 14th level, you have amassed enough
knowledge and secrets that you can get people
to do the things you want them to do by knowing
their secrets. Choose one of the two following
options.
Ambassador. Your prowess as a negotiator is
without peer. You can make an Intelligence
Unknown Tronnie
(Persuasion) checks with Advantage. Should you
roll a Intelligence (Persuasion) check of less than
8, the roll is considered to be 8.
Duress. The secrets that you know could
undermine society as we know it. As a bonus
action in combat, or as part of normal
conversation, your opponent must make an
Intelligence Saving Throw against your Spell DC
as they consider carefully what you say. Should
they fail the saving throw, they gain
disadvantage on all ability checks, attacks,
saving throws and skill checks for one minute.
Should they make the saving throw, the penalty
is reduced to -2.

67 | P a g e
Chapter 3: Backgrounds
Cybertech era. Usually, the acolyte has
Chapter 4: Backgrounds

They represent the kinds of that are present in


RealmsPunk. volunteered at a church and gained favour with
their specific church. There is no other change to
Backgrounds the acolyte background.
RealmsPunk uses the Backgrounds already Charlatan
provided in the PHB and Swordcoast Adventures.
The ideas are there with a twist of the future. This is a common background. Most are
commonly known as Fixers. These are the people
Most Police can use the Military, City Guard or that can get you things, sell you knock-offs of
Mercenary Veteran Backgrounds. the expensive items, or con you into giving them
Killers for hire usually use the Military, Urban money. There is no other change to the charlatan
Bounty Hunter or Mercenary Veteran. background.
Corporate persons are many and varied. Some
are Acolytes, Clan Crafters, Guild Artisans,
Criminal
Nobles, Knights, Knights of the Order, Faction The criminal has not changed much in the
Agents, Inheritors or Whaterdehavian Nobles. Cybertech era. Make sure that you choose or roll
Fixers are those that get things for you. Most of the Specialty to know where your character fits
them are Charlatans, Entertainers, Urchins, into the underworld. There is no other change to
Courtiers, or Criminals. the criminal background.
Media personalities usually come from the The Spy variant is also common in this world as
backgrounds of Noble, Waterdehavian Noble, corporate espionage is in high demand. Be
Entertainer, Sage, Folk Hero, Charlatan, Courtier careful that you don’t get caught, Tronnie.
or Faction Agent. Entertainer
Medical backgrounds are usually from Hermits,
In the Cybertech era, this background is
Guild Artisans, Clan Crafters, Knights of the
usually a media personality of some kind. Feel
Order, Cloistered Scholars, Criminals, or Faction
free to replace the Dexterity (Acrobatics) skill
Agents. This is also a tough background as most
with Intelligence (Computers) skill. The musical
Background do not give the skill Medicine.
instrument Tool and Equipment may be replaced
Medical checks in Realmspunk can also be used
with an appropriate Tool and Equipment related
with Higher DC’s with the Science skill or
to the specific type of entertainment. Usually
Mechanics skill if dealing with cybertech. Another
these are clothes (cosplay, fancy clothing, suits,
option would be to replace one Background Skill
etc), Trade tools, vehicle, etc. The Entertainer
with Medicine.
Routine usually just does their thing online.
Techies abound in RealmsPunk as technology is There is no other change to the entertainer
so common. Feel free to use any Background and background.
replace one skill with Intelligence (Mechanics) or
The Gladiator is also reasonably common with
Intelligence (Science).
the advertising of fighting pits, paid fighting
Nomads are usually tribal, gangs, or criminal bouts, underground events and such.
families. Some of the most common backgrounds
used are Criminal, Charlatan, Urchin, Folk Hero, Folk Hero
Urthgardt Tribe Member, or Outlander. These are the common people that work the
Hackers and Programmers and other Computer low to median jobs in the world. They are shop
Experts also abound in RealmsPunk as the Web is employees, corporate medium wage earners, etc.
everywhere. Feel free to use any Background They all congregate at malls, bars, team sport
replacing one of the skills with Intelligence games, and such. Feel free to replace the Animal
(Computer). Handling skill with one other modern skill that is
related to your Tool skill. You can also replace
the shovel piece of equipment with a more
Acolyte appropriate piece of equipment. Otherwise, there
The acolyte has not changed much in the is no other change to the folk hero background.
68 | P a g e
Guild Artisan noble background.
The Knight variant can be a corporate manager
Guilds are still powerful in the modern world.
with their entourage being other lower-level
They are usually Unions or Corporations. They
assistants. The other PC’s could even be the
have their own military and media branches.
assistants if you like.
There is no other change to the Guild Artisan
background. Outlander
The Guild Merchant variant can be used as a The most common Nomad background. Living
salesperson or media branch or spy variant. away from the city in the unclaimed areas of the
world, are those that have left the back-stabbing
corporate culture for the back-stabbing tribal
culture. You may replace either skill with
Mechanics or Science and the musical instrument
tool with the appropriate tool for the replaced
skill or Vehicles, Land. There is no other change
to the outlander background.
Sage
Valued for their extreme knowledge, this
background can be used for any scientist or
educated background. You can replace the
Arcana skill with any one of the following skills:
Computer, Mechanics or Science. The equipment
of a bottle of black ink and quill are replaced with
a laptop computer with your research. There is
no other change to the sage background.
Sailor
Being a sailor is still a modern background.
Some spend their entire life on and around open
water. There is no other change to the sailor
background.
The Pirate variant also is still a strong
ku caihua, no, Shanghai, China background. The other characters may be your
crew.
Hermit
In the modern age, the hermit usually comes
out of seemingly nowhere to announce an
incredible discovery or they are on the run
having discovered a secret that is too dangerous
to get out. This is a great background or
adventure idea. Aside from the scroll case being
a computer, there is no other change to the
hermit background.
Noble
The noble is still around. Most of them are
landless and poor now. They claim old and faint
ties to the crown (if there is one anymore). You
can also use this background for a Corporate
person that works for a large corporation as it is
similar to the noble lineage and contacts. In this
case, the scroll of pedigree replaces with a
corporate rank. There is no other change to the

69 | P a g e
Soldier SwordCoast Backgrounds
Soldiering is still one of the most common The following are specific to the SwordCoast
backgrounds. Soldiers come from the Adventures backgrounds.
government, corporate, or underground military
where they were trained. There is no other City Watch
change to the soldier background. These are the city, corporate police. They are the
tough and gritty people that protect you and
Urchin yours from the cyberpsychotics that abound.
The downtrodden and those that live on the They are also those that let you into and out of
street. These are perhaps the most common lockup. Your horn is replaced with an earwig
backgrounds found in the cyber age. The streets communication device. There is no other change
are filled with those that have been turned out to the city watch background.
from the corporate, military, and family homes The investigator variant is also part of the
for many and different reasons. The streets are police or may be duly authorized person to
now home. There is no other change to the investigate a specific case.
urchin background.
Clan Crafter
This background has remained unchanged for
hundreds of years. The only difference is that the
dwarven crafters make the newest items to be
sold. There is no other change to the clan crafter
background.
Cloistered Scholar
This is very similar to the Sage background. For
the picked background skill, you can add
Computer, Mechanics, or Science. The equipment
of a bottle of black ink and quill are replaced with
a laptop computer with your research. There is
no other change to the cloistered scholar
background.
Courtier
The courtier has become the functionary for most
commercial, corporate and governmental
entities. They make up most of the middle class
of the world. There is no other change to the
courtier background.
Faction Agent
Being very similar to a spy, this is the area of
secrets and subterfuge. You owe your allegiance
to your faction. There is no other change to the
faction agent background.
Far Traveler
This means that you are most likely a traveler
from a foreign country. Why are you here? Is it
to spy or immigrate? You may replace Vehicles,
Land or Vehicles, Water with one of the listed
Tools. There is no other change to the far
Andrei Stef, Freelance Illustrator, Transylvania, Romania traveler background.

70 | P a g e
Inheritor and money as they grow. Sometimes they need
to hire adventurers to solve some “accounting
This background remains largely unchanged as errors” that have occurred. There is no other
you have inherited something. You may replace change to the Waterdhavian noble background.
Vehicles, Land with one of the listed Tools. There
is no other change to the inheritor background.
Knight of the Order
Working with knightly orders can be a rewarding
career choice. You get to have equipment,
adventure, fame, wealth (or loot), and the
prestige of belonging to a Knightly Order. Some
knightly orders hire themselves out as guards,
security forces, adventurers for hire, and so
forth. You may replace Vehicles, Land with one of
the listed Tools. There is no other change to the
knight of the order background.
Mercenary Veteran
They are very common in the world as there is
no shortage of conflict. Many veterans live this
life as they seem unable to fit back into the
regular civilian life. There is no other change to
the mercenary veteran background.
Urban Bounty Hunter
You still stalk your quarry in the urban
landscape. There is simply far more urban
landscape than there was a few hundred years
ago. You could be a private investigator, or
ruthless hunter out for the money. You may
replace Vehicles, Land with one of the listed
Tools. There is no other change to the urban
bounty hunter background.
Uthgardt Tribe Member
The Uthgardt have prospered with the advent of
technology. The Tribes have spread into the wild
lands that the cities have not claimed. The
Metallic Government has tried to force you onto
restricted lands. Your tribe may have ignored this
edict simply stating that all the land is free for
the taking as it is unguarded. After all, if it is
your land, you should be on it or have it guarded
by your tribe. You may replace Vehicles, Land
with one of the listed Tools. There is no other
change to the Uthgardt tribe member
background.
Waterdhavian Noble
These nobles are mostly merchant princes. Only
a few can hold any actual nobility from the ages
before. This background is the quintessential
corporate manager. They lead their corporations
into many new ventures gaining more prestige
71 | P a g e
Chapter 4: Equipment
shirt that is good quality.
Chapter 5: Equipment

Armour
Mesh Light Jacket. This is as thick and heavy
The Armor table shows the cost, weight, and as a suit/sports jacket.
other properties of the common types of arm or
worn in the worlds of D&D. Layering Light Armor
Armor Proficiency. Anyone can put on a suit Adding a layer of light armor to your existing
of armor or strap a shield to an arm. Only those armor increases your CR by 1, but reduces your
proficient in the armor’s use know how to wear it speed by 5 feet, and imposes disadvantage on
effectively, however. Your class gives you Dexterity (Stealth) checks. Additionally, your
proficiency with certain types of armor. If you speed is reduced by an additional 5 feet if you
wear armor that you lack proficiency with, you don't have a strength of at least 13.
have disadvantage on any ability check, saving
throw, or attack roll that involves Strength or
Dexterity, and you can’t cast spells.
Armour Class (AC). Armour protects you from
damage. This is AC + Dexterity Modifier +
Shield. Sometimes the Dexterity Modifier is
limited to +2 or None due to the restrictiveness
of the armour.
Heavy Armor. Heavier armor interferes with
the wearer’s ability to move quickly, stealthily,
and freely. If the Armor table shows “Str 13” or
“Str 15” in the Strength column for an armor
type, the armor reduces the wearer’s speed by
10 feet unless the wearer has a Strength score
equal to or higher than the listed score.
Stealth. If the Armor table shows
“Disadvantage” in the Stealth column, the
wearer has disadvantage on Dexterity (Stealth)
checks.
Helmets. Wearing a helmet increases your AC
by +1 or +2, depending on the type of helmet.
You can benefit from only one helmet at a time.
Shields. A shield is made from wood, metal or
plastic and is carried in one hand. Wielding a
shield increases your AC by +2 or +3. You can
benefit from only one shield at a time.
https://redskullspage.tumblr.com/post/172409061627

Light Armor Medium Armor


Light Armour are easy to wear, give full Medium Armour gives more protection but at
flexibility and lesser protection. Cheap and easy the cost of being less flexible. Good and solid for
to get. Remember to dodge. most Tronnies.
Clothweave. A Silk or light leather/pleather Ceramic Chain Shirt. This looks like the old
jumpsuit or corporate suit. chain shirts but with a modern feel. It comes in
Heavy Leather. These are like biker/cowboy 25 different colours and 5 different camo
leathers. Some are stylized to look like space patterns.
armour. Mesh Medium Jacket. A jacket as thick as a
Webweave Tshirt. This looks like a regular t- hoodie.

72 | P a g e
Tactical Vest and Pants. These look like patterns.
military vests and pants with small pockets for Mesh Heavy Jacket. This wears like a down-
metal strike plates. filled jacket.
Layering Medium Armor Full Tactical Vest. The full Tack suit worn by
Adding a layer of light armor to your existing the Miltary.
armor increases your AC by +2, but reduces your Steel Gear. This is the equivalent to Plate Mail
speed by 5 feet, and imposes disadvantage on in the modern age. Fully encloses the wearer.
Dexterity (Stealth) checks. Additionally, your
speed is reduced by an additional 10 feet if you
Cyber Armor
don't have a strength of at least 15. Cyber Armour is implanted within the person
and offers actual armour and a better Layered
Heavy Armor Armour.
The best protection available at the cost of Webweave. Nanites make your skin into light
flexibility. Mind you, it gives really good armour. Layered AC is +2 without any penalites.
protection, Tronnie. Bullets just bounce off like in ArticuPlate. These are articulated ceramic
those costume hero vids. plates that are implanted underneath your skin.
Ceramic Chainmail. This looks like the old It offers greater protection for the torso areas
chainmail but with a modern twist. It comes in with less mobility. The layered AC bonus is +3
25 different colours and 5 different camo

Armour Cost AC [Layered AC] Str Stealth Coverage Weight


Light Armours
Clothweave 5 sp 11+ Dex Modifier [+1] 1-19 3 lbs
Heavy Leather 5 gp 12+ Dex Modifier [+1] 1-16 8 lbs
WebWeave Tshirt 10 gp 13+ Dex Modifier [+1] 7-16 2 lbs
Mesh Light Jacket 15 gp 14+ Dex Modifier [+1] 1-16 5 lbs
Mesh/Ceramic 2 gp +1 Layered AC 20 5 lbs
Helmet
Steel Helmet 5 gp +2 Layered AC 20 5 lbs
Medium Armours
Ceramic chain Shirt 10 gp 13+ Dex Mod (max +2) 1-17 5 lbs
[+2)
Mesh Med Jacket 20 gp 14+ Dex Mod (max +2) 1-16 8 lbs
[+2]
Tactical Vest 40 gp 15+ Dex Mod (max +2) 11 Disadv 7-16 10 lbs
[+2]
Tactical Pants 20 gp +2 Layered AC 11 Disadv 17-19 5 lbs
Heavy Armours
Cermanic chain 15 gp 16 11 1-18 10 lbs
mail
Mesh Heavy Jacket 30 gp 17 13 1-16 10 lbs
Full Tactical Vest 60 gp 18 15 Disadv 7-16 20 lbs
Steel Gear 150 19 15 Disadv 1-20 25 lbs
gp
Shield
Shield, Regular 5 gp +2 1-16 7 lbs
Shield, Tactical 10 gp +3 11 Disadv 1-20 10 lbs
Cyber
Webweave 50 gp 13+ Dex Modifier [+2] 7-16 5 lbs
ArticuPlate 100 15+ Dex Mod (max +2) Disadv 7-16 10 lbs
gp [+3]
ArticuWeb 5 gp 11+ Dex Modifier [+1] 7-16 2 lbs

73 | P a g e
and the full layering penalties apply.
ArticuWeb. This is tiny articulated webbing
throughout your torso. It offers some protection.
It is considered light armour. The layered AC
bonus is +1 without any penalites.
Weapons
Weapons most commonly found in RealmsPunk
are light and medium autopistols with clubs or
daggers, with most martial training carrying a
sword as well. The occasional street thug may
carry a light submachinegun.
Archaic Weapons
All weapons from the Player's Handbook are
available as archaic weapons. An archaic weapon
uses the normal properties from the Player's
Handbook and the cost is normal as they are
made with modern materials.
Modern Weapons
Due to advanced materials, monomolecular
edges, shock technology, kinetic impact
enhancement, or whatever, all weapons from the
Player's Handbook are available as modern
weapons. A modern weapon uses the normal
properties from the Player's Handbook, are
purchased as Uncommon items.
Shock weapons. These are simple or martial
one-handed or two-handed powered melee
weapons that deliver an electrical shock as well
as regular damage when they hit. When hit with
this weapon, you must make a Constitution
Saving Throw of DC 10 or be Stunned for 1
round. The shock ability may be turned on or off
with a bonus action. When turned on, the shock
function of this weapon lasts for 5 minutes
before needing a recharge at any electrical
outlet. Simple shock weapons are Uncommon.
Martial shock weapons are Rare. Nanoedge
cannot be combined with Shock weapons.
Nanoedge weapons. These weapons are
simple or martial one-handed or two-handed
special ceramic or crystal melee weapons that
are sharpened with nanotech giving them an
incredible degree of sharpness. These weapons

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Weapons Cost Damage Weight Properties
Simple Weapons
Simple Melee Weapons
Battleglove 500 g 1d4 3 lbs
bludgeoning 3 cybertech spaces
Simple Ranged Weapons
Autopistols
Light autopistol 25 gp 1d6 piercing 2 lbs Ammunition, (range 50/150),
reload (15 shots), short burst
Medium autopistol 50 gp 2d6 piercing 3 lbs Ammunition, (range 50/150),
reload (12 shots), short burst
Heavy autopistol 100 gp 3d6 piercing 5 lbs Ammunition, (range 50/150),
reload (10 shots), short burst,
heavy
Other handguns
Dartgun 20 gp 1d4 piercing 2 lbs Ammunition, (range 50/150),
reload (15 shots), liquids
Laser pistol 500 gp 1d8 radiant 5 lbs Ammunition, (range 90/300),
reload (10 shots), heavy
Microwaver 500 gp 1d6 lightning 2 lbs Ammunition, (range 20/60),
reload (10 shots), tech
Paintball gun 50 gp 1 non-lethal 3 lbs Ammunition, (range 40/120),
reload (10 shots), liquid
Revolver 80 gp 2d8 piercing 3 lbs Ammunition, (range 50/150),
reload (6 shots)
Slivergun 50 gp 1d4 piercing 2 lbs Ammunition, (range 50/150),
reload (15 shots), poison
Squirtgun 15 gp Liquids 3 lbs Ammunition, (range 10/30),
reload (10 shots), liquid
Taser 500 gp 1 point lightning 2 lbs Ammunition, (range 40/120),
reload (10 shots), flashbang
Thundergun 500 gp 2d6 Thunder 2 lbs Ammunition, (range 20/60),
reload (10 shots)
Other simple ranged weapons
Shotgun 20 gp 2d8 piercing 5 lbs Ammunition, (range 30/90),
reload (10 shots), cone, two-
handed
Hunting rifle 50 gp 2d10 piercing 5 lbs Ammunition, (range 120/500),
reload (8 shots), two-handed
Light submachinegun 100 gp 2d6 piercing 2 lbs Ammunition, (range 150/450),
reload (30 shots), burst fire, two-
handed
Grenades
Extinguish 20 gp 3d8 cold 1 lb Thrown, (range 20/60), explosive,
extinguish
Flashbang 20 gp Stun Save 1 lb Thrown, (range 20/60), explosive,
flashbang
Fragmentation 20 gp 5d6 piercing 1 lb Thrown, (range 20/60), explosive
Goo 20 gp 5d6 Acid 1 lb Thrown, (range 20/60), explosive,
goo
Holy Water 50 gp 3d10 Radiant 1 lb Thrown, (range 20/60), explosive
Poison 50 gp 2d10 Poison 1 lb Thrown, (range 20/60), explosive
Smoke 10 gp Smoke 1 lb Thrown, (range 20/60), explosive,
smoke
Sticky 50 gp Sticky Save 1 lb Thrown, (range 20/60), explosive,
sticky
Thermal 50 gp 5d6 fire 1 lb Thrown, (range 20/60), explosive
Thundering 50 gp 3d8 thunder 1 lb Thrown, (range 20/60), explosive
Martial Weapons
Martial Ranged Weapons
Submachineguns

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Medium submachinegun 150 gp 3d6 piercing 4 lbs Ammunition, (range 150/600),
reload (30 shots), burst fire, two-
handed
Heavy submachineguns 200 gp 4d6 piercing 8 lbs Ammunition, (range 150/600),
reload (30 shots), burst fire, two-
handed, heavy, vehicle
Assault rifles
Light assault rifles 250 gp 2d8 piercing 3 lbs Ammunition, (range 150/1200),
reload (30 shots), burst fire, two-
handed
Medium assault rifle 300 gp 3d8 piercing 6 lbs Ammunition, (range 150/1200),
reload (30 shots), burst fire, two-
handed, heavy, vehicle
Heavy assault rifle 5000 5d8 piercing 10 lbs Ammunition, (range 450/1350),
gp reload (30 shots), burst fire, two-
handed, heavy, vehicle
Other martial ranged
weapons
Flamethrower 5000 2d10 fire 20 lbs Ammunition, (range 50/150),
gp reload (20 shots), burn, two-
handed, heavy, vehicle
Grenade Launcher 500 gp as Grenade 7 lbs Ammunition, (range 120), reload
(6 shots), two-handed, vehicle
Laser rifle 5000 3d8 radiant 10 lbs Ammunition, (range 300/600),
gp reload (30 shots), burst fire, two-
handed, heavy, vehicle
Rocket Launcher 500 gp 6d10 fire 15 lbs Ammunition (range 1000/3000)
Loading (1 shot), explosive, two-
handed, heavy, vehicle
Shotgun, automatic 200 gp 5d8 piercing 10 lbs Ammunition, (range 50/150),
reload (20 shots), burst fire, two-
handed, vehicle
Sniper rifle 5000 3d6 piercing 8 lbs Ammunition, (range 500/1500),
gp reload (10 shots), burst fire, two-
handed

Weapon Proficiency
add an additional dice for damage. Simple
Weapons are split into two basic groups. These
nanoedge weapons are Uncommon. Martial
are Simple Weapons and Martial Weapons. Some
nanoedge weapons are Rare. Problems are that
of these weapons are melee and some are
the ceramic and crystal weapons can shatter.
ranged.
When you roll a natural 1 or 20, roll a death save
on 1d20 for the weapon. If you roll a 1-9, it Firearms are classed as Simple and Martial
shatters and on a 10 or better, you’re dragon! It depending upon how easily they are to use.
the weapon is magical, you have advantage on Remember Tronnie, anyone can use any
the roll. Nanoedge cannot be combined with weapon just without their proficiency bonus.
shock weapons.
Weapon Properties
These are the special properties of the weapons
that are listed above.
Ammuniton. The ammunition of a firearm is
destroyed upon use.
Burn. This causes you to be on fire for 2d4
rounds. You take the damage at the start of each
of your turns. The damage each turn is the
weapon damage. You can use your action, bonus
action, and move action try to put yourself out
Gregory Trusov 3D artist Dubai, United Arab Emirates with a DC 15 Intelligence Saving Throw. If you
76 | P a g e
succeed, you are no longer on fire. You may be a bonus action (the character’s choice).
re-lit with 1 point of fire damage. This represents Smoke. After 1 round, this produces a 20-foot
the ability to think while under extreme radius centered on a point within range. The
circumstances. sphere spreads around corners and its area is
Burst Fire. A weapon that has the burst fire heavily obscured. It lasts for the duration of 1
property can make a normal single-target attack, minute or until a wind of moderate or greater
or it can spray a 10-foot-cube area within its speed (at least 10 miles an hour) disperses it in
short range with shots. Each creature in the area 4 rounds; a strong wind (at least 20 miles an
must succeed on a DC 15 Dexterity saving throw hour) dispersed it in 1 round.
or take the weapon's normal damage. This action Sticky. A viscus substance covers the area. A
uses ten pieces of ammunition. creature in the area must succeed on a DC 15
Burst Fire, Short Burst. A weapon that has Strength Saving Throw or be restrained for 1
the burst fire or the short burst property can also minute. A creature that is restrained may use its
be used to fire a short five round burst at a action to attempt a Strength Saving Throw
single target. The attacker has +2 to the attack against DC 15. On a success, it frees itself.
roll, and deals two additional dice of weapon Tech. Devices like these can be devastating to
damage on a successful attack. This attack uses technology as they can make it stop working for
five pieces of ammunition. a time. If the target is a creature with cybertech,
Cone. This is a 30-foot cone. Any creatures in then it makes a DC 15 Constitution Saving Throw
this cone may make a DC 15 Dexterity Saving or have their cybertech shut down for 1d6
Throw to take half damage. rounds. If the target is equipment that is not
Explosive. This has a 20-foot radius area of worn, roll 1d6. On a 4, 5, or 6 the equipment
effect and creatures in the area may make a DC fails to function for 1d6 rounds.
15 Dexterity Saving Throw to take half damage. Vehicle. These are weapons that can be
Extinguish. This covers an area in cold. It mounted on the vehicle hardpoints.
extinguishes all fires up to medium size.
Flashbang. Any affected creature must make a
DC 15 Constitution Saving Throw or be Stunned
and Prone for 1 minute. A creature that is
stunned may use its action to attempt a
Constitution Saving Throw against DC 15. On a
success, it is no longer stunned.
Heavy. Small creatures have disadvantage to
attack with this weapon. The weapons size and
bulk make it difficult for a small creature to use it
effectively.
Loading. Because of the time required to load
this weapon, you can only fire one piece of
ammunition from it when you use an action,
bonus action or reaction to fire it, regardless of
the number of attacks that you can normally
make. Weapons
Liquids. These weapons use some form of Battleglove. This melee weapon fits over your
liquid as ammunition. Liquids include drugs, holy hand like a large glove. It holds 3 spaces for
water, intoxicants, paint, poisons, etc. cybertech or can be used like a shock weapon. If
Poison. This item is poisoned. Every time a used for a shock weapon, the 3 spaces are used
target is hit with this weapon, the target must for the battery.
make a DC 10 Constitution Saving Throw or be Assault rifles, light, medium, heavy. These
poisoned for 1 minute. firearms are some of the deadliest on the field of
Reload. A limited number of shots can be battle or home defense. They can all be used in
made with a weapon with the reload property. A single shot or burst fire modes.
character must then reload it using the action or Autopistols, light, medium, heavy. These
77 | P a g e
simple firearms are the most common used in (Intimidation) checks with advantage.
the world today. They can be all be fired as Goo. These do acid damage if they hit. Each
single shot or short burst. They can use multiple creature in the area makes a saving throw for
types of ammunition. their armour. Roll 1d20, on a 1-9, their armour
Dartgun. This firearm uses darts as loses 1 point of AC, otherwise the armour is
ammunition. Dartguns usually have liquids in the good.
dart used against the targets. Dartguns are Grenades. A grenade is usually thrown and
single shot weapons. Darts cost the same as detonates in a radius of 20 feet. Some grenades
normal ammunition. have different effects and damage types.
Flamethrower. The most frightening of all Grenade launcher. This propels grenades to a
hand-held weapons. This uses a gel to coat the greater range than thrown.
target and make it burn for rounds. Any creature
carrying this weapon can make Charisma
What's my Weapon Called?
Hey Tronnie! This is for the description of your weapon!
Roll 1d20 for the Manufacturer, then Type 1, Type 2 and Type 3.
Weapon quality affects the weapons when you roll a 1 on an attack roll.
Very Poor. The gun explodes in your hand doing 3d6 piercing and fire damage.
Poor. The gun is now broken. You need a new gun.
Normal. The gun is jammed. It takes 1 action to unjam the gun.
Excellent. The gun is jammed. You can use a bonus action to unjam the gun.
Roll Manufacturer Cost Mod Wpn Quality Type 1 Type 2 Type 3
1 Meekers 1/3 Very Poor Blue Gruber 10
2 Viktor Stolls Normal No Change Hauberk Pulse 15
3 BlackScale Normal No Change Waterdeep Made 20
4 Techpop 1/2 Poor Winter Industries 30
5 BorgWorks +20% Excellent Chund Assault 40
6 FreedomFire Normal No Change Vanni's Fashion 50
7 Zedder Fields 1/2 Poor Axley Terror 100
8 FeyEdge Normal No Change Abrahams Peaceful 500
9 BonBon 1/3 Very Poor Dragon Arms 1000
10 ChangArms Normal No Change Red Weaponry Blaster
11 Hruggle +20% Excellent Hillsfar Factory Blue
12 Toom Armaments +20% Excellent Goblin Fast Eraser
13 Bart & Higgins Normal No Change Longsaddle Magical Green
14 Everbright Weapons Normal No Change Gnome Hammer Grizzly
15 TechWorks +20% Excellent Hard Forge Gun
16 Abrahms Arms +20% Excellent Mithril Mega Cannon
17 AH Techtoys +20% Excellent Elven Hand Mega
18 Shadow Technologies +20% Excellent Dale Goti Monster
19 ChromeEdge Normal No Change Riverworks Tech Shocker
20 Orkken Normal No Change Soldier Eye Wand

Hunting Rifle. This is an old weapon used for Paintball gun. This firearm uses compressed
hunting game. air to fire liquids that are in small plastic balls.
Laser weapons. These are expensive and The plastic balls do non-lethal damage. The
highly technical ranged weapons. They use liquids may have other various lethal effects.
coherent light to damage targets. Revolver. The old reliable standard of basic
Microwave weapons. These weapons use handguns. It has less shots and is still
focused microwaves. Often these weapons shut considered the equalizer of all creatures.
down technology for a few rounds. Rocket launcher. This uses an explosive
rocket to destroy targets. It has been called the
78 | P a g e
modern fireball. changes to copper cost items.
Shotgun. This weapon fires a cone of pellets. New Equipment
Slivergun. Small and deadly, this gun fires off Autoinflate Bed. This is a twin mattress that
slivers of a poisoned plastic. takes 5 minutes to automatically inflate. Sheets
Sniper rifle. The assassin’s best friend. It can are 1 sp.
be fired from extreme range and still be Ammunition. The world has many ammunition
extremely deadly. options for bullets. Note that every bullet option
Squirtgun. This is not the fun toy of youth. has the same for arrows and are sold in the
This weapon fires liquids that can have any same quantity.
number of effects. Gun bullet clip. This is a clip that holds the
Submachineguns, light, medium, heavy. ammunition for the gun.
These fearsome weapons fire a lot of ammunition Bullets, normal. These are the regular
into a small space. They can all be used in single caseless bullets. They come in packages of 10.
shot, burst fire or short burst modes. Bullets, ceramic. These are ceramic cased
Taser. The quintessential non-lethal handgun. bullets. They come in packages of 10.
This weapon does less damage and usually Armour Piercing (AP). These help to go
leaves a person Stunned. through armour. They are +1 to hit and do half
Thundergun. This weapon fires a loud sonic damage on a hit. They come in packages of 10.
pulse. Anyone within a radius of 100 feet can Armour Piercing 2 (AP2). These are
hear the thunderous boom of the weapon. advanced armour piercing. They ignore
resistance to piercing damage and do half
damage on a hit. They come in packages of 10.
Big Hole. These make a big hole when they
come out. The do +1d8 piercing damage on a
hit. They come in packages of 10.
Beehive. These bullets do 3d6 piercing
damage in a 15-foot cone directly in front of you.
They come in packages of 10.
Breach. These bullets do 3d6 fire damage in a
radius of 5 feet. They also tend to warp your
ranged weapon as they are so hot. Each time
that you fire a round, make a Saving Throw for
your weapon. Roll 1d6, on a 5-6, your weapon is
destroyed. They come in packages of 10.
Burners. These do +1d4 fire damage if they
hit. The target must make a DC 10 Dexterity
Saving Throw or be on fire for 1d4 rounds. They
come in packages of 10.
Flashbang. Any affected creature in a 5-foot
radius must make a DC 15 Constitution Saving
Rémi Lamothe Concept art, Character & Props Throw or be Stunned and Prone for 1 minute. A
design Bordeaux, France creature that is stunned may use its action to
attempt a Constitution Saving Throw against DC
Old Equipment 15. On a success, it is no longer stunned. They
Old equipment (stated in the Player’s come in packages of 10.
Handbook) is still in service today. It’s simply Finder. These bullets do half normal damage.
costs less due to the industrial age. The also imbed a tracking device on a hit. The
Equipment cost is lessened by one step to a bullets are sold with a tracking frequency and a
minimum of copper pieces. This means that beep (app) that can be uploaded to your phone.
equipment that cost gold, now costs silver, and They come in packages of 10.
equipment that costs silver now costs copper. No Goo. These do +1d4 acid damage if they hit.

79 | P a g e
The target makes a saving throw for their
armour. Roll 1d20, on a 1-9, their armour loses 1
point of AC, otherwise the armour is good. They
come in packages of 10.
Hole-y. These bullets do +1d4 piercing
damage on a hit if the target is not wearing
armour. The do half damage is the target is
wearing armour. They come in packages of 10.
Holy Water. These do +1d6 radiant damage
on a hit if the target is a fiend or undead. They
come in packages of 10.
Paint. These bullets are sold in a variety of
neon-glow water-soluble colours and do
1+Dexterity modifier points of non-lethal
damage and can cause blindness. Make a DC 15
Dexterity Saving Throw or have the Blinded
condition for 1 round. If you hit a target with a
paint round, you can see the paint dot clearly
and the target needs to make a new Dexterity
(Stealth) check to become hidden. Hitting an
invisible target makes the paint invisible. They
come in packages of 10.
Poison. These bullets do normal damage. On a
hit, the target makes a DC 10 Constitution
Saving Throw or be Poisoned for 1 minute. They
come in packages of 10.
Rubber. These bullets do non-lethal damage.
They come in packages of 10.
Screamers. These do +1d4 thunder damage if
they hit. The target must make a DC 10
Constitution Saving Throw or have disadvantage
on their next attack. These can be heard out to
100 feet when they are fired. They come in
packages of 10.
Strikers. These bullets look like they leave
streams of light. If you hit the target, the next
attack gets advantage to hit the same target.
They do half damage.
Zappers. These do +1d4 lightning damage if
they hit. The target must make a DC 10
Dexterity Saving Throw or have no Reactions for
1d4 rounds. They come in packages of 10.

80 | P a g e
Item Cost Wt lbs Item Cost Wt lbs
Autoinflate Bed 5 gp 5 Medical Items
Ammunition Airhypo 100 gp 1
Clip 1 sp 1 Clinic Visit 1 gp
Bullets 1 sp 1 Dermal stapler 100 gp 1
Ceramic 2 sp 1 Drug analyser 100 gp 1
AP 50 gp 1 Hospital Visit 100 gp
AP 2 100 gp 1 Intensive Care 500 gp
Beehive 500 gp 1 Skin Spray 1 gp 1
BigHole 100 gp 1 Passcard 1 sp 0
Breach 500 gp 1 Phone 1 gp 1
Burners 50 gp 1 Beeps (apps)
Finder 50 gp 1 Basics Free -
Flashbang 50 gp 1 Berryburst 50 gp -
Goo 25 gp 1 Businessworks 1 gp -
Hole-y 50 gp 1 Chombachat Free -
Holy Water 50 gp 1 Com 1 sp -
Paint 5 sp 1 CPU 100 gp -
Poison 50 gp 1 Games Free -
Rubber 1 sp 1 Holovid 100 gp -
Screaming 50 gp 1 IDLock 1 sp -
Strikers 10 gp 1 Instruments 1 sp -
Zappers 50 gp 1 Jamberry 50 gp -
Amplifier 50 g 5 Linktech 1 gp ea -
Breathing Filter 1 sp 0 Musicbeat 1 sp -
Bindertie 1 sp 0 Remote 1 sp -
Binoculars, Basic 1 sp 1 Remote II 100 gp -
Binoculars, Beeper 5 gp 1 Scrambler 100 gp -
Chiploads TrackIt! 100 gp -
Chipload +2 50 gp - Unscrambler 500 gp -
Chipload +3 100 gp - Video/TV 1 sp -
Chipload +4 500 gp - Scanner, Advanced
Virus +2 500 gp - Medical 100 gp 3
Virus (Your Prof) 5,000 gp - Motion 100 gp 3
20 Beeps (apps) 1 sp - Plate 100 gp 1
Bomb 100 gp - Poison 100 gp 3
Command 100 gp - Spectrum 100 gp 3
Language 10 gp - Tech 100 gp 3
Locked/Fused 50 gp - UniPatch 25-50 gp
Phone 10 gp - Medical drugs
Storage 1sp - Analgesic 50 gp
Spell Chips Emetic 50 gp
Cantrip 25 gp - Euphoric 50 gp
1st Level Spell 50 gp - Soporific 50 gp
2nd Level Spell 500 gp - Intoxicants
3rd level Spell 5,000 gp - Bash 1 sp 3
Cutting Torch 50 gp 3 Stonewine 1 gp 1
Glasses/goggles 50 gp 0.1 Updrink 3 cp 1
Glowstick 5 cp 0.1 Booger 1 cp 3
Glow Paint 5 cp 1 Fitbuff 5 sp 1
Glow Tape 5 cp 1 Whoop! 1 gp
Goggles, Darkvision 100 gp 1 Amore 1 gp
Goggles, Flash 25 gp 1 Bitten 5 gp
Goggles, IR 50 gp 1 Jill 1 sp
Goggles, LightSight 25 gp 1

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Amplifier. This amplifies your any sound that
goes through it. Anyone can hear it for 300 feet.
Breathing filter. This is a transparent mask
that gives 1 hour of clean air. A recharge is 3cp.
Bindertie. These are small ties that can be
used to tie things together. They come in
packages of 10. It is a DC 15 Strength (Athletics)
or Dexterity (Acrobatics) to escape them.
Binoculars, basic. These are basic handheld
binoculars. They give a 20x magnification. This
gives advantage on a Wisdom (Perception)
check. Command. This chipload can get you to carry
Binoculars, beeper. These are just like the out a specific Command like the spell. It can by
basic handheld binoculars. They give a 20x any command and be activated at any time by
magnification and have a 1000-foot laser either a specific circumstance or electronic
rangefinder built in. It comes with a beep (app). signal. It requires a DC 10 Wisdom Saving Throw
This gives advantage on a Wisdom (Perception) with disadvantage to not follow the command.
check. Language. This chipload gives you a language
Chiploads. These are downloadable software to speak. This does not include any slang for that
programs or actual physical chips that can be language. Computer programming languages are
loaded into a chipoader cybertech. Each chipload also available.
takes 1 chiploader space. They can be skills, Locked/Fused. This chipload locks a both it
tools, single weapons, languages, a phone with and one other chipload into that space. The
beeps, extra storage, commands or even bombs. chipload requires a DC 15 Intelligence
(Computer) check to unlock it. If the chipload
Chiploads +2, +3, +4. This is downloadable and the other chipload are fused, you cannot get
software or physical chips that can be loaded into it out.
your chiploader cybertech. Each chipload comes Phone. A phone in a chipload. How Dragon is
in a specific proficiency bonus with a skill, tool or that! This is a phone with the Basics.
single weapon proficiency that cannot be Storage. This is an extra storage chipload. It
changed unless you buy a new chip. The can hold up to 20 beeps (apps) or 50 GB.
proficiency bonuses come in +2, +3 and +4. It is
Spell Chips. These are chiploads that have an
rumoured that there are some Black Market actual raw spell matrix. The raw spell matrix
chips that have higher proficiency bonuses or are
does not have a power source for the magic. This
expertise in that skill or tool. comes from you in the form of hit points that you
Virus. This is a specially tailored virus that use to power the spell. You use your Charisma
teaches you any skill, tool or single weapon at modifier for any spell attack or saving throw DC
+2 proficiency. It is not a chip but both without proficiency. This means that the
preprogrammed information directly into your spell attack is Charisma modifier and the DC is
mind and body. 8+Charisma modifier.
Virus, Your Proficiency. This is a specially Cantrip. This costs 5 hit points each time you
tailored virus that teaches you any skill, tool or want to cast the cantrip. It can be any cantrip
single weapon at Your proficiency. The that is available.
proficiency goes up as your proficiency goes up. 1st Level Spell. This costs 10 hit points each
It is not a chip but preprogrammed information
time you want to cast the 1st level spell. It can
directly into your mind and body.
be any 1st level spell that is available.
20 Beeps (apps). This chipload can hold up to 2nd Level Spell. This costs 20 hit points each
20 beeps for the phone chipload. time you want to cast the 2nd level spell. It can
Bomb. Yes, it is a bomb in your head. If it goes be any 2nd level spell that is available.
off, roll 3d6 and subtract this number from both 3rd Level Spell. This costs 60 hit points each
your Intelligence and Wisdom scores. You get to time you want to cast the 3rd level spell. It can
live, kinda… be any 3rd level spell that is available.
82 | P a g e
and care for one day.
Cutting torch. A small torch that can cut Skin Spray. This is a spray for burns and
through things. It has enough power for 5 minor injuries. It comes in 50 different designer
minutes. colours. You can use it as a healer’s kit with
Glasses/goggles. Cool looking sunglasses or proficiency. It has 10 uses.
goggles that can hold up to 5 cybertech eye
options. Passcard. These are common cards for
Glowstick. A chemical light that gives dim identification, money, payments, points cards,
light in a 10 foot radius for 6 hours. shopping, etc.
Glow paint. This paint gives off dim light for
every 5 feet that is painted. The light lasts for 6
hours.
Glow tape. Just like a glowstick but it’s a tape.
It comes in a roll of 5 feet length.
Goggles, darkvision. This tech item gives 60
foot darkvision.
Goggles, flash. These goggles give advantage
against being blinded. They are especially useful
against flashbangs.
Goggles, IR. These are infrared goggles that
allow you to see as through brush and smoke
and fog. It allows you to ignore up to ¾ penalties
for brush and smoke and fog. It also gives
darkvision up to 30 feet.
Goggles, lightsight. If a light is present,
these allow you to see double the range in
normal sight and double the range in dim light. Phone. This is a dragon piece of tech is a
timepiece, points north, gives heartrate, calories
burned, number of steps, can connect to the
Medical Items. These are some of the web, store up to 200 beeps (apps) and is a
common medical items that can be found. phone. Costs 1 sp per month for a phone line
Airhypo. This is an injector for drugs, poisons, and +1 sp per month for web access. It has a
intoxicants or other substances. it holds up to 10 cyberlink within 5 feet for free. Double the cost
doses. for a cyberlink of 100 feet.
Clinic visit. This is a visit to a doctor, nurse, Beeps (apps). These are programs that are on
psychologist, or other medical professional. your phone. Each has a specific tone that beeps
Dermal stapler. This device staples both the to alert you when opened or when a notification
inside and outside of a creature so it does not is sent to you.
bleed. It holds 20 staples. They come sterilized Basics. This includes contacts, maps,
in packages of 20 and cost 1gp. calculator, camera, small light, text, vid, location,
Drug analyser. These device analyses drugs, flymode, sync, calendar and clock.
intoxicants and poisons letting you know what Berryburst. This counters the Jamberry.
they are. It gives you proficiency in the Businessworks. This uses spreadsheets,
Intelligence (Medicine) skill or Poisoner’s kit for writing, and presentation software.
the purpose of knowing the type of drug,
Com. This uses HD audio to talk or record.
intoxicant or poison.
Communication range is 3 miles (5km).
Hospital Visit. This is being in a hospital for
Chombachat. You can audio or audio/visual
one day. It covers any drugs, food, x-rays,
chat with your chombatta’s all over the world.
bloodwork, and internal scan and time to heal.
CPU. This gives your phone the full
Intensive Care. This is the special hospital
functionality of a laptop. It uses a virtual
ward for when you are in danger of dying. This
keyboard, mouse, and vocal interface. It also
covers all costs of food, exams, scans, bloodwork
83 | P a g e
takes up the space of 10 beeps. one of them are active at the same time, roll on
Games. The phone comes with 1000 games the Mixing Potions table on page 140 of the
that include advertising. Once a game, roll 1d20 DMG. It takes a bonus action to activate a
and on a 1, you have used up your data for that UniPatch. To load the patch, use the items
month due to the advertising. normal time usage.
Holovid. This is a holographic display just
above the screen.
ID Lock. This contains your identification,
banking info and government info. Keep it safe.
Instruments. This beep has 100 common
instruments that you can play electronically.
Jamberry. This jams all communication in a
radius of 20 feet.
Linktech. This wireless beep links your
cybertech to your phone.
Musicbeats. A very popular beep that you can Medical Drugs. These are all prescription
design music with. drugs. They come in pill, powder, liquid, smoking
Remote. This can control most common tube or gas forms. The gas covers 5-foot square.
devises such as tv’s, toasters, oven, computer, The cost is for 3 doses of the drug in whichever
vehicle, coffemakers, etc. form your are looking for.
Remote II. This can control offsite cameras, Analgesic. This makes you feel no pain. Gives
drones, sensors, and can be used to hack other advantage on Psychic saving throws for 1 hour.
computers or devices. Emetic. This makes you poop after 1 minute.
Scrambler. This encrypts your data with a DC It lasts for 1 hour. Make a DC 15 Constitution
15 encryption program. Saving Throw or gain 1 Exhaustion level.
Trackit!. This beep can track up to 5 tracker Euphoric. This makes you really happy. It
buttons/bullets up to 3 miles (5km). gives you advantage on Intelligence, Wisdom
Unscrambler. This decrypts your data with a and Charisma saves for 1 hour.
DC 15 decryption program. Soporific. This makes you sleepy. It's a DC 15
Video/TV. This is a full HD video/tv link. Constitution Saving Throw or be asleep for 1
hour.
Scanner, Advanced. These are uncommon
high-end handheld scanning devices.
Medical. This gives advantage on any Intoxicants. These are various common
Intelligence (Medicine) check. alcohols, and street pharmaceuticals.
Motion. This gives advantage on any Wisdom Bash. Bash is sold in a six-pack. It's green and
(Perception) check. It has a working radius of 50 foamy Goblin beer. Cheap and plentiful. Drink
feet. It beeps when it detects anything moving. one can and get 5 Temporary HP for 1 hour. They
It can be preset to different size categories. are not cumulative. After drinking 3 cans, non-
Goblins must make a DC 12 Con Saving Throw or
Poison. This gives advantage on any
be Poisoned for 1 hour.
Intelligence (Medicine) check for the detection
and names of the poison. Stonewine. A lovely extremely fortified wine.
Make a DC 10 Con Save after 2 glasses or be
Spectrum. This gives advantage on any
Stunned for 1 hour.
Intelligence (Science) check. This gives a
spectral analysis. UpDrink. A light tasting drink that gives a +1
on initiative for 1 hour. Afterwards, you have 1
Tech. This gives advantage on any Intelligence
Exhaustion Level.
(Mechanics) check.
Booger. This foul tasting gray liquid is made
UniPatch. A UniPatch is a delivery system for
from..something. One will remove an exhaustion
potions, drugs, intoxicants, oils, poisons, booze,
level for 1 hour. It takes 3 to make you falling
alchemy items. You may have up to 10 pre-
down drunk. It’s sold in a 3-pack. You are
loaded UniPatches on your body. If more than
84 | P a g e
Stunned if you drank all 3 within an hour. The you add your proficiency bonus to any Computer
Stunned effect lasts until you finish a Long Rest. checks you make to use the Web.
Fitbuff. A meal replacement that is Demolitions Kit. This Demolitions kit allows
nutritionally good for all Races. Dwarves, Orcs you to make things explode in a certain manner.
and Halflings need two for one meal. It looks like You can make a general explosion or a tamped
a chocolate bar. explosion or a tiny one that is harder to hear.
Whoop!. This is a light green powder that you Proficiency with Demolitions Kit lets you add your
eat. It makes you feel happy and gives you proficiency bonus to any Intelligence checks you
advantage versus the frightened condition for 1 make to explosives do what you need them to
hour. Make a DC 10 Constitution Saving Throw to do.
not want more when the hour is up. This comes Design Kit. This kit allows you to design things
in a one-ounce capsule. like computers, structures, electronics, devices,
Amore. This makes all Races feel beautiful. It's books, art, etc. Proficiency with Design Kit lets
a euphoric that gives advantage on Charisma you add your proficiency bonus to any Charisma
Saving Throws for 1 hour. Make a DC 10 checks you make to Design things.
Constitution Saving Throw to not want more Electronics Kit. This Electronics kit lets you
when the hour is up. It’s a bright blue colour. repair or make simple electronics. Proficiency
This comes in a one-ounce capsule. with Electronics Kit lets you add your proficiency
Bitten. This red blood looking liquid gives you bonus to any Intelligence checks you repair or
Advantage on Strength Checks for 1 minute and make simple electronics.
Disadvantage on attack rolls, skill checks, and Electronic Security Kit. This Security Kit is
saving throws in bright sunlight for 1 hour. This specifically designed to help you overcome
comes in a one-ounce tube. electronic security. Proficiency with Electronic
Jill. This gives you Advantage on Intelligence Security Kit lets you add your proficiency bonus
checks for 1 minute. The downside is that after to any Intelligence checks you make to overcome
the minute, you are poisoned for 1 hour. Make a electronic security.
DC 10 Constitution Saving Throw to not want Engineering Kit. This Engineering kit helps
more when the hour is up. you determine the best place to reinforce or
destroy a structure. Proficiency with Engineering
Kit lets you add your proficiency bonus to any
Intelligence checks you do this.
Field Surgery Kit. This Kit lets you perform
surgery in the field without a proper medical
suite. Proficiency with Field Surgery Kit lets you
double your proficiency bonus on Medicine
checks you make to perform surgery.
First Aid Kit. Proficiency with First Aid Kit lets
you add your proficiency bonus to any
Intelligence checks you make to stabilize
someone.
Gun Kit. Proficiency with Gun Kit lets you add
your proficiency bonus to any Intelligence checks
you make to keep your gun clean and working
Openpics, Age 69 • Deutschland
after it gets wet or run over or damaged.
New Tools
Hacker's Kit. Proficiency with Hacker's Kit lets
Computer Repair Kit. This Kit allows you to you add your proficiency bonus to any
repair a computer. Proficiency with Computer Intelligence checks you make to try to bypass
Repair Kit lets you add your proficiency bonus to WebSpells or programs.
any Intelligence (Computer) checks you make to
Mechanical Kit. Proficiency with Mechanics Kit
Repair a Computer that has malfunctioned.
lets you add your proficiency bonus to any
Cyberdance. This computer is linked to you Intelligence checks you make to try to create,
via cyberlink. Proficiency with Cyberdance lets jury rig or repair a mechanical item.

85 | P a g e
Trades Kit. Proficiency with Trades Kit lets you
add your proficiency bonus to any Intelligence Mounts and Vehicles Tools
checks you make to accomplish your trade.
Oftentimes, each vehicle proficiency has a
system of graduated levels that determines the
various kinds of vehicles a character has
mastered.
Animal
An animal can sometimes be used as a vehicle.
This most often happened in the old, old days
before modern transportation. They often used
horses, griffons, drakes, wyverns, cattle, large
dogs, snakes and other strange and unusual
creatures. Uncommon animals in the modern
world are donkeys, horses, large dogs and
mules. Rare animals would be griffons, giant
Cane TPRO, Concept artist, North Vancouver, Canada vultures or snakes, drakes, cattle and such. All
other riding animals would be Very Rare. Very
New Tools Cost Wt lbs strange stuff, huh, Tronnie!
Computer Repair Kit 100 gp 5 lbs
Cyberdance 50 gp - Aircraft and VTOL Aircraft
Demolitions Kit 500 gp 5 lbs Description goes here.
Design Kit 20 gp 5 lbs
Electronics Kit 50 gp 5 lbs Aircraft Endorsements, Training Time and
Electronic Security Kit 100 gp 5 lbs Prerequisites
Engineering Kit 100 gp 5 lbs Training
Endorsement Days Prerequisites
Field Surgery Kit 100 gp 5 lbs
Student 5 None
First Aid Kit 20 gp 5 lbs Balloon 3 Student Endorsement
Gun Kit 1 gp 5 lbs Glider 3 Student Endorsement
Hackers Kit 100 gp 5 lbs Ultra-light 3 Student Endorsement
Mechanical Kit 20 gp 5 lbs Recreational 15 Student Endorsement
Trades Kit 100 gp 5 lbs Private 20 Private Endorsement
Passenger 3 Private Endorsement
Sealanding 5 Recreational or Private Endorsement
Mounts and Vehicles
Multi-engine 10 Private Endorsement
Animals VFR-Over-the- 8 Recreational or Private Endorsement,
Uncommon 500 gp Top 20 hours flight experience
Rare 5000 gp Night 8 Recreational or Private Endorsement,
Aircraft and VTOL 20 hours flight experience
Aircraft Instrument 8 Recreational or Private Endorsement,
Student 500 gp 50 hours flight experience
Commercial 30 Instrument, Multi-engine, Night,
Private 5000 gp Private, and VFR-Over-the-Top
Recreational 5000 gp Endorsement, 200 hours flight
Commercial 50,000 gp experience
Heavy Equipment Officer - Commercial Endorsement, 1000
Trucks, Trailers 5000 gp hours flight experience
Road clearing 5000 gp Instructor - 2500 hours flight experience
Cranes, etc 50,000 gp Student Endorsement. You are proficient with
Motor Vehicle and may fly an aircraft under the supervision of a
Car, Van, Light Truck 500 gp flight instructor for the purpose of flight training.
Motorcycle 500 gp
Student Endorsement, VTOL. You are
1 ton+ truck 5000 gp
Long Haul Truck 50,000 gp
proficient with and may fly an VTOL aircraft
Sail and Surface Craft under the supervision of a flight instructor for the
Motorboat 500 gp purpose of flight training.
Large Motorboat 5000 gp Balloon Endorsement. You are proficient with
Yacht 50,000 gp and may fly a balloon in accordance with day
Submersible Craft
visual flight rules.
Mini submarine 5000 gp
Submarine 50,000 gp Glider Endorsement. You are proficient with
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and may fly a glider in accordance with day Heavy Equipment
visual flight rules.
This consists of loaders, cranes, huge tractors,
Ultra-light Endorsement. You are proficient
and land mover vehicles.
with and may fly an ultra-light aircraft in
accordance with day visual flight rules. Motor Vehicle
Recreational Endorsement. You are Motor vehicles consist of cars, trucks, vans,
proficient with and may fly recreational aircraft SUV’s, motorcycles, limousines, 18-wheel trucks
(single engine, maximum one passenger) in and transports, cabs, mopeds, etc.
accordance with day visual flight rules.
Motor Vehicle Endorsements, Training Time
Recreational Endorsement, VTOL. You are and Prerequisites
proficient with and may fly recreational VTOL Endorsement Training Prerequisites
aircraft (single engine, maximum one passenger) Days
Student 5 None
in accordance with day visual flight rules.
Basic 10 Student Endorsement
Private Endorsement. You are proficient with Motorcycle 5 Student Endorsement
and may fly private aircraft in accordance with Passenger 15 Basic Endorsement
Load 15 Basic Endorsement
day visual flight rules. Full 15 Basic Endorsement
Private Endorsement, VTOL. You are Student Endorsement. You are proficient with
proficient with and may fly private VTOL aircraft and may drive a motor vehicle under the
in accordance with day visual flight rules. supervision of a driving instructor for the
Passenger Endorsement. You may fly aircraft purpose of driver training.
you are proficient with for the purpose of Basic Endorsement. You are proficient with
carrying passengers. and may drive Cars, Light Trucks, Motor Homes
Sealanding Endorsement. You are proficient or other two axle motor vehicles that do not
with and may fly aircraft that can land and take require any other endorsements.
off from the water. Motorcycle Endorsement. You are proficient
Multi-engine Endorsement. You are with and may drive motorcycles and other two
proficient with and may fly aircraft with multiple wheeled motor vehicles.
engines. Passenger Endorsement. You are proficient
Multi-engine Endorsement, VTOL. You are with and may drive motor vehicles designed to
proficient with and may fly VTOL aircraft with carry passengers.
multiple engines. Load Endorsement. You are proficient with
VFR-Over-the-Top Endorsement. You may and may drive vehicles with three or more axles
fly aircraft you are proficient with above and and vehicles designed to carry heavy loads.
between cloud, without visual reference to the Full Endorsement. You are proficient with and
ground under visual flight rules during the may drive all motor vehicles.
daytime.
Sail and Surface Craft
Night Endorsement. You may fly aircraft you
are proficient with according tonight time visual This is proficiency with Water Craft, be they
flight rules. sailing or motorized.
Instrument Endorsement. You may fly Submersible Craft
aircraft you are proficient with under instrument
This gives you the knowledge of underwater
flight rules.
craft. You know how to navigate, use sonar, and
Commercial Endorsement. You may fly other technical equipment related to this area.
aircraft you are proficient with for hire, as a pilot
or as part of a crew, in accordance with visual
flight rules. Mounts and Vehicles
Officer Endorsement. You may command a What has changed with the mounts and
crew for the purposes of flying an aircraft. vehicles over the ages?
Instructor Endorsement. You may act as an Well, in the Steam Age, things used coal,
instructor with any aircraft you are proficient steam, and crude electrical or magical engines to
with. power things. A lot of dangerous chemicals were
87 | P a g e
released into the atmosphere and caused part of small to accommodate it. If it tries to do so, it
the problems that are happening now. crashes as described using the “Crashing a
In the Industrial Age, the manufacturing plants Vehicle” section (page xxx).
used more coal, steam, gasoline and a little more
efficient electrical or magical engines to power Cost
things. Electricity, magnetism, atomic forces Most vehicles cost a certain amount of gold to
were the big things that were on the scientific buy. The amount listed is the usual amount it
minds at the time. costs to buy this vehicle as listed.
As we travel along in time, manufacturing got
better at being more efficient and in the modern Capacity
era, coal power was outlawed but some still use A vehicle’s stat block indicates how many
it as coal is a less costly alternative to spending creatures and how much cargo it can carry.
the money on modern solar power, wind power, Creatures include both the driver and any
electrical or magical engines. passengers who might ride along. Passengers
Most modern vehicles use a form of gasoline don’t engage in driving the vehicle, but they are
that is created magically, or they use electrical or not mere bystanders. They can use their own
magical engines. Gasoline vehicles cost the weapons and possibly vehicle mounted weapons
prices listed. Electrical engines cost +50% more as well.
and magical engines cost double the total cost of Cargo capacity notes the maximum amount of
the vehicle. cargo or weight that the vehicle can carry in
addition to the driver and passengers. The
modern engines can usually make the vehicle run
Vehicle Stat Blocks even when loaded down with a lot of weight.
To aid in running adventures where vehicles Should the weight on the vehicle exceed the
engage in combat, undertake precise navigation, cargo capacity, then the vehicle moves at half
or face situations where their various capabilities speed. If the cargo capacity the vehicle is
become relevant, the following section presents carrying is double, then the vehicle’s speed is 0.
new rules and stat blocks for a spectrum of Some vehicles can Tow up to a certain
vehicles. capacity. This is stated under the vehicle’s Tow.
Hardpoints are the places in which a weapon
Basic Statistics can be mounted on a vehicle. Typical hardpoints
A vehicle stat block has three main parts: basis are the vehicles front hood, trunk hood, top of
statistics, components, and action options. the passenger area or if in a truck, the flatbed
Vehicles usually cannot take actions on their own area.
unless they have an Artificial Intelligence (AI).
Without effort from its driver, pilot or crew, a Travel Pace
vehicle might drift off course, come to a stop or A vehicle’s travel pace determines how far the
careen out of control. vessel can move per hour and per day. A
vehicles’ movement-related components
Size (described later in the stat block) determine how
Most vehicles are Large, Huge or Gargantuan. A far the vehicle can move each round.
vehicle’s size category is determined by its Fuel determines how far the vehicle can move
length or width, whichever is longer. For before the need to be refueled.
instance, a vehicle that is 10 feet long and 20 Some vehicles have special travel abilities that
feet wide would use the size category that has a are listed in this section.
20-foot width which means the ship is
Gargantuan. Ability Scores
A vehicle has the six ability scores (Strength,
Space Dexterity, Constitution, Intelligence, Wisdom and
A vehicle doesn’t have a square space unless its Charisma) and the corresponding modifiers.
stat block specifies otherwise. For example, a The Strength of a vessel expresses its size and
vehicle that is 20 feet long and 10 feet wide weight. Dexterity represents a vehicle’s ease of
occupies a 20-foot-by-10-foot space. handling. A vehicles Constitution covers its
A vehicle cannot move into a space that is too durability and the quality of construction.
88 | P a g e
Unreal Engine by KK Design Frame. A vehicles basic frame on which the
other components are mounted.
Vehicles usually have a score of 0 in Intelligence, Control. A control component is used to steer a
Wisdom and Charisma. vehicle.
If a vehicle has a 0 score, it automatically fails Movement. A movement component is the
any ability check or saving throw that uses that element of the vehicle that enables it to move,
score. such as an engine, set of sails or oars, and has a
Vulnerabilities, Resistances, and specific speed. If the vehicle is stationary, the
Immunities driver/pilot uses their Move Action for the vehicle
A vehicle’s vulnerabilities, resistances and movement and to steer the vehicle. The
immunities apply to all its components, unless driver/pilot may use their Dash Action to move
otherwise noted in the stat block. the vehicle as well.
Vehicles are typically immune to poison and Slam/Trample. This states the amount of
psychic damage. Vehicles are also usually damage that a slam or trample the vehicle does.
immune to the following conditions: blinded A vehicle takes half the amount of damage when
charmed, deafened, exhaustion, frightened, this action is used.
incapacitated, paralyzed, petrified, poisoned, A vehicles component might have special
prone, stunned and unconscious. rules, as described in the stat block.

Armour Class
Actions
A component has an Armour Class. Its AC
This part of the stat block specifies what the reflects the material used to construct it and any
vehicle can do on its turn, using its special defensive plating used to augment its toughness.
actions rather than the actions used by
creatures. It even relies on its actions to move; it Hit Points
doesn’t have a move otherwise. The vehicle’s
A vehicle component is destroyed and becomes
driver decides which actions to use. A give n
unusable when it drops to 0 hit points. A vehicle
action can be chosen only once during a turn.
is wrecked if its frame is destroyed. The doors,
hood, trunk and engine have specific Hit Points.
Components A vehicle doesn’t have Hit Dice.
A vehicle is composed of different components
each of which can comprise multiple objects.
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Damage Threshold Cargo Capacity: 43 tons
If a vehicle has a damage threshold, that Travel Pace: 560 miles per hour (9200 miles per day)
threshold appears after its hit points. A Fuel: 9200 per full tank.
component has immunity to all damage unless it Str 20 (+5), Dex 8 (-1), Con 20 (+5)
takes an amount of damage that equals or AC 16- 1000 Hit Points (damage threshold 10)
exceeds its threshold, in which case it takes
Doors, side panels, wings 150 HP each, Engine 150 HP
damage as normal. Damage that fails to bypass
the threshold is considered superficial and
Slam/Trample: 10d10 bludgeoning
doesn’t reduce the component’s hit points.

Vehicles
This is a listing of the common vehicles found in
the world today.

Air Vehicles
Student (Ultralight/Glider), Huge, 20 ft x 40 ft, 10,000 gp
Creature Capacity: 1
Cargo Capacity: 1000 lbs
Travel Pace: 50 Miles per hour (4000 per day), Flight/Glide
Fuel: 500 miles per full tank.
Str 12 (+1), Dex 15 (+2), Con 12 (+1)
Cool Cars in the City
AC 12- 50 Hit Points
Engine 20 HP Land Vehicles
Slam/Trample: 2d8 bludgeoning Motorcycle, Large 6 ft x 10 ft
Creature Capacity: 2
Private (Jets), Gargantuan, 50 ft x 50 ft, 15 million gp Cargo Capacity: 1000 lbs
Creature Capacity: 5-8 Travel Pace: 30/100 Miles per hour (720 per day)
Cargo Capacity: 3.5 tons Fuel: 560 miles per full tank.
Travel Pace: 535 miles per hour (2350 miles per day), Str 12 (+1), Dex 16 (+3), Con 15 (+2)
Flight AC 16- 100 Hit Points (damage threshold 10)
Fuel: 2300 miles per full tank. Engine 50 HP
Str 16 (+3), Dex 14 (+2), Con 15 (+2) Slam/Trample: 4d6 bludgeoning
AC 16- 300 Hit Points (damage threshold 5)
Doors, side panels, wings 100 HP each, Engine 100 HP Sub compact, Large 5.75 ft x 15 ft, 16,000 gp
Slam/Trample: 6d8 bludgeoning Creature Capacity: 4-5
Cargo Capacity: 1500 lbs. Hardpoints: 1
Recreational (Fixed Wing), Gargantuan, 50 ft x 50 ft, Travel Pace: 30/100 Miles per hour (720 per day)
200,000 gp Fuel: 350 miles city or 450 miles highway per full tank.
Creature Capacity: 1-4 Str 14 (+2), Dex 14(+2), Con 15 (+2)
Cargo Capacity: 1.5 tons AC 16- 100 Hit Points (damage threshold 5)
Travel Pace: 200 Miles per hour (1600 per day) Doors, hood, trunk 20 HP each. Engine 20 HP
Fuel: 10,000 miles per full tank. Slam/Trample: 5d8 bludgeoning
Str 16 (+3), Dex 14 (+2), Con 15 (+2)
AC 16- 200 Hit Points (damage threshold 5) Mid size, Large 6.5 ft x 17 ft, 35,000 gp
Doors, side panels, wings 50 HP each, Engine 100 HP Creature Capacity: 4-5
Slam/Trample: 5d8 bludgeoning Cargo Capacity: 2000 lbs. Tow 3,000 lbs. Hardpoints: 2
Travel Pace: 30/150 Miles per hour (720 per day)
Commercial, Large 6 ft x 20 ft Fuel: 300 miles city or 450 miles highway per full tank.
Creature Capacity: 330
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Str 16 (+3), Dex 12 (+1), Con 15 (+2) Creature Capacity: 2-4
AC 16- 100 Hit Points (damage threshold 5) Cargo Capacity: 40 tons, +50 ft per Trailer (10 tons) (max
Doors, hood, trunk 20 HP each. Engine 30 HP 4)
Slam/Trample: 5d10 bludgeoning Travel Pace: 30/100 Miles per hour (720 per day)
Fuel: 2500 miles per full tanks (2).
SUV, Large 6 ft x 15 ft, 45,000 gp Str 20 (+5), Dex 10 (+0), Con 18 (+4)
Creature Capacity: 4-5 AC 14- 150 Hit Points (damage threshold 5),
Cargo Capacity: 2000 lbs. Tow 5,000 lbs. Hardpoints: 2 Doors, hood, trunk 20 HP each, Engine 100 HP
Travel Pace: 30/150 Miles per hour (720 per day), 4wheel Slam/Trample: 8d10 bludgeoning
drive-ignore difficult terrain Road Clearing, Huge, 8 ft x 50 ft, 150,000 gp
Fuel: 375 miles city or 500 miles highway per full tank. Creature Capacity: 2
Str 16 (+3), Dex 10 (+0), Con 15 (+2) Cargo Capacity: 10 tons
AC 16- 100 Hit Points (damage threshold 5) Travel Pace: 15 Miles per hour (360 miles per day)
Doors, hood, trunk 20 HP each. Engine 40 HP Fuel: 300 miles per full tank.
Slam/Trample: 5d10 bludgeoning Str 20 (+5), Dex 8 (-1), Con 18 (+4)
Cargo Van, Huge 6.75 ft x 20 ft, 50,000 g AC 16- 100 Hit Points (damage threshold 10)
Creature Capacity: 1-10 Doors, hood, trunk 20 HP each, Engine 1000 HP
Cargo Capacity: 5,000 lbs. Tow 8,000 lbs. Hardpoints: 4 Slam/Trample: 8d10 bludgeoning
Travel Pace: 30/150 Miles per hour (720 per day)
Water Vehicles
Fuel: 350 miles city or 450 miles highway per full tank.
Str 16 (+3), Dex 10 (+0), Con 16 (+3) Motorboat, Large 10 ft x 20 ft, 10,000 gp
AC 16- 150 Hit Points (damage threshold 5) Creature Capacity: 4-5
Doors, hood, trunk 20 HP each. Engine 50 HP Cargo Capacity: 2000 lbs
Slam/Trample: 6d8 bludgeoning Travel Pace: 5 Miles per hour (200 miles per day)
Fuel: 115 miles per full tank.
Half-ton Pickup Truck, Huge 6.75 ft x 16 ft, 60,000 gp Str 14 (+2), Dex 14 (+2), Con 15 (+2)
Creature Capacity: 1-3 in cab, (6 in flatbed) AC 16- 100 Hit Points
Cargo Capacity: 5,000 lbs. Tow 10,000 lbs. Hardpoints: 3 Side panels 20 HP each, Engine 20 HP
Travel Pace: 30/150 Miles per hour (720 per day), 4wheel Slam/Trample: 3d8 bludgeoning
drive-ignore difficult terrain
Fuel: 470 miles city or 600 miles highway per full tank. Large Motorboat, Huge 10 ft x 50 ft, 100,000 gp
Str 16 (+3), Dex 10 (+0), Con 16 (+3) Creature Capacity: 4-5
AC 16- 150 Hit Points (damage threshold 5) Cargo Capacity: 5 tons
Doors, hood, trunk 20 HP each. Engine 40 HP Travel Pace: 5 Miles per hour (200 miles per day), Sailing is
Slam/Trample: 6d8 bludgeoning 3 miles per day.
Fuel: 350 per full tank or unlimited Sailing.
Full Size Pickup Truck, Huge 7.5 ft x 20 ft, 80,000 gp Str 16 (+3), Dex 10 (+0), Con 15 (+2)
Creature Capacity: 1-4 in cab, (10 in flatbed) AC 16- 100 Hit Points (damage threshold 10)
Cargo Capacity: 8,000 lbs. Tow 15,000 lbs. Hardpoints: 4 Side panels 30 HP each, Engine 50 HP
Travel Pace: 30/150 Miles per hour (720 per day), 4wheel Slam/Trample: 5d8 bludgeoning
drive-ignore difficult terrain
Fuel: 350 miles city or 450 miles highway per full tank. Yacht, Gargantuan, 20 ft x 100 ft, 20 million gp
Str 18 (+4), Dex 10 (+0), Con 16 (+3) Creature Capacity: 500
AC 16- 150 Hit Points (damage threshold 5) Cargo Capacity: 100 tons
Doors, hood, trunk 20 HP each, Engine 50 HP Travel Pace: 5 Miles per hour (200 per day)
Slam/Trample: 6d10 bludgeoning Fuel: 5000 miles per full tank.
Str 20 (+5), Dex 8 (-1), Con 20 (+5)
Long Haul Truck, Gargantuan 6 ft x 55 ft, 150,000 gp AC 10- 1000 Hit Points (damage threshold 10)

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Side panels 100 HP each, Engine 500 HP
Slam/Trample: 10d10 bludgeoning

Mini Sub, Large 6 ft x 10 ft, 150,000 gp


Creature Capacity: 1
Cargo Capacity: 2000 lbs
Travel Pace: 5 Miles per hour (200 per day), Aquatic
Fuel: 115 miles per full tank.
Str 14 (+2), Dex 16 (+3), Con 15 (+2)
AC 16- 100 Hit Points
Engine 50 HP
Slam/Trample: 2d8 bludgeoning

Submarine, Gargantuan, 40 ft x 560 ft, 50 million gp


Creature Capacity: 160
Cargo Capacity: 5 tons
Travel Pace: 20 miles per hour (160 miles per day), Aquatic
Fuel: Nuclear or magical. Range is Unlimited.
Str 20 (53), Dex 10 (+0), Con 20 (+5)
AC 20- 500 Hit Points (damage threshold 20)
Engine 1000 HP
Slam/Trample: 8d10 bludgeoning

Airships

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Cybertech
What is cybertech? It's a replacement or
enhancement for people. Some get it when they
have lost hands, arms, feet, legs, internal
organs. Others get it cuz they want to be
tougher, faster, stronger. Why do you want it?
CyberTech is also the less costly alternative to
Biologicals (Bios) which are grown from your own
cells, Nanotech which are microscopic robots that
replicate to enhance you or Magical that uses
magic to duplicate the cybertech effects. Each
have a different cost with the same cybertech.
Cybertech is the tech version of magical items.
They are mass produced so they have a lower
cost. Often, madness comes along with installing
cybertech. This is called Cybermadness. Costs Mechanical Horse Tattoo by Solomandra
are the base cost as shown on the listing below. Haircare. Replacing your hair with fiberoptic
Biologicals are always x3 cost to start with as cables. Basic contains 3 colours and a shifting
they are expensive to grow and as they are part rainbow pattern.
of you, you get Advantage on the Sanity Saving Skinshift. A simple spray on polymer that
Throw when they get installed. adheres to your skin. Wears off after a long rest.
Nanite cybertech costs are x5 as they are Comes in hundreds of different designs and
costly to produce in the very hi-tech labs. It’s labels. Don’t let that corp mom or dad catch you
scary when some unfinished nanotech gets loose with a tattoo.
and starts mutating everything it touches. PatchIt. This is a skin cell phone that can
Magical cybertech is costly. It is x10 price (or make calls with full audiovisual. Get a Mindware
the next rarity in items). It seems that no one link for +5 gp and it can access your contacts.
ever suffers from cybermadness when getting Face-a-Like. Makes your face look like
magical cybertech installed. Weird, huh? Each someone else. This gives advantage on Charisma
magical cybertech item is a custom order and (Deception) checks for face only checks. You can
can take weeks or months to get. be a star! If you are using Attractiveness, you
Problems with getting cybertech. can raise this Ability Score by +1 per 5 gp spent.
Really? There are problems with enhancing Body-a-Like. Makes your body look like you
yourself? You bet, Tronnie! People go crazy want it to. Be a body builder or an Orc! If you
sometimes with just a bit of cybertech, some are using Attractiveness, you can raise this
people can get a lot with no adverse effects. Ability Score by +1 per 5 gp spent.
Why? No one knows. Maybe it's due to the Magic Body-a-Like Max. Just like Body-a-Like but
vs Tech problem that the Gondites speak about. you get to look like your favorite person. This
Me, I don't know. I just know it works. gives advantage on Charisma (Deception) checks
for to pass for disguise checks. Be a Star!
Face It!. Implanted nanogel can change your
Fashonwear face to other people’s faces. This stores 3 faces
The statement that you make is worn and in of popular icons.
your skin. Chameleon. This is advanced nanotech. It
Glowtat. This is a tattoo that glows in the changes your entire body. It works like an Alter
dark. Self spell with the Change Appearance ability. It
Orbshift. A replacement for the iris. You can holds until you change it. No concentration
make them look like anything. Blue, green, required.
pizza, skulls, you name it. Each comes with 3
styles that you can choose.

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Mindtech
Mindlink. This is the mental neural link that
most everyone has. It allows you to access
computers, phones, terminals, the Web, link to
hardware such as scanners, weapons,
electronics, etc.
Chiploader. This chip has slots for up to 10
programs. You can have up to 10 chipped skills,
weapons, tools or languages. The number of
chips that you can have in use at one time is half
your Intelligence score, round up.
Elfware I. This gives a +1 to your Dexterity
ability score as long as it is active. It is not
compatible with Droware. Scream Internet Addiction by Studiostocks
Elfware II. This give an additional +1 to your Dragonsbreath. A truly frightening piece of
Dexterity ability score as long as it is active. It is cybertech. This allows you to emit one of the
not compatible with Droware. following damage types: acid, cold, lightning, or
thunder. The Damage is 1d8 of the chosen
Droware. This gives you Advantage on
damage type to a 10-foot cone. It has a DC 10
Initiative checks for one minute per short or long
Dexterity Saving Throw. You can use this once
rest. It is not compatible with any Elfware.
per short or long rest.
Squid. This item records full brain activity
Pyrebreath. This is a pyrejelly that is squirted
giving a full sensory input when recorded. It is
from a sack in your throat much like snakes can
usually stored on a memory chip in your
spit venom. You make an attack roll using your
Chiploader. These can be very addictive.
Dexterity. If you hit, it does 1d6 fire damage.
Speedboost. Enhancement at its finest. This The target makes a DC 10 Dexterity Saving
adds a +1 to your initiative. It may be applied to Throw or is on fire for 1d4 rounds doing 1d6 fire
any Elfware or Droware. damage each round.
Ports (2). These are 2 external access ports Pouch. This is a pouch inside you. It can hold
that give spots for cables to be linked to external one light autopistol, or 3 tiny items or 1 small
devices. Wifi ports cost double. item.
Linkware. This is software that allows links Sing It! Sound like your favorite icon. This
other than common household items and your allows you to mimic another creatures voice. It
phone. Medlinks link to medical equipment. gives advantage on Charisma (Deception) skill
Techlinks link to mechanical devices such as checks to mimic a voice. You still need to speak
vehicles and technical scanners. Cyberlinks link the language, Tronnie.
to your cyberware for any fashionware, weapons,
Claws. These are claws! They do 1d4 slashing
or other cyber devices that you have. Weblink
damage on a melee attack. You make them
links to the Web. If you would like these devices
retractable for another 100 gp. You can also get
to be wireless, it’s double the cost.
a specially grafted for climbing giving you +2 on
Bodytech any climbing checks for another 100 gp.
Scream. This is a sonic scream emitter that Wrist Claws. These retractable claws are
can deafen those within 10 feet of you. You can stored in your forearms. They do 1d8 slashing or
activate this with an Action. Anyone within 10 piercing damage on a melee attack. You can also
feet of you must make a DC 10 Constitution get a specially grafted for climbing giving you +2
Saving Throw or be Deafened for 1 round. You on any climbing checks for another 100 gp.
are not affected by this effect. BigHit. These are reinforced knuckles, elbows
or knees. They do 1d6 bludgeoning damage on a
melee attack. They are considered both light and
finesse weapons.
Rage Surge. This adrenalin surge gives your
10 temporary hit points and +2 to initiative once
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per short or long rest. It lasts for one minute. These are implanted. They are also considered
Razornails. These replace your fingernails. both light and finesse weapons.
They act as small cutting edges. You can carve ArticuPlate. Layered articulated strike plates
your name in wood, some ceramics, drywall, etc. that are implanted underneath skin. This gives a
If you use them, they turn your unarmed attack
damage from bludgeoning into slashing damage.

Cybertech. A listing of the current cybertech that is available.


FashionWare
Cost Name Effect
1-5 sp GlowTat Glowing Tatoo. Changeable Colours.
1 gp OrbShift Retina Replacement. Make your eyes look like something else. Pizza? 10 Slots
1 gp HairCare Replacement hair that are light cables.
1 gp Skinshift Spray on Polymer that adheres to your skin. Holds 20 skin tone/patterns.
5 sp PatchIt Polymer patch. Like a cell phone on your skin. Mindware Link +1 GP.
1 gp* Face-A-Like Look like your Favorite Star! Base 1g + 10 gp per Attractiveness Point.
5 gp* Body-A-Like A Body Like YOU WANT! Base 5 gp + 5 gp per Attractiveness Point
10 gp* Look-A-Like Max A Face and Body! Wow! Look at YOU! Base 5 gp + 10 gp per Attractiveness Point.
10 gp Face It! Change your Face by Chip! Just Upload it! Look like a Star!
500 gp Chameleon You Trendsetter, You! Look Like Anyone! Just Upload it! Face & Body
MindTech
Cost Name Effect
5 gp MentalLink Mental Neural Link. Needed for the items listed below
5 gp ChipLoad Load up to 10 Chips. Skills, Weapons, Armour, Office, Memory, Pics, etc
5 gp Elfware I +1 Dex. Not compatable with DrowWare.
100 gp Elfware II +1 Dex. Adds to ElfWare I. Total of +2. Not compatable with DrowWare.
5 gp DrowWare Adv on Initative 1/Short Rest. Lasts for 1 Minute.
10 gp Squid Record Actions. Full Sensory Mode. Can store on a chip for replay.
5 gp SpeedBoost +1 Initiative. Add on Only to Elfware I & II or DrowWare.
1 gp Ports (2) Interface ports for cables. Wireless is 2x Cost
5 gp MedLink Links to Medscanners/Medical Equipment. Wireless is 2x Cost
5 gp TechLink Links to Mechanical Devices. Wireless is 2x Cost
5 gp CyberLink Links to Cyberware. Wireless is 2x Cost
5 gp NetLink Links to the Web. Wireless is 2x Cost
BodyTech
Cost Name Effect
5 gp Scream Throat sonic emitter. DC 10 Con Save or be Deaf for 1 Round. 10 ft Radius
100 gp Dragonbreath Pick 1 damage type. 1d8 damage. 10 ft cone. DC 10 Dex Save.
100 gp Pyrebreath 1d6 Fire Damage. Attack with Dex. Dex Save DC 10 or burn for 1d4 rounds.
1 sp Pouch Internal Pouch. Holds a Small Gun, cell phone, etc. 1 ft x 1 ft.
5 sp Sing it! Sound like your favorite Star! Changes your voice.
5 gp Claws 1d6 Slashing Damage. Retractable for +5 GP. Climbing (Adv) +10 GP.
10 gp Wrist Claws 1d10 Slashing/Piercing Damage. Retractable. Climbing (Adv) +10 GP
1 gp BigHit. 1d6 Bludgeoning Damage. Add Str. Hands Only.
5 gp RageSurge +10 Temp HP & +2 Init. Adrenal Boost. 1/Short Rest. Lasts for 1 Minute
1 sp RazorNails +1 Slashing Damage. Implanted.

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100 gp DermalPlate AC +3 Small Strike Plates implanted in you. Med Armour. Max Dex +2
10 gp DermalWeb AC +11 Kevlar Patches implanted in you. Light Armour.
1 sp Snifters Nose Filters for Breathing. Adv on Inhaled Saves.
NanoTech
Cost Name Effect
50 gp WebWeave AC +3 Nano's make your skin into Armour!
1 gp Lacing 1 Str +1 or Con +1. Max of 20. Weight +10 bs
10 gp Lacing 2 Str +1 or Con +1. Max of 21. Weight +20 lbs. 2x carry/lift. Must have Lacing 1
50 gp Lacing 3 Str +1 or Con +1. Max of 22. Weight +30 lbs. 2x carry/lift. Must have Lacing 1 & 2
1 gp OrcBod I Grafted Muscles. +1 Str. Max 20. Weight +10 lbs
50 gp OrcBod 2 Grafted Muscles. +1 Str. Max 21. Weight +20 lbs. 2x carry/lift
10 gp HealMe! 2d10 Healing per Short Rest
10 gp DwarfTough Nano's make you Harder to Poison! Adv on Poison Saves.
Replacements
Eyes
Cost Name Effect. Maximum of 5 options per eye.
5 gp Normal Eye This is a replacement eye. 20/20 vision. You can use Socket to Play Vids. Per Eye
5 gp DarkEye DarkVision 60 ft
50 gp DarkEye II DarkVision 100 ft
5 gp ThermalEye Thermal Vision 60 ft
5 gp AquireEye Add +1 to Hit per eye with AquireEye!
5 gp RedEye InfraRed Sight 60 ft
5 gp PurpleEye UltraViolet Active Sight 60 ft
5 gp Image Enhance images with your CyberEye! +2 on Perception & Investigate. Projector!
1 gp Telescope Telescopic Sight. Up to 10x maginification. Double the Weapon's Short Range
1 gp Microscope Micoscopic Sight. Up to 20x Magnification. +5 Investigate. Takes 1 hour.
50 gp LaserEye Wow! 1d6 Radiant Damage. 3 shots/Short Rest. 20/60 ft Range
10 gp SliverEye Poisoned Sliver! Prof+Int Bonus to Hit. 1 pt damage. DC 10 Con Save or Poisoned.
1 sp Readout This is a readout of any data. Calls, Sight, Data Chips, etc
1 gp CatsEye Light Enhancement. With a light source, you had Dim light for 120 ft.
1 sp OrbShift You can make your eyes look like you want! Up to 10 presets.
1 sp LED Eye A lightbeam in your Eye! Bright light out to 20 ft, Dim +20 ft.
500 gp X-Ray You have X-ray vision out to 10 feet.
Ears
Cost Name Effect. Maximum of 5 options per ear.
5 gp Normal Ear This is a replacement ear. Normal hearing. You have a link to your chiploader for music.
5 gp Earwig Radio communication up to 1600 feet. Has 5 channels.
1 gp Phone A regular phone. See the equipment section for phone options.
5 gp Scrambler Scrambles outgoing calls DC 20 encryption
5 gp Unscrambler Unscrambles incoming calls DC 20 decryption
5 gp BugFinder Gives a +5 Intelligence (Investigation) to find any Finder bugs
10 gp Voice Stress ID Analyses the voice to see if someone is lying. +5 to Insight
1 gp Sound Filter Gives a +5 to Wisdom (Perception) check to overhear. 30 feet
1 gp Dragon Ears Gives Ultrasonic and subsonic hearing ranges.
1 sp Music This is a storage for all your recordings that you want to hear.
5 gp Radar Detector Says "Radar Ahead" only to you. Includes laser radar.

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5 gp TrackEar You can follow 1 Finder up to 3 miles.
5 gp Direct Link This is a direct beam link to another phone or ear.
5 gp Radio Scanner Allows you to scan all the radio including police bands.
1 sp Recorder An audio recorder. Can record up to 3 days worth of audio.
1 sp Transmitter Can transmit to the Web or other storage device. 10-foot range.
Sound
1 gp Dampener It's automatic! Adv on Sound Saves.
10 gp Removable Leave your ear to overhear! Range 50 feet.
Hand/Arm
Cost Name Effect. Maximum of 1 option /Hand, 1 option/Forearm, 1 option/Bicep
50 gp Basic Hand Hand does 1d4 Damage or 2d4 crushing and it looks like metal.
5 gp Basic Arm Arm is Your Strength and it looks like metal.
5 sp FakeSkin Cheap plastic skin. Yes, it looks fake.
5 gp NuSkin Beautiful regrown skin over the prosthetic. From your own Skin!
5 sp Hidden Holster A hidden holdster pops out of your arm.
5 gp Elbow Spike It does 1d6+Strength modifier piercing damage.
5 gp TechHand Multitool hand. Gives +2 on any Mechanics Skill Check
5 gp MedicsHand Medics Multitool hand. Gives +2 on any Medicine Skill Check
10 gp ScannerHand Scans items. Gives Adv on Mechanics Skill Check
10 gp MedScanHand Scans People. Gives Adv on Medicine Skill Check or Poison Check
1 sp FingerPointer A low grade laser pointer in your finger! Great for teachers!
50 gp LaserFinger A Laser! 1d6 Radiant Damage. Range 20/60 ft. To Hit: Prof + Dex Bonus.
1 gp Grenade Detachable Finger Grenade! Pick from Frag, Thermal, or Smoke! As per grenade
100 gp SpiderHand A Detachable Hand that you can command with a MindLink!
5 sp LED Finger Your own Cantrip! Lights up to the 1st finger joint. Area is as per the Light Spell.
Foot/Leg
Cost Name Effect. Maximum of 1 option /Foot, 2 options/Upper Leg, 1 option/Lower Leg
50 gp Basic Foot Foot does 1d4 Damage and it looks like metal.
5 gp Basic Leg Leg is Your Strength and it looks like metal.
5 sp FakeSkin Cheap plastic skin. Yes, it looks fake.
5 gp NuSkin Beautiful regrown skin over the prosthetic. From your own Skin!
5 sp Hidden Holster A hidden holdster pops out of your leg.
5 gp Knee Spike It does 1d6+Strength modifier piercing damage.
10 gp Landspeed Move faster. +10 feet to speed
10 gp Waterspeed Swim like a fish! Swim Speed of 30 feet
10 gp HighJump Just like the movies. Jump your Str score from a standing jump
10 gp Hammerfoot Hydraulic hammering foot. 1d10 bludgeoning damage.
5 gp Spiked Heels Walk like a Star! 1d6 + Str piercing damage
5 sp Electric Rig Keep your stuff hot or cold
10 gp Power Supply Keep it going for 1 minute.
Frames
Cost GP Name Effect. These may only be increased by a new Frame or Frame Upgrade.
500 gp Grade I Frame Str 16 & Con 16. Double your carry/lift.
5,000 gp Grade II Frame Str 18 & Con 18. Double your carry/lift.
50,000
gp Grade III Frame Str 20 & Con 20. Double your carry/lift.
Frame Upgrades
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Cost GP Name Effect. These may only be increased by a new Frame or Frame Upgrade.
100 gp Giant Increase maximum HP by 10.
500 gp Dragon Increase maximum HP by 10 and layered AC +1.
5,000 gp Elemental Increase maximum HP by 20. Pick an elemental damage type.
Recharge after 10 uses. Cost is $120/Charge or $1000 for all 10.

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AC 13+Dexterity Modifier with a maximum Orcbod 1 & 2. Orcbod grafts muscles onto
Dexterity bonus of +2. It is considered medium your existing muscles giving you a the
armour and you can use it as if you are proficient appearance of an extreme body builder. This
with it. It adds +3 to layered armour. It adds 10 gives you +1 Strength for each Orcbod
lbs of weight. purchased with a maximum Strength Ability
ArticuWeb. This is an implanted clothweave Score of 21 with Orcbod 2. Orcbod 2 also
armour. It gives an AC 11+Dexterity Modifier. It doubles your carrying and lift scores. Orcbod 1
is considered light armour and can use it as if adds to your weight by +10 lbs. Orcbod 2 adds
you are proficient with it. It adds +1 to layered to your weight by +20 lbs.
armour. HealMe! This lovely piece of nanotech gives
Snifters. These are nose filters. They give you you better healing. It gives you an extra Hit Dice
advantage on any inhaled saving throws. to spend during a Short Rest. This extra Hit Dice
is 2d. This recharges after a Long Rest.
Nanotech DwarfTough. These nanos circulate
WebWeave. A nanotech item that gives throughout the body helping to fend off all
armour all over your body. It gives an AC toxins. They give advantage on all poison saving
12+Dexterity Modifier. It is considered light throws.
armour and can use it as if you are proficient
with it. It adds +2 to layered armour.
Replacetech
Lacing 1, 2 & 3. This nanotech augments you Eyes
by reinforcing the bones and ligaments of your
Each eye is purchased separately. Each eye has
body with metallic fibres. Strength or
5 spaces win which to have additional options. All
Constitution score increases by +1 for each
options other than the Normal Eye cost 1 space
Lacing. Lacing Ability Scores stack. They also
option in an eye.
stack with OrcBod. Lacing Ability Score
maximum is as follows: Lacing 1 is 20, Lacing 2 Normal Eye. This is an artificial eye to replace
is 21 and Lacing 3 is 22. The order of augment is damaged eyes. It can also hook up to your
Lacing 1 then Lacing 2 then Lacing 3. You must ChipLoad or the Web and play movies or videos
have the previous Lacing in order to get the that only you can see.
current Lacing. Lacing 2 and 3 double your DarkEye 1 & II. These are additions to the
carrying and lift capacity. They do stack. This Normal Eye. DarkEye I gives darkvision 60 feet
means a 4x carrying and lift capacity if you get and DarkEye II gives darkvision 120 feet.
Lacing 2 and 3. Lacing adds weight. Lacing 1 ThermalEye. This modification allows you to
adds 10 lbs, Lacing 2 add 20 lbs and Lacing 3 see thermal images like on a thermal imaging
adds 30 lbs, These weights are all added scanner. Cold is a grey/blue while warmer goes
together. from yellow to red the warmer it is. Most
humanoids have a red with yellow aura in their
squares. Any fire creature or fire breathing
creature is fully red as it is far hotter than other
things. This can penetrate most barriers, but it is
blocked by 1 foot of stone, 1 inch of common
metal, a thin sheet of lead , or 3 feet of wood or
dirt.
AcquireEye. This feature helps to acquire
targets tracking their movement. It gives a +1
bonus to hit.
RedEye. Another feature that helps to see in
the dark. It allows you to see as through brush
and smoke and fog. It allows you to ignore up to
¾ penalties for brush and smoke and fog. It also
gives darkvision up to 30 feet.
PurpleEye. This is the equivalent to having a
radius of 20 foot light source centered on you.
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Image. This is an enhancement on the Normal Ears
Eye. It gives you a +2 on Wisdom (Perception)
and Intelligence (Investigation) checks as it gives Each ear is purchased separately. Each ear has
fine detail of your surroundings. It also allows 5 spaces win which to have additional options. All
you to project images from your Normal Eye options other than the Normal Ear cost 1 space
onto a background like a screen projector. option in an eye.
Telescope. Another great addon to the eye. It Basic Ear. A replacement for an ear. It is metal
gives you 10x sight when you spend a bonus and looks like it. It is a normal ear with normal
action to focus it. This gives double the short hearing range. It comes with a link to your
range on ranged weapons. chiploader for music.
Microscope. This is for forensics or those into Earwig. Radio communication up to 1500 feet.
looking at very small things. This gives a 20x It has 5 channels.
magnification up to 1 foot. You use a bonus Phone. Just like the phone that you buy. It
action to turn it on and focus. It gives +5 on takes up 2 spaces though.
Intelligence (Investigation) checks but takes 1 Scrambler. This encrypts your data with a DC
hour to thoroughly examine an area. 20 encryption program.
LaserEye. An exciting advancement in laser Unscrambler. This decrypts your data with a
technology. You use a ranged attack for this DC 15 encryption program
weapon. This laser does 1d6+Dexterity Modifier
Bugfinder. This neat device gives a +5 to
Radiant Damage. Its range is 20/60 feet. It has 3
Intelligence (Investigation) checks to detect any
shots that can be recharged by plugging the eye
listening/tracking devices.
into a normal electrical socket. It takes a Short
or Long Rest to recharge. Voice Stress ID. This lets you detect any
stresses in a creatures’ voice to help determine if
SliverEye. Another exciting weapon. This is a
it is lying. It gives a +5 to Wisdom (Insight) for
sliver of hard carbon fiber that shoots out to
this purpose.
deliver poison. You use a ranged attack to hit.
This weapon does 1 point of damage if it hits. Sound filter. You can hear a conversation
The target makes a DC 10 Constitution Saving clearly from 30 feet away. You get a +5 to
Throw. If the target saves, there is not effect. It Wisdom (Perception) to hear this specific
the target fails, it is poisoned for 1 hour. conversation.
Readout. This allows your eye to play DragonEars. Hear like a dragon! How dragon
enhanced audio/visual files like 3D. it can also is that! This allows you to hear into the ultrasonic
decrypt scrambled files. The decryption program and subsonic hearing ranges.
has a +2 to decrypt any files. Music. Storage for all the audio music that you
CatsEye. This allows you to see farther in the have. It holds up to 3 years’ worth of songs
dark. If you have a light source, you can see as without repeats.
normal out to double the light range and double Radar Detector. Great for the motorist. This
the dim light range as well. can detect both regular and laser radar. It says in
Orbshift. A replacement for the iris. You can your ear, “Radar Ahead”. Works up to 3 miles.
make them look like anything. Blue, green, TrackEar. Allows you to track any one
pizza, skulls, you name it. Each comes with 10 Finder/Tracker device up to 3 miles.
preset styles that you can choose. Directlink. Gives you a direct link to another
LED Eye. A flashlight in your very own eye! communication device up to 1 mile. You must
You can project a bright light out to 20 feet with have line of sight for this to work.
dim light for another 20 feet. Radio scanner. Allows you to scan all radio
XRay Eyes. Everyone wants these! Yes, you broadcasting including police bands up to 3
can see through objects out to 10 feet. This can miles.
penetrate most barriers, but it is blocked by 1 Recorder. You can actively record up to 3
foot of stone, 1 inch of common metal, a thin days’ worth of audio.
sheet of lead, or 3 feet of wood or dirt. Transmitter. Let others know your stuff! You
can transmit along the Web or another storage
device within a range of 10 feet.

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Sound Dampener. Helps you keep your medicshand adds +2 to any Inteligence
hearing. This dragon piece of tech automatically (Medicine) check.
dampens loud sounds so do don’t blow out the Scanner Hands. This are scanners that are
tech. This gives advantage on any sound or concealed within the hands. They come are
thunder saving throws. Techscanners and Medscanners. The techscanner
Removeable. Leave your ear to overhear. You gives advantage to any Intelligence (Mechanics)
can remove your ear and put it back on later. It check. The medscanner advantage to any
has a range up to 50 feet. Inteligence (Medicine) checks or Poison checks.
Hands and Arms Fingerpointer. A low-grade laser pointer in
the finger. It’s great for teachers, cats or pointing
Each hand and arm are purchased separately. out things at up to 10 feet.
Each hand has 1 space in which to have
Grenade. This can replace a full finger with an
additional options. Each arm has 2 spaces in
actual grenade. You can pick one type of grenade
which to have options. One in the forearm and
to have in your finger. The cost for the grenade is
one in the bicep. All options other than the
tripled as it must be part of a hand. If the
Normal Hand or Arm cost 1 space option. You
grenade is in an arm compartment, there is no
can store one tiny item in the hand. You can
additional cost. Grenades are small items.
store one small item in the forearm or one tiny
item in the bicep. It takes a bonus action to Spider Hand. Drow love this feature. This
retrieve any item stored in these spaces or an hand can detach from you and wander out on its
action if the space is covered by clothing. own. You can even command the hand with your
Specially made clothing can be purchased at Mindlink. It has a video either in the hand itself
double cost to give access to the spaces. or on a wifi link.
Basic Hand. A replacement for a hand. It is LED. Your own Cantrip. Usually this replaces
metal and looks like it. A strike with a hand does the whole first finger up to the first joint. this
1d4 bludgeoning damage plus strength modifier option sheds light out to a radius of 20 feet and
or 2d4 bludgeoning damage plus strength dim light out to another 20 feet. If you have it as
modifier for crushing something. a palm light, it sheds light out to a radius of 30
feet and dim light out to another 30 feet.
Basic Arm. A replacement an arm. It is metal
and looks like it. Striking with a forearm or elbow
does 1d4 bludgeoning damage plus strength
modifier.
FakeSkin. This is a plastic skin that covers the
metal of your hand or arm. Yes, it looks fake.
NuSkin. This is actual skin taken from another
part of your body. It is grown in a vat and joined
to your regular skin. It tans, and heals like the
rest of your body.
Hidden Holster. This is a holster that pops out
of your forearm from a mental command. The
holster can hold any light autopistol or dagger.
Light autopistols can be rigged to fire from the
forearm with a cost of double the weapon cost. It
can also hold one grenade.
Elbow Spike. This is a spike that extends from
the elbow. This is a melee weapon that does 1d6
piercing damage plus strength modifier. It
retracts into the compartment when it is not in
use.
Tool Hands. These are multi-tools that are
concealed within the hands. They come are
Techhands and Medhands. The techand adds +2
to any Intelligence (Mechanics) check. The Cyberpunk Boxer by Zgfisher
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Feet and Legs Spiked Heels. It’s not only a fashion
statement. It also can be a melee attack that
Each foot and leg are purchased separately. does 1d6 plus Strength modifier bludgeoning
Each foot has 1 space in which to have additional damage.
options. Each leg has 3 spaces in which to have
Electric Rig. It is a powered rig that can keep
options. Two in the upper leg and one in the
your coffee hot or that ice cream bar cold. The
lower leg. All options other than the Normal foot
power supply works for one week before needing
or Leg cost 1 space option. You can store one
a recharge at the local store. It costs 5 sp for a
tiny item in the foot. You can store two small
recharge.
items or one medium item in the upper leg or
one small item in the lower leg. It takes a bonus Power Supply. This is a power supply that can
action to retrieve any item stored in these spaces power or recharge items. It can power any
or an action if the space is covered by clothing. regular computer or electrical device for 6 hours
Specially made clothing can be purchased at when connected. Alternatively, It can charge a
double cost to give access to the spaces. weapon or item to a full charge over a short or
long rest.
Basic Foot. A replacement for a hand. It is
metal and looks like it. A strike with a hand does
1d4 bludgeoning damage plus strength modifier.
Basic Leg. A replacement an arm. It is metal
and looks like it. Striking with a lower leg or knee
does 1d4 bludgeoning damage plus strength
modifier.
FakeSkin. This is a plastic skin that covers the
metal of your hand or arm. Yes, it looks fake.
NuSkin. This is actual skin taken from another
part of your body. It is grown in a vat and joined
to your regular skin. It tans, and heals like the
rest of your body.
Hidden Holster. This is a holster that pops out
of your forearm from a mental command. The
holster can hold any light or medium autopistol
or dagger. Light or medium autopistols can be
rigged to fire from the forearm with a cost of
double the weapon cost. It can also hold one or
two grenades.
Knee Spike. This is a spike that extends from
the knee. This is a melee weapon that does 1d6
piercing damage plus strength modifier. It
retracts into the compartment when it is not in
use.
LandSpeed. This adds a spring in your step.
Add 10 to your land speed.
WaterSpeed. A little water turbo action. You
have a swim speed of 30 feet.
High Jump. Just like those action movies, you
can now do it too. Jump your Strength score
from a standing jump or double your Strength
score with a running jump.
Hammerfoot. This is a hydraulic ram that
turns your foot into a hammering machine. This
is a melee attack that does 1d10 plus Strength
modifier bludgeoning damage. Cyberlegs Bright by Curtis Curse of Shtratch

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BodyFrames personality change. This simulates the shift in
character that the person has. Everyone may
This cybertech gives you Strength and have up to 3 CyberTech without penalites.
Constitution scores. These are usually used for
people that have been in accidents and require
mobility. It is also used by the military for very “Madness is the way of the world”. Funbunny-
effective combat. Goblin JackDoc.
Grade I Frame. This frame gives you Strength
and Constitution of 16. It also doubles your carry The Usual
and lift capacity.
You can have 3 CyberTech, Bios or Nanos
Grade II Frame. This frame gives you
without any CyberMadness problems. If you get
Strength and Constitution of 18. It also doubles
more than the 3 items, then you have to start
your carry and lift capacity.
making CyberMadness or Sanity Saving Throws.
Grade III Frame. This frame gives you
Strength and Constitution of 20. it also doubles Personality
your carry and lift capacity. Make a CyberMadness or Sanity Saving Throw. If
BodyFrames Upgrades you make the roll, you're Dragon! Everything is
Great! If you fail the roll, well, you have to roll
This cybertech upgrades your Body Frames. on the Personality CyberMadness Table. Have fun
Giant. This reinforces your frame giving you 10 with your new Characteristics!
hit points to your hit point maximum. The CyberMadness affects the mind. You get a
Dragon. Similar to the Giant upgrade, this new and free Characteristic! Roll on the
reinforces your frame giving you 10 hit points to Backgrounds Table to determine which
your hit point maximum and also gives you Background the Characteristic is from. Then Roll
armour of 11+Dexterity modifier or a layered on any Table that is associated with the
armour bonus of +1. Background. Then roll on the Characteristics
Elemental. This reinforces your frame giving Chart to determine what Additional Characteristic
you 20 hit points to your hit point maximum. It that you have received. You Don't get any Tools,
also gives you a melee damage type that you Skills, Languages, or Features. You just may
can trigger with a bonus action. You pick one THINK you have them. Fun, huh?
type of damage from the following damage
types: Fire, Lightning or Cold. Each does 1d6 of
the chosen damage type plus strength modifier.
There are 10 uses of this ability. You can
purchase a recharge for 100 gp or an individual
charge for 120 gp.

CyberMadness

What is CyberMadness? Some say that it's a


normal property of the CyberTech. Some say that
the Diety of Madness has blessed CyberTech with
CyberMadness as a joke. Some say that it's the
Far Realm reaching through the CyberTech.
Whatever the reason, it is known that
CyberMadness real.
In game terms, there is a Madness roll
associated with each piece of CyberTech. When
you install the CyberTech, simply roll 1d20. You
fail on a 1-10 and succeed on a 11-20. If you are
using the Sanity Ability Score, then make a
Sanity saving throw. CyberMadness comes in a
103 | P a g e
Madness Tables 32 Spy: Bond-Roll 1d6. PHB pg 129
33 Criminal: Flaw-Roll 1d6. PHB pg 130
The Usual 34 Lucked Out! No Madness
You get 3 Cybertech. After 3, you get problems. Roll the 35 Charlatan: Personality-Roll 1d8. PHB pg 128
CyberMadness Saving Throw 36 Gladiator: Ideal-Roll 1d6. PHB pg 131
37 Urchin: Flaw-Roll 1d6. PHB pg 141
Personality 38 Lucked Out! No Madness
39 Entertainer: Flaw-Roll 1d6. PHB pg 131
It’s easy, tronnie. Fail the Madness Save of the installed
cybertech and roll the background and then the 40 Lucked Out! No Madness
characteristic, then look it up in the PHB. Add this to your 41 Lucked Out! No Madness
character. It’s crazy easy! 42 Sailor: Ideal-Roll 1d6. PHB pg 139
43 Folk Hero: Ideal-Roll 1d6. PHB pg 132
Cybermadness Table 44 Noble: Ideal-Roll 1d6. PHB pg 136
Roll 45 Roll 3 Times
% CyberMadness 46 Pirate: Ideal-Roll 1d6. PHB pg 139
1 Lucked Out! No Madness 47 Noble: Bond-Roll 1d6. PHB pg 136
2 Acolyte: Personality-Roll 1d8. PHB pg 127 48 Soldier: Bond-Roll 1d6. PHB pg 141
3 Sage: Personality-Roll 1d8. PHB pg 138 49 Roll Twice
4 Entertainer: Ideal-Roll 1d6. PHB pg 131 50 Lucked Out! No Madness
5 Roll Twice 51 Roll 3 Times
6 Hermit: Flaw-Roll 1d6. PHB pg 145 52 Sage: Ideal-Roll 1d6. PHB pg 138
7 Gladiator: Bond-Roll 1d6. PHB pg 131 53 Acolyte: Ideal. Roll 1d6 PHB pg 127
8 Charlaton: Flaw-Roll 1d6. PHB pg 128 54 Hermit: Bond-Roll 1d6. PHB pg 135
9 Outlander: Personality-Roll 1d8. PHB pg 137 55 Criminal: Personality-Roll 1d8. PHB pg 129
10 Guild Merchant: Bond-Roll 1d6. PHB pg 133 56 Knight: Flaw-Roll 1d6. PHB pg 136
11 Knight: Personality-Roll 1d8. PHB pg 135 57 Entartainer: Pesonality-Roll 1d8. PHB Pg 130
12 Folk Hero: Flaw-Roll 1d6. PHB pg 132 58 Guild Merchant: Flaw-Roll 1d6. PHB pg 133
13 Criminal: Ideal-Roll 1d6. PHB pg 129 59 Gladiator: Flaw-Roll 1d6. PHB pg 131
14 Hermit: Ideal-Roll 1d6. PHB pg 134 60 Lucked Out! No Madness
15 Guild Merchant: Personality-Roll 1d8. PHB pg 133 61 Roll Twice
16 Guild Artisan: Bond-Roll 1d6. PHB pg 133 62 Noble: Flaw-Roll 1d6. PHB pg 136
17 Spy: Ideal-Roll 1d6. PHB pg 129 63 Hermit: Personality-Roll 1d8. PHB pg 134
18 Soldier: Personality-Roll 1d8. PHB pg 140 64 Spy: Personality-Roll 1d8. PHB pg 129
19 Urchin: Ideal-Roll 1d6. PHB pg 141 65 Folk Hero: Personality-Roll 1d8. PHB pg 131
20 Lucked Out! No Madness 66 Urchin: Personality-Roll 1d8. PHB pg 141
21 Knight: Bond-Roll 1d6. PHB pg 136 67 Criminal: Bond-Roll 1d6. PHB pg 129
22 Outlander: Bond-Roll 1d6. PHB pg 137 68 Knight: Ideal-Roll 1d6. PHB pg 136
23 Acolyte: Bond-Roll 1d6. PHB pg 127 69 Guild Artisan: Ideal-Roll 1d6. PHB pg 133
24 Lucked Out! No Madness 70 Lucked Out! No Madness
25 Sage: Bond-Roll 1d6 PHB pg 138 71 Urchin: Bond-Roll 1d6. PHB pg 141
26 Guild Artisan: Personality-Roll 1d8. PHB pg 133 72 Soldier: Ideal-Roll 1d6. PHB pg 140
27 Lucked Out! No Madness 73 Charlatan: Ideal-Roll 1d6. PHB pg 128
28 Sailor: Flaw-Roll 1d6. PHB pg 139 74 Outlander: Ideal-Roll 1d6. PHB pg 137
29 Pirate: Bond-Roll 1d6. PHB pg 139 75 Sage: Flaw-Roll 1d6. PHB pg 138
30 Roll Twice 76 Acolyte: Flaw-Roll 1d6. PHB pg 127
31 Lucked Out! No Madness 77 Sailor: Bond-Roll 1d6. PHB pg 139

104 | P a g e
78 Outlander: Flaw-Roll 1d6. PHB pg 137
79 Folk Hero: Bond-Roll 1d6. PHB pg 132
80 Lucked Out! No Madness
81 Guild Merchant: Ideal-Roll 1d6. PHB pg 133
82 Pirate: Flaw-Roll 1d6. PHB pg 139
83 Lucked Out! No Madness
84 Spy: Flaw-Roll 1d6. PHB pg 130
85 Gladiator: Personality-Roll 1d8. PHB pg 130
86 Lucked Out! No Madness
87 Entertainer: Bond-Roll 1d6. PHB pg 131
88 Soldier: Flaw-Roll 1d6. PHB pg 141
89 Roll Twice
90 Lucked Out! No Madness
91 Lucked Out! No Madness
92 Lucked Out! No Madness
93 Charlatan: Bond-Roll 1d6. PHB pg 128
94 Pirate: Personality-Roll 1d8. PHB pg 139
95 Sailor: Personality-Roll 1d8. PHB pg 139
96 Noble: Personality-Roll 1d8. PHB pg 135
97 Guild Artisan: Flaw-Roll 1d6. PHB pg 133
98 Roll 3 Times
99 Roll Twice
100 Lucked Out! No Madness

105 | P a g e
Chapter 5: Customization Options
Light Weapon Mastery
Your ability is unmatched while wielding a light
weapon, and you gain the following benefits:
• Drawing a light weapon is part of the attack
when you make a ranged attack by throwing a
light weapon.
• Your throwing range for light thrown weapons
increases to 25/75.
• When you use the Attack action and attack
with a light weapon, you can use a bonus
action to make a ranged weapon attack with a
light thrown weapon you are holding.
Weapon Focus
Choose a weapon. With the chosen weapon you
gain the following benefits:
• If you aren't proficient with the chosen
weapon, you gain proficiency with it.
• When you miss an enemy with the chosen
weapon, you may attack an adjacent enemy
within your reach with the same weapon as a
bonus action.
• When you score a critical hit with the chosen
weapon, you deal one extra die of damage.
You can select this feat multiple times. Each
time you do so, you must choose a different
weapon.

Aviator
Prerequisite: Aircraft and/or VTOL
Feats • +1 to Dexterity Ability Score
• You are able to use your Abilities for
Feats

As normal, you must meet any prerequisite


specified in a feat to take that feat. If you ever Aircraft and/or VTOL.
lose a feat’s prerequisite, you can’t use that feat This ability allows you to be a fantastic pilot.
until you regain the prerequisite.
Higher Learning
Combat Reflexes Prerequisite: Proficiency in an Intelligence,
Prerequisite: Dexterity 13 or higher Wisdom or Charisma skill
You gain an additional reaction, which can only • +1 to the Intelligence, Wisdom or
be used for opportunity attacks. You cannot Charisma Ability Score
attack the same creature with this additional • You are gain expertise on one skill that
reaction. Once you use this reaction, you must uses Intelligence or Wisdom or Charisma,
finish a short or long rest before you can use this once per Short Rest.
reaction again. This represents the education that you have in
this area.

106 | P a g e
Chapter 6: Using Ability Scores
Chapter 7: Using Ability Scores

Description goes here.


Ability Checks in the Cyber Age Intelligence
Description goes here. Intelligence measures mental acuity, accuracy
New Skills of recall, and the ability to reason.
Description of new skills goes here. Intelligence Checks in the Cyber Age
Strength Intelligence Intelligence may be used for deciphering
Hand to Hand:Strike Computer languages, using the Web, understanding
Dexterity Mechanics devices, making educated guesses.
Hand to Hand:Grapple Science Computer Use. This skill allows you to use a
computer or electronic device. It also includes
Strength navigating the Web and programming.
Strength measures bodily power, athletic Mechanics. Mechanics allows you to make and
training, and the extent to which you can exert repair mechanical traps and devices. It also lets
raw physical force. you do demolitions.
Strength Checks in the Cyber Age Science. With this skill you know about
physics, biology and chemistry.
Strength checks let you lift cars, bend bars,
and do other feats of strength. Wisdom
Hand to Hand: Strike. This represents how Wisdom reflects how attuned you are to the
much more common martial training is in the world around you and represents perceptiveness
world. and intuition.
Strike: This gives you 1d4+Strength modifier
damage on an unarmed strike.
Wisdom Checks in the Cyber Age
Wisdom would be used for piecing together
Dexterity gang symbols, corporate insignias, survival on
Dexterity measures agility, reflexes, and the street.
balance.
Charisma
Dexterity Checks in the Cyber Age Charisma measures your ability to interact
Dexterity checks can let you get into and out of effectively with others. It includes such factors as
crawl spaces, leap from buildings and to other confidence and eloquence, and it can represent a
acts of dexterity. charming or commanding personality.
Hand to Hand: Grapple. This represents how Charisma Checks in the Cyber Age
much more common martial training is in the
world. Charisma can let you talk yourself into and out
Grapple: This allows you to use your Bonus of sticky situations, bribe people, get a better
action to Grapple. If you achieve a Grapple, both deal, bluff, and perform for others.
participants are considered restrained. You may Sanity Checks in the Cyber Age
cause 1+Dexterity modifier damage on a Sanity is used to see how well you handle any
Grapple. cybertech in your body. It also tells you how well
Constitution you can handle life and death situations.
Constitution measures health, stamina, and
vital force.
Constitution Checks in the Cyber Age
Constitution gives you the ability to resist
physical damage and to help against extreme
conditions.

107 | P a g e
Optional Ability Scores Entertainer
Comeliness Gives knowledge of clubs in which to ply your
kind of entertainment. It can by art, comedy,
Comeliness is how pretty you are. dance, singing, playing a musical instrument,
Comeliness Checks in the Cyber etc.
Age Medical
Comeliness may be used in place of A paramedic, nurse or doctor in the medical
Charisma to help to distract, charm, field. You see the sick and injured whether it is
persuade, or know what to wear in social physical or mental.
situations.
Mercenary
Sanity
Fighting is your life’s work. You may be part of
Sanity is how sane that you are. These a guild or freelance. Always hiring yourself out
checks would be used in any cybermadness for money or heart.
checks.
Social Worker
Helping people deal with problems, you have
Profession Proficiency the contacts to get people government money to
A character can add his or her proficiency help themselves and which free programs that
bonus to any ability check to which the people can go to.
character's prior training (reflected in the
character's profession) reasonably applies. The
Trade
DM is the ultimate judge of whether the The ins and out of Trades use many different
character's profession proficiency applies. materials. Pick one Trade from the list that you
You do what you do for money. You know who know: CNC Operator, Vehicle Mechanic, Welder,
to get work from and how much to charge. Assembly Line Worker, Construction Worker, Oil
Patch Worker, Rail Train Worker etc.
Business Writer
This gives you knowledge of accounting, stock
market, marketing, bureaucracy, communication. Writing fiction, reports, or speeches, you can
get this done in a quick and interesting way.
Computer
Gives knowledge computers, programming,
computer operations, IT specialists.
Customer Service
This is the backbone of the world. Creatures
that serve others. They can be waitrons, clerks,
retail sales, food kiosk, merchandise kiosks, etc.
Designer
You design an item. Please pick one from the
following: Computer, Fashion, or Structural.
Engineer
You know electronics, and structural capacities
of machines and buildings.
Entrepreneur
You know what to look for in making a small
business and where to get the funds. This also
included professional panhandlers or beggars.

108 | P a g e
NuPlay Hit Location
This is an alternative to the standard rules Roll Where
set. It may be used per section or as a 1-6 Arm
7-12 Chest
whole. You get to choose, Tronnie.
13-16 Abdomen
A part of NuPlay is the Hit Location. When 17-19 Legs
you roll 1d20 to hit, compare it to the Hit 20 Head
Location table to see where you hit. Call It DisAdv
Even-Left, Odd-
NuPlay Easy Right
All you do is mark off an Exhaustion Level
every time you take damage over your Hit Points &
Constitution Score. Easy Tronnie! Damage or
NuPlay Hardcore Constitution Exaustion Wound Effects

Exhaustion O 0 No Penalties
O 1 DisAdv on Abilty Checks
Hit Points per Exhaustion Level:
O 2 Spd 1/2
Barbarian-12, Bard-8, Cleric-8, Druid-8,
O 3 DisAdv on Attacks & Saves
Fighter-10, Monk-8, Ranger-10, Rogu-8, O 4 HP Max is at 1/2
Sorcerer-6, Warlock-8, Wizard-6 O 5 Spd = 0
Add your Constitution Modifier to your Hit O 6 Death. Saves O O O
Points.
Racial Hit Point Maximum increase does
the same thing. Add it to your Hit Points for
each Exhaustion Level. An example would
be a Hill Dwarf. They get +1 Hit Point per
Level so you would add the +1hit point to
the Hit Point amount at each Exhaustion
Level.
Multiclassing gets the lower Hit Points of
the two classes.
Healing. You heal your Constitution Score
per Long Rest. Use Short Rests as normal.

109 | P a g e
Chapter 7: Combat and Actions
Chapter 7: Combat and Actions Cover and Vehicles
This chapter gives the ideas for chases. Creatures that are inside or partially concealed
by a vehicle usually have cover.
Chases
Partial Cover. These are creatures in the back
Chases are done with feet, animals, or vehicles.
of a pickup truck or watercraft open deck areas.
Some creatures and animals and vehicles can
simply outdistance others after a few rounds. Three-quarters Cover. These are creatures
inside a car, van or truck passenger areas,
To resolve this easily, we simply turn to the
aircraft cockpits or covered areas on watercraft.
skills and tools. These rolls are usually made as a
Group. Should you wish to make individual chase Total Cover. These are creatures that are
rolls, the base DC is 15. This simulates the ability totally enclosed by the vehicle. Examples are the
to keep the target(s) in sight through the various back of a van, lower decks on a watercraft,
obstacles that are in the chase environs. See the anywhere inside a submarine.
items below.
Footrace. These can be resolved by making
Dexterity (Acrobatics) or Strength (Athletics)
rolls. These are done for an extended chase
through streets and alleys, department stores,
wilderness environs, and any other places that
would be deemed appropriate.
Land and Water Vehicles. This is determined
by the tool skill Vehicles (Land) or Vehicles
(Water). Simply roll the appropriate vehicle skill
to see if the pilot of the vehicle is getting closer
or farther.
Aircraft. The Vehicles (Air) skill is used for the
plying of aeronautics. Dexterity (Acrobatics) DC
15 may be used in order to gain advantage using
fancy flying maneuvers.

New Combat Actions


These are some new combat actions that can
be used with vehicles.
Swap Ends. This can mean to reverse yourself
in a saddle, turn your vehicle 180 degrees, or do
a fast dive into deeper water. Make a DC 15
Vehicle check and you end up facing the opposite
direction.
Dogfight. This tries to trick an opponent into a
better firing position. Make a DC 15 Vehicle
check to get +2 to hit on your next attack.
Ram. This means that you use the vehicle that
you are driving or piloting to attack and damage
an opposing vehicle. Make an attack roll using
your vehicle proficiency. If you hit, do the listed
vehicle Slam damage to the opponent’s vehicle.
Sideswipe. This is the same as a Shove Aside
from the DMG pg 272.

110 | P a g e
Chapter 8: Magic Items
Magic Items A-Z
Magic items are presented in alphabetical order.
A magic item's description gives the item's
name, its category, its rarity, and its magical
properties.
Book of Rituals
Datapad by Curtis Curse of Shtrach
Book, uncommon (requires attunement)
This book holds spells copied into it from spell
scrolls, allowing the attuned creature to cast any
of the spells in the book as a ritual. The book can
hold up to 7 levels worth of spells at a time.
This can also be an arcane datapad.
Drow Contacts
Eyes, Uncommon
These contacts come in sets of two. They
negate Light Blindness penalties when worn.
They can be worn for 8 hours the wearer needs
to completer a short rest for their eyes due to https://www.freepik.com/premium-
eyestrain. vector/realistic-eye-mysterious-cyborg-with-
Contacts of Spying bright-blue-laser-inside-artificial-
iris_13471975.htm
Eyes, Rare (requires attunement)
These contacts come in sets of two. One pair is
a sender and one a receiver. It allows the
receiver to see what the sender sees in their line
of sight. These look like normal eyes.
Powerups
Glove, uncommon
This glove can power any electrical item for up
to 1 hour or give it 3 charges. It renews the
capabilities at dawn the next day. They come in
many different styles.
Sparker Tech gloves by Andrewryanart
Rod, very rare (requires attunement)
This rod can cause technological items to cease
functioning in a 10-foot radius for 1 minute. It
has 3 charges that renew at dawn the next day.

Magic Wand art by d1sk

111 | P a g e
Chapter 9: GM Notes
Chapter 10: GM Notes 2) CyberArms with a gun (Roll 1d6 for type)
This chapter is for the GM. It handles notes to 1 Medium autopistol
blend cybertech into the world and creatures. 2 Light autopistol
Cybertech in the World 3 Medium autopistol
Cybertech has been added along the magic 4 Light submachinegun
item rules. This allows for characters and 5 Slivergun
opponents to have cybertech when they would 6 Heavy autopistol
normally encounter the equivalent magical items.
The general categories are Common, Uncommon,
Rare, Very Rare, and Legendary. 3) CyberEars (Roll 1d6 for type)
Cybertech rules for Monsters and NPC’s 1 Music
2 Earwig
Cybertech cannot be introduced if the creature
has regeneration. The cybertech simply drops off 3 Phone
and the regeneration continues as normal. 4 DragonEars
Fast and Dirty Extras (FaDE) are the usual 5 Sound Dampener
creature encounters that are in the world. To see 6 Recorder
if they creatures have cybertech, roll on the
4) BigHit
Tables below.
5) Claws
Fast and Dirty Extras (FaDE) 6) DragonBreath
The FaDE are usual creatures that will be 7) RageSurge
encountered. 8) Elfware I
Class 9) Droware
Roll 1d12 for your class! 10) OrcBod I
1 Barbarian 7 Paladin Armour and Weapons
2 Bard 8 Ranger Roll 1d10 for armour and a 1d10 for weapon
3 Cleric 9 Rogue adding a modifier for Class. Rangers and rogues
4 Druid 10 Sorcerer add +2. Barbarians and fighters add +3.
5 Fighter 11 Warlock Roll Armour Weapon
6 Monk 12 Wizard 1 Heavy Leather Dagger
2 Webweave Tshirt Light autopistol
Does the creature have cybertech? 3 Mesh Lt Jacket Medium autopistol
Roll 1d6. 1-2 isNo, 3-6 is yes. 4 Mesh Lt Jacket Heavy autopistol
What cybertech does the creature have? 5 Mesh Med Jacket Heavy autopistol
Roll 1d10. Barbarians, fighters, rangers and 6 Mesh Med Jacket Light SMG
rogues roll 6 times. All other classes roll 3 times. 7 Mesh Med Jacket Light Assault
If there are duplicate items rolled, then re-roll. 8 Mesh Hvy Jacket Med Assault
Don’t worry about CyberMadness for FaDE.
9 Mesh Hvy Jacket Heavy Assault
1) Eyes (Roll 1d6 for type)
10+ Steel Gear Heavy Assault
1 RedEye 4 SliverEye
2 CatsEye 5 Image
3 Readout 6 AquireEye

112 | P a g e
Domain of the Outlands, Sigil, Lady of
OGL License Pain, Book of Exalted Deeds, Book of
Permission to copy, modify and distribute Vile Darkness, Beholder, gauth, Carrion
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Reference Document 5.1 (“SRD5”) is Beast, Githyanki, Githzerai, Mind Flayer,
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Gaming License, Version 1.0a. This
material is being released using the Open All of the rest of the SRD5 is Open Game
Gaming License Version 1.0a and you Content as described in Section 1(d) of
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that License before using this material. Gaming License Version 1.0a are as
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constitute a Challenge to the ownership of Material so affected.
that Product Identity. The owner of any
Product Identity used in Open Game 13. Termination: This License will
Content shall retain all rights, title and terminate automatically if You fail to
interest in and to that Product Identity. comply with all terms herein and fail to
cure such breach within 30 days of
8. Identification: If you distribute Open becoming aware of the breach. All
Game Content You must clearly indicate sublicenses shall survive the termination
which portions of the work that you are of this License.
distributing are Open Game Content.
14. Reformation: If any provision of
9. Updating the License: Wizards or its this License is held to be unenforceable,
designated Agents may publish updated such provision shall be reformed only to
versions of this License. You may use any the extent necessary to make it
authorized version of this License to copy, enforceable.
modify and distribute any Open Game
Content originally distributed under any 15. COPYRIGHT NOTICE Open
version of this License. Game License v 1.0a Copyright 2000,
Wizards of the Coast, LLC. System
10. Copy of this License: You MUST Reference Document 5.1 Copyright 2016,
include a copy of this License with every Wizards of the Coast, LLC.; Authors Mike
copy of the Open Game Content You Mearls, Jeremy Crawford, Chris Perkins,
Distribute. Rodney Thompson, Peter Lee, James
Wyatt, Robert J. Schwalb, Bruce R.
11. Use of Contributor Credits: You may Cordell, Chris Sims, and Steve
not market or advertise the Open Game Townshend, based on original material by
Content using the name of any E. Gary Gygax and Dave Arneson.

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Art Credits
Sincere apologies if I have missed any Art Credits. Please feel free to contact me and I will happily
give you Credit. Thank you

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