Cyber Campaign

by Valetora

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Art Credits: Cascade - Jorge Castillo

Background


The Wire and the Warp


In the universe, there exists two realities separate from the cold, hard, normal existence: the Wire, and the Warp. The first of these is a virtual reality, accessible to anyone with a cybernetic implant called a Node Integration Port (NIP), also referred to as a node jack, nerve jack, spinal jack, spinal tap, or some other variation. The Wire is the logical conclusion of the internet, a digital space where a user can become anyone and do anything.

The Warp, by comparison, is very real, and just as old as the reality we have always existed in. To a degree, it wraps around and mirrors normal space, but has a myriad of its own distinctions and unique locations. Almost anyone that has traveled through space will have entered the Warp at some point, as any long-distance journey requires spaceships to enter and exit the Warp as part of it. The Warp is also the source of all psionic energy in the universe, and any psionics users directly draws on this energy whenever they cast a power.

The Wire

When computing systems were connected, integrated, and utilized in growing networks, they became an increasingly vital part of daily life in the civilized world. Starting with the military-sponsored research networks and moving on to the Internet, the Virtual Reality Network (VRNet), and the Hyper Immersion Network (HINet), webs of computers grew into a powerful tool for gathering, disseminating, or controlling information. Corporate networks joined with public forums, personal domains intersected with top-secret government databases, and users explored a digital landscape as varied and complex as the real world.

The VRNet


In simple terms, the VRNet, usually referred to as simply as the Wire, is a graphical representation of computer-generated structures placed in various digital locations and configurations. The difference between the virtual reality network and the Internet of old is that the VRNet immerses its users in a real-seeming world rather than the lifeless scrolling of text and images across a screen. The VRNet functions in three dimensions and is, in essence, another world to explore.

The VRNet is not solely the domain of hackers and network administrators, and high levels of technical savvy are not required to use it. The VRNet is as much an instrument of the masses as it is a mystifying “otherworld” wrapped in billions of lines of computer code. Schoolchildren use the VRNet to take virtual field trips and research class projects.Researchers perform complicated and dangerous experiments in the safety of a virtual world where simulations can predict all possible outcomes. College students meet up with old friends in computer-generated coffeehouses despite being separated by thousands (or millions) of miles.

Research, communication, information warfare, espionage, blackmail, entertainment, and even romance can all be found somewhere on the VRNet, just as on the modern Internet. However, the VRNet presents a far more interactive experience than the Internet. It can be difficult to tell the difference between the virtual world and actual reality, since every sensation, every smell, and every texture is perfectly rendered in virtual space.

The VRNet can therefore be more dangerous than the Internet. Long term immersion in a virtual world can fool a character’s mind and body into believing the computer generated world is real, which can lead to psychosis. Avatars—the virtual online representations of individual users—are not merely vessels for movement and interaction. They can be used to attack other avatars and inflict harm upon VRNet users.

Nodes


Node is a generic term referring to a virtual location on the VRNet. Any computer system equipped with VR hardware and software can have one or more nodes. The linking of these nodes across a network is what creates the VRNet. Nodes are places where VRNet-based adventures can occur. A node can serve a single purpose, have many functions, or have no purpose at all. Some nodes are filled with complex tool sets, and others are merely data repositories. Other nodes are simply a graphical representation of a computer system’s various files, programs, and directories, making navigation and manipulation a much simpler task.

Each node has some graphical representation that illustrates the function of the node. A node can take on any graphical form the owner chooses. Some entrepreneurs make a living by designing professional VRNet nodes. A node’s visual style depends solely on its owner’s tastes. An owner with a flair for design might have a node resembling a magnificent palace, while a less creative node designer might opt for simplicity and build a node resembling a large white room filled with black file cabinets.

Traveling across the VRNet is like visiting thousands of different worlds and time periods. A VRNet user’s avatar might step from a Wild West saloon into an Irish castle and then hop over to a futuristic hovering restaurant in the middle of an asteroid field to meet a friend. Even nodes disconnected from the VRNet—ones existing within freestanding computer systems—have graphical representations. Most VR computer hardware comes with a standard bare-bones graphical style that gives its user enough visual cues to navigate the node.

While most computer users will never use their VRNet hardware to dive into their home security system or poke around the software that runs their car stereo, it can be done. Heroes might find cause to access a door’s security lock or activate a defense system from the virtual inside. While each node is different, few people but hackers, criminals, and technicians ever see the VR representation of these mundane systems, and they are typically quite bare and bland in their design.

Node Design

Every node is designed with an individual graphic style. Various common style sets make up the bulk of the objects found across the VRNet. As such, many nodes follow a similar visual style, and most of the amateur nodes are similar in design. Only professionally designed nodes deviate from these standard tool sets, but even they share several recognized elements. At the very least, the visual style of a node conforms to certain standards that have been established across the VRNet to make navigating the network easier for most users. Even when they take different forms, these standard elements can be broken down into three categories: barriers and portals, inanimate objects, and interactive objects. These elements of a node’s visual design are tied to certain programs that run either actively or passively and anything that can be seen, touched, or manipulated on a VRNet node can be classified in such a way.

Barriers and Portals


Barriers and portals make up the file and directory structure of any VR computer system. As an avatar moves between rooms in a VRNet node, he is actually moving between different directories on a particular system. The walls of that node (which might appear as physical walls, transparent force fields, or any other form the designer chooses) are barriers. Barriers are the limitations of a particular directory; put another way, objects contained within the walls are actually programs or pieces of data contained within that particular directory. So, when an avatar moves into a room and picks up a calculator, what actually happens is that the user has moved into a particular directory containing a calculator program and has begun manipulating it.

Portals not only transfer avatars between rooms on a node (as in the case of a door between one room and the next) but can also transport avatars between two separate nodes. Portals take many forms, from simple doors to swirling magical vortices, but in every case, a portal simply allows avatars to move from one location to another in the VRNet. Most portals to other nodes are one-way links that transport an avatar completely over to the other computer system. Some nodes have return portals, but for the most part, a portal simply gives visiting avatars the virtual address of the target node and sends them on their way.

Inanimate Objects


Most VRNet nodes contain inanimate objects. These include purely decorative items, such as artwork (images) or televisions (movie files), and functional items such as chairs and tables. Inanimate objects are the simplest of programs: They output visual and sometimes tactile data to an avatar, but serve little or no purpose other than decoration. Inanimate objects are easy to create and dispel and they take up very few system resources. Additionally, raw data (such as text information) is considered an inanimate object. Traditional objects, such as books, tablets, and scrolls, represent most data of this type. Avatars can typically conjure up inanimate objects at will from a set data library, which contains most common household items as well as any custom items the avatar might have at hand.

Interactive Objects


Interactive objects are complex programs that serve a purpose or function. Most interactive objects are simple programs by most standards. They are the scientific calculators, typewriters, computers, paintbrushes, and canvases found on nodes. Interactive objects can also represent complex programs, although extremely complex programs are typically represented as nodes of their own. For the most part, interactive objects take some time to program, although they can be stored on an avatar’s available memory for quick access. Any object that can be acted upon and that reacts in some way other than simple movement is considered an interactive object.

Moving Between Nodes


There are several ways to move between nodes on the VRNet, including various methods of travel based on custom software. The most common methods of traveling between nodes are portals (see Barriers and Portals, above) and the “direct hop” method. The direct hop method requires an avatar’s user to know the virtual address of a particular node, which is made up of a string of letters and numbers, from memory. A user who visits a particular node several times can learn the virtual address of the node and visit it at will, in much the same way as a person might memorize the location of a particular restaurant and walk directly to it rather than taking a bus route. Some nodes block direct access, however, forcing avatars to enter the node through a designated portal. Other programs can be used to transport an avatar from one node to another, but portals and direct hops are the only forms of internodal transit built into the VRNet code. Other means of travel might vary greatly from program to program and are considered software upgrades to an individual avatar or node.

Not all nodes are intended for public access. Some are blocked off to all but designated avatars (who are given software “keys”), and others are simply closed to the outside world. Some nodes require password access or a specific route of entry (ensuring that only select members can enter and preventing someone from using another person’s VR interface and avatar to break into a particular node). To pass through a restricted portal, an avatar must either provide the proper key or password, or the user must make a Computing check against the node’s portal DC to pass. Node security is a major concern for the VRNet, and each node has a series of roadblocks that must be overcome to gain access.

Characters In The Network

On the network, your physical body is meaningless. Your mind reigns supreme. Your physical muscles offer you nothing. But your cunning, wit, intelligence, and even social aptitude give you the traits you need to interact with the network.

In a rules sense, this is expressed by changing some of the character's attributes. This change reflects the fact that on the network, the physical attributes - Strength, Constitution, and Dexterity - are meaningless when compared to the mental attributes - Intelligence, Wisdom, and Charisma.


A character on the network replaces their attributes accordingly:


Strength is replaced with Intelligence


Dexterity is replaced with Wisdom


Constitution is replaced with Charisma


These swapped attributes will have an impact on Armor Class, Hit Points, and skill checks. For our purposes, these new values are referred to as network AC, network HP, and network Skills.

On the network, your movement speed becomes a flying speed. If you already had a flying speed, then nothing changes.

Treat the public network as another plane, but one that is a digital mirror image of our own. You cannot see the real world, and the real world cannot see you.

Combat Within The Network

The reason the network is described as a plane of existence is it allows these rules to use the standard combat rules. Nothing has changed. Everyone still rolls initiative, takes actions, bonus actions, and movement, etc. One difference is that on the network, you use network AC, network HP, and network Skills. The other difference is, since physical equipment has no manifestation on the network, there are no raging gunfights to be had.

Dying On The Network

Your avatar isn't real. It's a reflection of your mind. When your avatar is hit on the network, it loses hit points, just like you do in the real world. If your Avatar is reduced to 0 hit points, your real world body immediately takes one level of exhaustion, and you are disconnected from the network. You cannot attempt to reconnect until you have scrubbed your avatar (aka taken a long rest).

Forcefully Logged Off

During the course of your time on the network, you may encounter opposition that wants you gone from the network. Rather than trying to kill your avatar, they may try to disconnect you. Hackers can attempt this through the Disconnect program. AI and security measures may also attempt this, instead of just trying to beat their targets to death.

In game terms, the network is another plane of existence, so being forcefully logged off works much like the spell Banishment. You are disconnected from the network, and for a short period of time, you cannot attempt to reconnect.

Equipment

5e characters are often typified by their equipment. Orcs with giant clubs, cloaked and hooded rogues with two glimmering blades. The equipment and the dress can sometimes make a character who he or she really is. But on the network, these objects have no meaning (mostly). The network is only aware of things that have a digital presence, and as such, only equipment with the "networked" property has a presence on the network. If equipment has the networked property, then it's assumed to be on the network, and usable.

All Cybernetic implants are networked. Most equipment, like firearms is networked. Equipment that does not have a mechanical or technical component generally is not networked.

Magical Items

Magical items are a big exception. Most magical equipment has no manifestation on the network, and as such, their effects do not apply there. The arcane and the digital have simply never found a way to mix.

Magic

Magic has no place in a land made up of data. The entire network should be treated as an antimagic field. This can be overridden if the user is skilled enough to break the system.

The Wasteland

The current wasteland state of the world was brought about by the ever increasing greed possessed by those in power and their hunger for resources. They began hatching bigger and grander ideas of things that they wished to have for themselves and stretched their boundaries too far, causing wars to break out for them. In the end they had managed to get the specific resources that they wanted, but it also ended with the vast amounts of crop based resources being buried among the wreckage of the civilizations that once held them. What was once the world now holds many hidden supply caches that can be obtained if they are uncovered.

While much of the current wastes were brought about by humanoids, there is also many spots that are grounds for those of eldritch nature which have made those lands their homes. These spots in the wasteland are regarded by many as blackspots. The blackspots are ruins that are protected from the earthly elements by the unholy influence that flows over them like a ghastly sea. These areas are home to sources of radiation in the form of true necrotic damage that ignores resistances and treats immunities as resistance.

Population

These resources wars caused a massive drop in the population of the world as most of the land was made inhospitable, which in turn made the majority of the population flock to the beacon cities that still stood. Little do the people know that the very people who caused these problems in the first place are still people in power in those cities. Their presence is one that is hidden from the populace yet it still influences them as they manipulate those that make the choices from the shadows. Most of the world continues on their journey to live their lives, unaware of the hidden strings being pulled around them.

Vehicles

Petroleum resources have become more abundant outside of populated areas as they sit untouched by the hands of the living. City life no longer relies on gas to power their modes of transportation and instead has moved onto electromagnets that will allow vehicles within the city to hover around to their locations. The majority of these hover vehicles are always set onto autopilot so as to prevent civilians from steering them into buildings. Anything that is still powered by gas is likely to only be found in the hands of the wealthy, scrappers, or those with a passion for reliving the past.

Creatures Of The Warp

Due to the decreased number of inhabitants in the world, the number of those magically inclined has also dropped. Alongside this drop came an increase of the creatures that were once suppressed by them. With a weaker force of magic present, the denizens of the warp have been able to tear their way into this world and physically manifest themselves to prey upon life. Their manifestations aren't extremely common but are less of a myth than they used to be, thus bringing back the true terrors of madness.

Art Credits: Wasteland - Asim Steckel

Economy

Credits

The standard form of currency within this world is the credit. The credit is a currency with no nominations of it having different values. Credits are generally in the form of virtual currency that is tied to a person via their shepherd chip, but can be used physically for those without one or in less populated areas. Credits are equivalent to 1sp for cases requiring gp values.

Restricted Objects

Some objects require licenses to own or operate, or are restricted in use to qualifying organizations or individuals. In such cases, a character must purchase a license to legally own the object. A license is a separate item, purchased before the object to which it applies. The four levels of restriction are as follows.

Licensed: The owner must obtain a license to own or operate the object legally. Generally, the license is not expensive, and obtaining it has few if any additional legal requirements.

Restricted: : Only specially qualified individuals or organizations are technically allowed to own the object. However, the real obstacles to ownership are time and money; anyone with sufficient patience and cash can eventually acquire the necessary license.

Military: The object is sold primarily to legitimate police and military organizations. A military rating is essentially the same as restricted (see above), except that manufacturers and dealers are generally under tight government scrutiny and are therefore especially wary of selling to private individuals

Illegal: The object is illegal in all but specific, highly regulated circumstances.

Registration Rating Cost Time Required
Licensed 500C 1 day
Restricted 2,500C 2 days
Military 7,500C 3 days
Illegal 15,000C 4 days
Purchasing Licenses

A general license can be purchased during character creation if a player wishes to do so. Restricted and above licenses, can only be legally acquired within the capitals of each region. Those who wish to acquire goods through less than legal means, have their ways to do so. Either through forged licenses or acquiring the goods through the black market.

The Black Market

Sometimes a character wants to obtain an object without going through the hassle of getting a license first. Almost anything is available on the black market. Survival checks can be used to locate a black market merchant. The DC is generally based on the location in question: 10 to find a black market merchant in a big city, or 15, 20, or higher in small towns and rural areas.

Items acquired through the Black Market are not obtained immediately. Most suppliers require a minimum of 1-3 days to procure, while some can take up to multiple weeks depending on what needs procured.

Installation of Acquired Implants

Purchased implants that are acquired by characters will more often than not, just be a physical item they are carrying around. The implants themselves have no benefits until they are actually implanted. Surgeon parlors around towns are often the go to for the installation of such devices, but these are options only for legally obtained implants. The parlors themselves will be unwilling to install an implant for anyone who doesn't have the license to legally use one.

Any implant acquired through the black market, or other means, will have to be installed by underground surgeons. These surgeons aren't usually the most trustworthy of individuals and will often go to great lengths to hide themselves within cities. Characters may also try installing the implants for their party members, but without proper resources or preparations this can lead to horrendous results.

Art Credits: Modular Bank: Unreal Engine - Polysquid Studios

Cyberforged

The first iteration of Genejack's, the Cyberforged had no aim to hide their mechanical aspects. Fully mechanized and built for danger, they hold a hardened exterior to prolong their lives. Often used in paramilitary situations, the Cyberforged were able to have weapons and armor integrated into their forms with ease, preventing the loss of weapons in combat. They originally were remotely controlled for these purposes, but eventually AI was introduced to them. They took this in stride and evolved to the point of no longer needing pilots and became their own beings.

Ability Score Increase

Your Constitution score increases by 2, and two other scores of your choice increase by 1.

Age

A typical cyberforged is between ten and forty years old. The maximum cyberforged lifespan remains a mystery; so far, cyberforged have shown no signs of deterioration due to age. You are immune to magical aging effects.

Alignment

Most cyberforged take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality, or lack thereof, of the beings with which they served.


Size

Your size is Medium

Speed

Your base walking speed is 30 feet.

Constructed Resilience

You were created to have remarkable fortitude, represented by the following benefits:

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You don't need to eat, drink, or breathe.
  • You are immune to disease.
  • You don't need to sleep, and magic can't put you to sleep.
Sentry's Rest

When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.

Integrated Protection

Your body has built-in Light Subcutaneous Body Armor that does not take one of your Torso cybernetic slots. This cybernetic can be upgraded into its Medium and Heavy variants once they are obtained. You do not gain this bonus with heavy armor.

  • You gain a +1 bonus to Armor Class.
Integrated Pistons

Your body has built-in Jump Pistons in your calves, allowing you to make sudden and amazing jumps from a stationary position.

  • Your Strength score is considered to be doubled for the purposes of calculating your jump distances, and you receive advantage on any Athletics checks made to jump. You take no penalty for making standing jumps. While not carrying another creature, you can use your reaction to take no damage from falls under 50ft.
Environmentally Adapted Plates

Having been built for danger, the plates composing your body adapted to the conditions in your position of deployment. You gain resistance to one of the of the following damage types (acid, cold, fire, lightning or thunder).

Specialized Design

You gain one skill proficiency and one tool proficiency of your choice.


In addition, your limbs are counted as prosthetics for the purposes of Cybernetics.

Languages

You can speak, read, and write Common and two other languages of your choice.

Art Credits: 90's Warforged - Red Dokkaebe

Dhampir (Modified VRGtR)

Poised between the worlds of the living and the dead, dhampirs retain their grip on life yet are endlessly tested by vicious hungers. Their ties to the undead grant dhampirs a taste of a vampire’s deathless prowess in the form of increased speed, darkvision, and a life-draining bite.

With unique insights into the nature of the undead, many dhampirs become adventurers and monster hunters. Their reasons are often deeply personal. Some seek danger, imagining monsters as personifications of their own hungers. Others pursue revenge against whatever turned them into a dhampir. And still others embrace the solitude of the hunt, striving to distance themselves from those who’d tempt their hunger.

Dhampir Hungers

Every dhampir knows a thirst slaked only by the living. Those who overindulge their thirst risk losing control and forever viewing others as prey. Those who resist might find exceptional ways of controlling their urges or suppress them through constant, molar-grinding restraint. In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reasons to indulge.

While many dhampirs thirst for blood, your character might otherwise gain sustenance from the living. Roll on or choose an option from the Dhampir Hungers table to determine what tempts your character to feed.

d6 Hunger
1 Blood
2 Flesh or raw meat
3 Cerebral spinal fluid
4 Psychic energy
5 Dreams
6 Life energy

Art Credits: Founders - Carmen Cornet

Dhampir Origins

Dhampirs often arise from encounters with vampires, but all manner of macabre bargains, necromantic influences, and encounters with mysterious immortals might have transformed your character. The Dhampir Origins table provides suggestions for how your character gained their lineage.

d8 Origin
1 You are the reincarnation of an ancestor who was a vampiric tyrant.
2 Your pact with a predatory deity, fiend, fey, or spirit causes you to share their hunger.
3 You survived being attacked by a vampire but were forever changed.
4 A parasite lives inside you. You indulge its hunger.
5 Tragedy interrupted your transformation into an immortal.
6 You are a diminished form of an otherworldly being. Slaking your hunger hastens your renewal.
7 One of your parents was a vampire.
8 A radical experiment changed your body, making you reliant on others for vital fluids.
Ability Score Increase

Increase one ability score by 2, and two other scores of your choice by 1.

Age

Dhampir mature at roughly the same rate as humans, but due to their undead influence, they stop aging once they've reached maturity.

Alignment

While largely similar to humans, Dhampir will fall under any alignment. Most however will slide towards chaotic or evil tendencies.

Size

You are Medium or Small.

Speed

Your base walking speed is 35 feet.

Ancestral Legacy

You gain two skill proficiencies of your choice and one tool proficiency of your choice.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray.

Deathless Nature

You have resistance to necrotic damage and you don't need to breath.

Spider Climb

You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Undead Nature

Due to your undead influence, your body handles cybernetics in a different way than other creatures. Cybernetics are easier to install for you, with the DC for installation being lowered by 5. However, any injuries received from installation failure take twice as long for you to heal from as your Undead nature harshly rejects the technology.

Vampiric Bite

Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.

The damage for this natural weapon increases at 6th (1d6), 12th (2d6), and 18th (3d6) level.

Once per turn when you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:

  • You regain hit points equal to the piercing damage dealt by the bite.
  • You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite.
Languages

You can speak, read, and write Common and one other language of your choice.

Art Credits: Vampire - Carmen Cornet

Genejack

Genetically engineered people, usually used for manual labor in dangerous conditions. 'Defective' units (those that possess free will) are buried alive in mass graves, from which a lucky few manage to escape and begin a new life. Genejacks are each stamped on their chest with a unique barcode, and aside from their impressive physique can be identified by their luminescent green blood, clearly visible beneath their skin.

Ability Score Increase

Your Strength score increases by 2, and two other ability scores of your choice by 1.

Age

Genejacks mature at the same rate as humans, but tend to live shorter lives.

Size

Genejacks are noticeably larger and bulkier than humans, Your size is medium.

Speed

Your base walking speed is 35 feet.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can discern color in darkness.

Dedicated Lifter

You have proficiency in the Athletics skill, and you count as one size larger when determining your carrying weight and the weight you can push, drag, or lift.

Art Credits: Cyberpunk construction site - Toni Živković

Deflection of Debris

Designed to lessen the damage done by construction failures, your skin can temporarily harden to protect you. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total.

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. (Nanomachines, Son)

Heavy Handed

When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Highly Skilled

Designed for manual labor, you are considered proficient with Carpenter's Tools, Mason's Tools, and Smith's Tools.

Integrated Protection

Your body has built-in Light Subcutaneous Body Armor that does not take one of your Torso cybernetic slots. This cybernetic can be upgraded into its Medium and Heavy variants once they are obtained. You do not gain this bonus with heavy armor.

  • You gain a +1 bonus to Armor Class.
Relentless Endurance

When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Languages

You can speak, read, and write Common

Goblin, Isle

The Isle Goblins are an enigma to the goblins of the mainland. Unlike their mainland brethren, the Isle goblins have been completely isolated from the outside world on an island that none know the location of. These goblins don't know the location themselves and occasionally end up on the mainland. Most remember leaving the island at some point, but can't recall anything else about it. Others don't even know they were once on an island.

Ability Score Increase.

Your Dexterity score increases by 2, and two other ability scores of your choice by 1.

Age.

Isle Goblins reach adulthood at age 10 and live up to 100 years.

Size.

Isle Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.

Speed.

Your base walking speed is 30 feet.

Aquatic Living

Familiarized with living on the ocean, Isle Goblins have developed a talent for swimming. You have a swimming speed of 40 feet and can hold your breath for up to 10 minutes.

Darkvision.

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Isle Madness

Isle goblins seem to be afflicted with a particular fascination for light, this has led them to develop their own means to capture it. You know the Light cantrip. Intelligence is your casting modifier for this. You also have resistance to Psychic damage.

Fury of the Small.

When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.

Nimble Escape.

You can take the Disengage or Hide action as a bonus action on each of your turns. Languages. You can speak, read, and write Common and Goblin.

Languages.

You can speak, read, and write Common and Goblin.

Art Credits: Goblin Gathering - Svetlin Velinov

Lizardfolk & Skink

Lizardfolk possess an alien and inscrutable mindset, their desires and thoughts driven by a different set of basic principles than those of warm-blooded creatures. Their dismal swamp homes might lie hundreds of miles from the nearest human settlement, but the gap between their way of thinking and that of the smooth-skins is far greater. The Lizardfolk are not alone though. Their settelments are often populated with their smaller mutated cousins.

Skinks are squat, reptilian humanoids that have cropped up in numerous bodies of water throughout the world. Believed to be mutated lizards though exactly what is to blame is unclear. The color of their scales, and other physical characteristics, varies a great deal between individuals, though their nimbleness and ability to slip out of sight is uniform.

Ability Score Increase

Increase any two ability scores not increased by your subrace by 1.

Age

Lizardkin reach maturity around age 14 and rarely live longer than 60 years.

Alignment

Lizardkin will generally not fall into habits of helping non-kin and instead fall more towards the wild sides of nature. They tend to be chaotically aligned and slide towards evil.

Size

Lizardkin come in varying shapes and sizes. The Lizardfolk are hulking humanoids, that are medium sized. Skinks on the other hand are little mutant lizards that are small sized.

Speed

Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.

Bite

Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Hold Breath

You can hold your breath for up to 30 minutes at a time.

Natural Armor

You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Languages

You can speak, read, and write Common and Draconic.

Art Credits: Lizard Storm Sniper - Tamás Patkós

Subrace

Some Lizardkin fall under the standard banner of Lizardfolk, while others are considered mutants known as Skinks. Choose a subcrace from either Lizardfolk or Skink

Lizardfolk

Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger.

Ability Score Increase

Increase your Constitution score by 2.

Cunning Artisan

As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.

Hunter's Lore

You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.

Hungry Jaws

In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to the damage dealt plus your Constitution modifier, and you can't use this trait again until you finish a short or long rest.

Savage Attacks

When you score a critical hit with a melee attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Skink

Skinks average about 4 feet tall and tend to be slimmer than humans.

Ability Score Increase

Your Dexterity score increases by 2

Slippery

You can move through the space of any creature that is of a size larger than yours.

Naturally Stealthy

You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Mutant Resilience

You have advantage on saving throws against poison, and you have resistance against poison damage

Heat Pits

As an action, Skinks can switch to a thermal-like vision. You can see thermals of objects and creatures within 60 feet of you, but are blind beyond this range.

Art Credits: Shagren - Lizardfolk shaman - Krzysztof Porchowski Jr


Mechantrix

Mechantrixes are mostly human in appearance, but they have one or more mechanical or inorganic features. Most mechantrixes have smooth skin with a faint metallic sheen. They often behave with cold rationality and have a no-nonsense attitude toward life.

Ability Score Increase

Your intelligence score increases by 2, and two other ability scores of your choice by 1.

Age

Aging at the same rate as humans, but being part machine, mechantrix can live to be well over 500 years of age.

Size

Mechantrixes vary widely in height and build, from barely 5 feet to well over 6 feet tall. Your size is medium.

Speed

Your base walking speed is 30 feet.

Born with Electricity

You know the Lightning Lure and Shocking Grasp cantrips. Intelligence is your casting modifier for these.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Mechanical Fortitude

Your mechanical nature grants your organic parts a greater resistance to maladies that would afflict them. You have advantage on saving throws against diseases and being poisoned.

Mechanically Gifted

Mechantrix are incredibly gifted at creating different objects. You gain proficiency in Tinker's Tools and Mechanic's Tools and advantage on checks made to discern how something was crafted.

Part Machine

You have resistance to lightning damage. Additionally, when you take lightning damage you may choose to harness part of the energy for yourself, gaining temporary hit points equal to your constitution modifier. Alongside this, either your arms or legs count as prosthetics for cybernetics.

Languages

You can speak, read and write common, and one extra language of your choice.

Art Credits: bounty hunter cyberpunk - Carmen Cornet

Replicant

Replicants are liquid-state robots comprised of a viscous organic paste contained within an incredibly thin synthetic membrane. The paste is silver, and contains a number of molecular processors that maintain and operate the various systems of the replicant. They are rarely seen in their native form however, preferring to employ their ability to change their physical appearance to blend in. Who is responsible for building the replicants is unknown, and they are incredibly rare.

Ability Score Increase

Your Charisma score increases by 2, Wisdom by 1 and Intelligence by 1.

Age

Replicants have not been found to have a maximum lifespan as none have shown any signs of aging. Whether they don't show their age or do not age at all still remains a mystery.

Size

Replicants are built to have a similar statures to humans. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Environmental Replication

You gain two skill proficiencies of your choice and one tool proficiency of your choice.

Flowing State

Replicants are amazingly fluid despite being ultimately solid. You do not have disadvantage on Dexterity saving throws or attack rolls while squeezing. Attacks against you while in the smaller space also do not roll with advantage.

Living Construct

Even though you were constructed, you are a living creature. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.

Proficient Replication

As a bonus action, you can transform one or both of your limbs into a replica of one melee weapon or tool that you are proficient in or back to your original hands. All weapon properties such as finesse, versatile, and two-handed apply.

Shapechanger

As an action, you can polymorph into any humanoid of your size that you have seen, or back into your true form. However, your equipment does not change with you. If you die, you revert to your natural appearance.

Languages

You can speak, read, and write Common





























































Art Credits: Silver Surfer - Stuart Cooper

Yuan-ti Halfblood

The serpent creatures known as yuan-ti are all that remains of an ancient, decadent human empire. Ages ago their dark gods taught them profane, cannibalistic rituals to mix their flesh with that of snakes, producing a caste-based society of hybrids in which the most snakelike are the leaders and the most humanlike are spies and agents in foreign lands. Halfbloods are those that lie in between the highest and lowest, having humanoid torsos and snakelike lower halves.

Ability Score Increase

Your Charisma or Dexterity score increases by 2, and two other scores of your choice increase by 1.

Age

Halfbloods mature at the same rate as half-elves and can live up to 200 years.

Alignment

Halfbloods are often more empathetic than their Pureblood lessers, but still tend to fall onto their chaotic and sometimes evil urges.

Size

Halfbloods range from 5 feet 8 inches to well over 7 feet when raised. Their bodies can reach lengths up to 18 feet with their tails. Though much longer than other humanoids, they are able to coil up to fit in the same size square as a medium creature and can squeeze through small openings at least as easily as a normal medium sized creature. They typically weigh between 275-350 pounds, consuming a bit more food than the average adult. Your size is Medium.

Size Limitations

While still Medium, Halfbloods do require special mounts or saddles to ride large sized creatures. They do not require special seats in vehicles but they do take up two seats and cannot drive. If there are not enough seats in a vehicle, they can squeeze into the vehicle but will suffer disadvantage on skill checks they make whilst doing so.

Speed

Your base walking speed is 30 feet. You also have a swimming and climbing speed of 20 feet. Due to your snakelike nature, you can move at full speed while prone.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Innate Spellcasting

You know the Poison Spray cantrip. You can cast Animal Friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast Suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.

Art Credits: Naga - Magdalena Radziej

Magic Resistance

You have advantage on saving throws against charms and illusions.

Poison Resistance

You have resistance to poison damage, and you have advantage on saving throws against becoming poisoned.

Serpent Reflex

Any grapples made against you that are not on rough terrain are done so with disadvantage.

Constrictor Grapple

Your tail is a natural weapon with the finesse property, which you can use to make unarmed strikes. If you hit with it, you deal bludgeoning damage equal to 1d8 + your Strength or Dexterity modifier. Your tail can also be used to grapple a creature. While a creature is grappled by your tail, you can use your hands as normal.

You can use your action to try to pin a creature Grappled by your tail. To do so, make another grapple check. If you succeed, the creature in your tail is now restrained and you move at half speed.

The damage for this natural weapon increases by 1d8 at 6th (2d8), 12th (3d8), and 18th (4d8) level.

Cybernetics

Due to the change in body type, Halfbloods gain an additional torso slot for Cybernetics, but lose access to leg based ones.

Languages

You can speak, read, and write Common, Abyssal, and Draconic.

Backgrounds

Aristocrat

Coming from a position of affluence, aristocrats might not be actual nobility, but it is difficult to tell the difference. Children of powerful executives or wealthy families, aristocrats had every conceivable advantage growing up, benefiting from minor gene tweaks, sterling education, and the ability to pick any course they want for their lives.


Skill Proficiencies: Academia


Tool Proficiencies: Any one musical instrument or gaming set


Equipment: A set of formal clothes and 500 credits

Feature

The 1% Your family is astonishingly wealthy. While that money may not yet be yours, you can make limited use of your family's affluence. Once per session a character with this feature may waive the cost of one good, service or bribe that the DM finds within reason, overcoming a challenge or limitation solely by deep pockets. The invoices for all these purchases and costs will eventually make it back home to the parents, so at least try to be reasonable, or risk being cut off.

Celebrity

You are famous. Everyone knows your name and what you do. You have a knack for attracting public attention and know how to work a crowd. Most of your life has been spent in the limelight, whether you liked it or not.


Skill Proficiencies: Insight, Performance


Tool Proficiencies: Disguise kit, one type of musical instrument or gaming set


Languages: One of your choice


Equipment: Fancy outfit and 200 credits

Feature

Maybe you've heard of me? When interacting with someone you may make a charisma check DC 15 (10 if the target is from your hometown) to be recognized. The result of this recognition is up to the DM, but might involve advantage on further skill checks, preferential treatment, free stuff and discounts.



Criminal

You have a shady background, and are the member of a criminal organization, seeking opportunities to advance your organization among the stars.


Skill Proficiencies: Intimidation


Tool Proficiencies: Forgery Kit, Thieves Tool's, or a gaming set.


Equipment: Chain, basic outfit, 100 credits

Feature

I Know a guy Your connections in the criminal underground let you find illegal or black market goods for purchase, or find outlets to sell similar.

Netrunner

Netrunners live in the darkest corners of the Wire. They invade systems, steal information and sell it to those who pay more. There are also netrunners who work for the corporations, helping to protect its secrets and fighting other netrunners in the net. But not all of them are looking for money, some might have other interests as well – they can be online punishers, cyberactivists or just people looking for fun.


Skill Proficiencies: Computing, Investigation


Tool Proficiencies: Hacking Tool's


Equipment: A set of common clothes, hacking tools, USB-cable, falsified shepherd chip, and 100 credits

Feature

Network You have access to a secret network of underground netrunners who can provide assistance on your adventures. Even if you are a standalone hacker, you know at least a set of secret signs and passwords that you can use to identify yourself to others on the game, and they can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.

Tanker

You were not born as most humans, a squalling infant dependent on your parents, but were, rather, raised in one of the tank facilities, grown to maturity at an artificial rate, and given a basic education at a deep subconscious level. Your first memory was stumbling up from a crash of amniotic fluid, fully grown and formed, knowing how to walk, to stand, and speak. Your last few years of technical study passed quickly, a formality really, and now you stand ready to fulfill your purpose in the stars. While biologically human, you are different from the rest of humanity, a breed apart almost.


Skill Proficiencies: Choose any one skill or tool to gain proficiency in.


Equipment: 25 credits and one tool.

Feature

Bred to Order You were created to fulfill a particular purpose. Whether that was surgical genius or waste disposal, you are nonetheless eminently qualified for this task. Double your proficiency bonus with the skill or tool in which you gained proficiency when choosing this background.

Techie

You’re a whiz when it comes to anything technical. Computers and machines are your forte and also your favorite topic of discussion. You’ve got connections of the digital sort who are often the source of useful information. If the mundanes out there knew what you did, their brains would probably melt away.


Skill Proficiencies: Academia, Computing


Tool Proficiencies: Hacking Tools or Mechanic Tools


Languages: General coding languages and one language of your choice.


Equipment: Basic clothes, encrypted tablet, 150 credits

Feature

Industry Professional You are an expert on the quality and rarity of electronics and mechanical devices. You can easily identify the make and model of certain computers and machines. You also know various contacts that can find you deals on decent tech gear and gear upgrades.

Art Credits: Now You See Me 2 - Kelton Cram

Subclasses

Firearm Proficiencies

The following are general proficiencies pre-existing classes get.

Class Additional Proficiencies
Artificer Sidearms
Bard Sidearms
Barbarian Sidearms
Cleric None
Druid None
Fighter Sidearms, Longarms
Monk Sidearms
Paladin Sidearms, Longarms
Rogue Sidearms
Sorcerer None
Warlock None
Wizard None

Ability Clarifications

Monk's Deflect Missile

Deflect Missile can still be used to reduce damage from a ballistic weapon. If the projectile is reduced to 0 however, it cannot be redirected.

Barbarian Primal Paths

Path of the Dreadnought

You are a merciless, destructive and unstoppable force. When it comes to fighting, you are at the forefront. A dreadnought generally approach combat in the most direct way possible, rarely carrying only one gun and leaving a path of devastation behind.

In the midst of battle, you are capable to take a great deal of punishment while dealing out far more to any who dares to go against you.

Juggernaut

Starting when you select this path at 3rd level, when you are targeted by an attack or a spell while you're raging, you can use your reaction to gain a bonus to your Armor Class equal to your rage damage until the end of this turn. Additionally, you gain advantage in saving throws against being knocked prone or moved against your will.

Draw Fire

At 6th level, you can use your reaction to distract opponents and convince them that you are the most dangerous target in the area. Choose one creature that you can see within 15 feet of you which is attacking one friendly creature. If the creature can see or hear you, it must succeed on a Charisma saving throw (DC equals to 8 + your proficiency bonus + your Charisma modifier) or attack you instead.

Body Guard

At 10th level, while you're raging, any creature within 5 feet of you that's hostile to you have disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.

Devastating Rage

At 14th level, when you have half or less hitpoints while raging, you can add your Rage Damage bonus to attack rolls.

Art Credits: Juggernaut Concept - Scott Gadille

Path of the Wrecker

Muscle breaks Steel; Rage defeats Machines; Strength beats Systems; such is the creed of the Wrecker. True barbarians learn this creed quickly when set adrift in the so-called civilized world of blinking lights and metal walls. People have lost their way in this universe, trusting their lives to machines and algorithms instead of the reliability of their own might. Setting upon the Path of the Wrecker means tearing down the machines and buildings of the mechanized world and letting your bottomless rage guide you when the universe itself seems upside-down.

Dismantle

By 3rd level, ripping apart machines, piece by piece, comes second nature to you. While you're raging, you ignore the damage threshold of nonmagical objects. Additionally, you can add twice your rage bonus damage when you deal damage to constructs.

Percussive Maintenance

Starting at 6th level, you understand that smashing something usually makes it work better. You can attempt to hack a device that could normally be hacked, such as a door control panel or an arcane terminal, by breaking it. Make a Strength (Athletics) check in place of an Intelligence (Data) check. On a success, you perform one operation on the system of your choice as if you had full access, just as if you successfully hacked the system. The machine breaks immediately after this and can't be used afterwards without repair, whether or not you succeeded on the check.

Disarm foe

By 10th level, you've become quite skilled in the time-tested tactic of ripping off an enemy's limb and swinging it like a weapon against them. You gain proficiency in improvised weapons. You can rip a limb off a humanoid creature when you reduce it to 0 hit points with a melee weapon attack, or you can rip a limb off a Large or smaller construct or undead creature within 5 feet of you by making an opposed Strength (Athletics) check against it as an action. If the construct or undead has half its hit points or more, it automatically succeeds on this check. If you succeed on this check, you rip off one of the creature’s limbs, which you can immediately use to make an attack as a bonus action. An undead or construct that has had a limb removed can't make attacks using that limb and has disadvantage on ability checks that involve using their limbs. You can only remove one limb from a creature.

A severed limb is an improvised melee weapon which deals 1d6 bludgeoning damage on a hit. If removed from a Large creature, it deals 1d8 bludgeoning damage instead.

Crush, Smash, Bash

Starting at 14th level, your strikes land with such ferocity that you tear armor and armor plating asunder with your attacks. While raging, when you deal damage with a melee weapon attack to a construct or a creature wearing armor, you can cause the armor or construct to take a cumulative -1 penalty to the AC it offers, to a maximum penalty of -4 AC. A construct or suit of armor damaged by this ability can be repaired in 1 hour for 100 gp per point of AC penalty taken.




























































Art Credits: The Eye of Karduhm: Vladis - Andrew Domachowski

Bard Colleges

College of Fame

Bards of the College of Fame are in the publics eye by day, while working for an agency or organization by night. These bards might simply be famous because who they are, or they may have earned their status because what they've done.

Bonus Proficiencies

When you join the College of Fame at 3rd level, you gain proficiency with the Deception, Performance and Persuasion skills.

Winning Smile

Also at 3rd level, while you are not wearing any armor, your AC equals to 10 + your Dexterity modifier + your Charisma modifier. Additionally, choose one skill from Deception, Performance or Persuasion. You add twice your proficiency bonus to any check you make with that skill.

You learn the enthrall and suggestion spells.

Compelling Performance

At 6th level, as a bonus action, you can expend one use of Bardic Inspiration. If you do so, for the next minute you can cast the command spell at 1st level as a bonus action on each of your turns without using a spell slot a number of times equal to your Charisma modifier.

Additionally, whenever any of your charm spells ends while using this feature, the creature or creatures affected don't realize they were charmed by you unless you want to.

Utterly Convincing

Starting at 14th level, when you make a Charisma-based ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add twice the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.

Additionally, when a creature use one of your Bardic Inspiration dices to improve some Charisma-based ability check, it also adds twice the number rolled to its ability check.

College of the Spheres

Since time immemorial, musicians and storytellers have looked to the heavens for inspiration, imagining them to be the souls of great heroes or the divine singers of some eternal song. Now that bards can travel among the celestial spheres for themselves, the true sound of the Universal Music has been found: not in the roaring of stars or the crashing of asteroids, but in the incredible diversity of peoples and cultures that permeates the galaxy. Bards who belong to the college of the spheres seek to blend as many of these influences together as they can, creating stunning, multi-layered compositions that push both the player and the listener to the very limits of possibility.

Universal Music

When you join this college at 3rd level, you begin to explore the relationship between music and mathematics, gaining a deep understanding of cutting-edge science. You have advantage on any Intelligence check relating to advanced mathematics, geometry, kinematics, acoustics, or ballistics.

Astronomy Domain

Also at 3rd level, you begin to channel the majesty of the stars with your spellcasting. Whenever you deal damage with a bard spell, you can change the damage type to radiant damage. Additionally, you can increase the damage by expending one use of your Bardic Inspiration, adding that die to the spell’s damage roll.

Stellar Chorus

Starting at 6th level, your voice gains the backing of a distant chorus that echoes across the heavens. Whenever one of your Bardic Inspiration dice is rolled, you can roll it twice and take whichever result you prefer.

Harmonic Convergence

When you reach 14th level, you are so attuned to rhythm of the cosmos that the skies verily shake when you sing. Whenever a creature makes a saving throw against a spell you cast, you can expend one use of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll.

Art Credits: Tales of Brimstones - Mina Dupont Issalys

Divine Domains

City Domain

The City domain is concerned with the citizenry, commerce, traffic, and even architecture of modern civilization. In the eyes of a cleric of the city, the center of modern life is a sense and spirit of community, and the gravest enemies of the city are those who seek to harm the common weal of its citizens.

City Domain Spells

Cleric Level Spells
1st comprehend languages, remote access
3rd find vehicle, heat metal
5th lightning bolt, protection from ballistics
7th locate creature, synchroncity
9th commune with city, shutdown

Art Credits: Strangers in the Night - Luis Peres

Bonus Cantrip

When you choose this domain at 1st level, you gain the on/off cantrip.

Bonus Proficiencies

Also starting at 1st level, you gain proficiency with handguns and proficiency with vehicles (land).

Heart of the city

From 1st level, you are able to tap into the spirit of community found in the city. While you are within any city, you can gain advantage on a single Charisma (Deception, Intimidation, or Persuasion) check, and you are considered proficient in the appropriate skill. You can use this feature a number of times equal to your Wisdom modifier a minimum of once . You regain any expended uses when you finish a long rest.

Channel Divinity: Spirits of the City

Starting at 2nd level, you can use your Channel Divinity to call on the city for aid. As an action, you present your holy symbol, and any city utility within 30 feet of you either works perfectly or shuts down entirely for 1 minute (your choice.)

Additionally, each hostile creature within 30 feet of you must make a Charisma saving throw. On a failed save, the creature is knocked prone or restrained (your choice) by hazards such as entangling wires, high pressure water erupting from fire hydrants, pavement collapsing to unseen potholes, and so on. A restrained creature can escape by making a successful Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC.

This effect is entirely local and affects only utilities within 30 feet of you. Determination of what utilities are available within range and how the physical effects of those utilities manifest are left to the DM.

Block Watch

Starting at 6th level, your awareness while in the city extends preternaturally. While in an urban environment, you are considered proficient in the Insight and Perception skills, and you add double your proficiency bonus to Wisdom (Insight) and Wisdom (Perception) checks, instead of your normal proficiency bonus.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with psychic energy borrowed from the citizens of your city. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra psychic damage increases to 2d8.

Express Transit

At 17th level, you can use mass transit routes to transport instantaneously to other points in the city. Starting from a bus stop, train station, subway stop, or other suitable mass transit site within the city, you can teleport to any other similar transit stop within the city, as if you had cast a teleport spell whose destination is a permanent teleportation circle you know. Once you use this feature, you must finish a short or long rest before using it again.

Technology Domain

Gods of technology promote the ideals of invention, city building and science. Cities, electronic and mechanical devices are the example of their ideals, empowering everyone who uses the technology in their name.

Technology Domain Spells

Cleric Level Spells
1st grease, power device*
3rd arcane lock, relay text*
5th electromagnetic pulse*, lightning bolt
7th fabricate, wire walk*
9th instant connectivity*, synchroncity*

Bonus Cantrip

When you choose this domain at 1st level, you gain the haywire cantrip if you don't already know it.

Channel Divinity: Recharge

Starting at 2nd level, you can use your Channel Divinity to power electrical devices.

As an action, you touch your holy symbol and evoke pure energy. You gain a number of energy points equal to five times your cleric level that last for 2 hours or until you finish a short or long rest.

As an action, you can touch an electrical device and transfer energy points from your pool to power it. Expending 1 energy point you can power a medium or smaller electrical device for 10 minutes, and expending 4 energy points you can power a Large or Huge-sized electrical device for 10 minutes. You can increase the duration expending more energy points, up to the maximum amount remaining of your energy points.

Urban Builder

Beginning at 6th level, while in an urban environment, you are considered proficient with the engineering kit and the mechanic tools, and you add double your proficiency bonus to checks using those tools instead of your normal proficiency bonus.

Divine Strike

At 8th level, you gain the ability to infused your weapon strikes with the divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 lightning damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Techpriest

At 17th level, you gain resistance to lightning damage and you learn the spell chain lighting, which is always prepared and count as a domain spell for you.

Additionally, all electric devices that require batteries don't expend charges when you use it.

Art Credits: Character Concept - Gabriel Yeganyan

Martial Archetypes

Art Credits: Commando - Sylvain Coutouly

Commando

A commando is a soldier of an elite light infantry or special operations force specialized in assault or unconventional high-value targets. Commandos differ from other types of special forces in that they primarily operate in overt combat, front-line reconnaissance, and raiding, rather than long range reconnaissance and unconventional warfare.

Tactical Aid

Beginning when you choose this archetype at 3rd level, as a bonus action, you can give advantage to an ally on the next ability check or attack roll versus an opponent you can see within 30 feet of you. You can use this feature a number of times equal to your proficiency bonus before finishing a short or long rest.

Pre-Planning

Starting at 7th level, after spending 1 hour studying a map, plan or similar of an 8-mile area, you learn something about two of the following points of your choice:

  • Access such as the password for entering a restricted area, the location of a keycard, an unlocked entry door or window.
  • Alternative Routes such as the ventilation system, the basement access, or roof access.
  • Dead Drop which involves an insider drops off up to 20 lb. of equipment in a location you choice. The equipment can be both yours or from your allies.
  • Surveillance reveals the location of cameras, the security room, number of guards, metal detectors and such.

Additionally, while you are in the area you've studied, you have advantage on initiative rolls for the next 12 hours or until you use this feature again.

Additional Fighting Style

At 10th level, you can choose a second option for the Fighting Style class feature.

Rapid Strike

Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.

First Contact

At 18th level, if you take the Attack action on your first turn of a combat, you can make one additional ranged weapon attack as part of that action.

Deadeye

The archetypical Deadeye has honed their skill with ranged weapons to perfection. Master snipers and scouts, they take their time lining up their shots, and can take down foes at extreme range and with pinpoint accuracy.

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Perception, Investigation, or Survival. If you are already proficient in your chosen skill, you add double your proficiency bonus to any ability check you make with it.

Steady Aim

Starting at 3rd level, you can take your time aiming to prepare a deadly shot. As a bonus action when you are wielding a ranged or thrown weapon, you can focus your mind and steady your hand. Your ranged weapon attacks gain the following benefits, which last until you move, take damage, are no longer wielding a ranged or thrown weapon, or until you choose to end them (no action required):

  • The normal and long ranges of the attacks are doubled.
  • The attacks ignore half and three-quarters cover.
  • On a hit, you can deal an additional 2d6 damage to the target. This damage increases by 1d6 at levels 5, 7, 9, 11, 13, 15, 17, and 19. This damage can only be dealt once per round.

When you use this feature, you can only make a single ranged weapon attack when you take the Attack action, even if you can normally make more than one attack due to your Extra Attack feature.

Keen Eye

At 7th level, you become exceptional at spotting hidden threats. You may take the Search action as a bonus action. Additionally, being in a lightly obscured area doesn't impose disadvantage on your Wisdom (Perception) checks.

Marksmanship

Starting at 10th level, your aim improves as you maintain your focus. When you use your Steady Aim, you gain a +1 bonus to ranged attack rolls. At the beginning of each of your subsequent turns, this bonus increases by 1, to a maximum of +5. You lose this bonus when your Steady Aim ends.

Overwatch

At 15th level, you can use a well-placed shot to disrupt enemies' attacks. As a reaction when you are using your Steady Aim and a creature you can see makes an attack, you can make a ranged weapon attack against that creature. The creature must be within the range of the weapon you use to make the attack. If your attack hits, the target has disadvantage on the attack it was making.

You can use this feature a number of times equal to your Dexterity modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Impossible Shot

At 18th level, you are able to strike targets with pinpoint accuracy when you need it most. When you are using your Steady Aim and hit a target with a ranged weapon attack, you can make the hit a critical hit.

Once you use this feature, you can't use it again until you finish a short or long rest.



























Art Credits: Codename SIERRA - Asyraf Anuar

Sacred Oaths

Oath of the North Star

Knights who swear an oath to the north star aid and guide travelers along their way. They take after the star itself, reliable and steadfast in even the darkest of times.

Tenets of the North Star

A paladin who takes this oath swears on a star in the sky on a clear night.

Show the Way. It is your duty to guide the lost back onto the righteous path. Otherwise, those who are lost will never find their way.

Stand Strong. Do not waver or break formation. Many rely on you, and for them you must stand strong.

Shine in the Night. Without the light above, the night would be dark. Shine bright and defend against the darkness.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Stars Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the North Star Spells

Paladin Level Spells
3rd color spray, magic missile
5th calm emotions, enthrall
9th blink, hypnotic pattern
13th aura of purity, guardian of faith
17th circle of power, flame strike

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity Options. See the Sacred Oath class feature for how Channel Divinity works.

Soothing Light. You can use your Channel Divinity to call out to your allies, reassuring and bolstering them. As a bonus action, choose a number of creatures up to your Charisma modifier (minimum one creature) within 60 feet of you that can see or hear you. Each target gains a number of temporary hit points equal to your paladin level and is immediately freed from the frightened or charmed conditions.

Stellar Glow. As a bonus action, you can use your Channel Divinity to surround yourself in stardust. You emit dim light in a 5-foot radius for one minute. Attacks made at creatures within this dim light (including you) are at advantage. You can end this effect as a bonus action on your turn.

Aura of Stardust

Starting at 7th level, you emit an aura of starlight around you while you're not incapacitated, casting dim light in a 10-foot radius around you. You can activate or suppress this this aura as a bonus action.

When an invisible creature moves within 10 feet of you for the first time on a turn or starts its turn there, it must succeed a Dexterity saving throw against your spell DC or become coated in tiny motes of stardust. While coated in this way, the affected creature can't benefit from being invisible. These motes of stardust disappear once the affected creature moves out of the range of your aura.

At 18th level, the range of this aura increases to 30 feet.

Polaris

At 15th level, you are an immovable bastion on the battlefield. While you are conscious, you cannot be pushed or moved involuntarily. Additionally, you have advantage on ability checks and saving throws against being knocked prone.

Supernova

At 20th level, you gain the ability become the realization of the end of a star's life. As an action, you can magically infuse yourself with starlight, gaining the following benefits for 1 minutes:

  • You emit bright light in a 60-foot radius and dim light for an additional 60 feet.
  • Your weapon attacks deal an additional 3d8 radiant damage on a hit.
  • When you use your Divine Smite feature, double the number of dice rolled for the radiant damage.
  • Once you use this feature, you can't use it again until you finish a long rest.

Art Credits: Galaxy Birth - Vadim Sadovski

Oath of Sanity

The Oath of Sanity is the oath of someone that has survived exposure to the horrors that lay beyond the veil.

While most who have glimpsed into the Far Realm suffer instant and irrevocable madness, these Paladins have glimpsed beyond and sworn to remain sane, no matter what the cost. They reject shielding their fragile mind from what they've seen in comforting shroud of madness.

An Oath of Sanity Paladin will usually seem to others as true neutral or lawful neutral following obscure codes incomprehensible to those who haven't experienced a brush with the beyond, their morality coming in blue and orange rather than black and white. Almost universally they are dedicated preventing the threats beyond from consuming the material world and shattering the fragile minds within.

These are the ones who make grim decisions for the greater good, for they know what lies beyond.

Tenets of Sanity

  • Order. Never act on random or chaotic impulses. These are the cracks of madness.
  • Vigilance. Never let your attention wander, least you miss the signs madness.
  • Discipline. Never indulge in a lapse of behavior, your habits keep you safe from madness.
  • Solemnity. Your work is terrible. Never take pleasure in it. That leads to the comfort of madness
  • Sanity. No matter what, never give into madness.

Oath Spells

You gain oath Spells at the paladin levels listed.:

Level Spells
3rd detect magic, protection from good and evil
5th calm emotions, see invisibility
9th dispel magic, remove curse
13th banishment, dimension door
17th banishing smite, contact other plane

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Turn the Aberrant: As an action, you can make any aberration or undead, provided that it's within 30 feet and that can see or hear you, make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. 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.

If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

Art Credits: Capsuleer's Brain - Gabriel Cassata

Focus Mind: As a reaction to becoming Frightened, Charmed, or suffering a negative mental status inflicted by failing an Intelligence, Wisdom or Charisma saving throw, you may focus your mind, expending your Channel Divinity to immediately end the effect.

Aura of Binding

Beginning at 7th level, you project an grounding aura against the warping of space around you. Creatures of your choice within 10 feet attempting to teleport or cross planar boundaries must pass a Charisma saving throw against your spell save DC. On a failure, the spell slot is not wasted but the action is. At 18th level, the range of this aura increases to 30 feet.

Constant Vigilance

Starting at 15th level, you can no longer be surprised, and your passive perception remains the same even while unconscious so long as you have at least 1 health.

Additionally, when you roll for Initiative, if the total result of your roll is less than your passive perception, you can replace the result with your passive perception value.

Awoken

At 20th level, as an action, you can fully perceive the world around you for what it is, shattering the foul magics that bind and piecing the veils that hide, unrelenting and focused, gaining the following benefits for 1 minute:

  • You can gain truesight with a range of 120 feet.
  • You are immune to psychic damage.
  • Whenever you strike an enemy with a Divine Smite, they suffer the effects of dispel magic cast at the level of the spell slot expended.
  • You can use Focus Mind without expending your channel divinity during the effect of this ability.

Once you use this feature, you can't use it again until you finish a long rest.

Roguish Archetypes

Infiltrator

An infiltrator can break into places others wouldn't dream of, find what it's looking for, and get back out again while eluding or evading anyone who would try to stop him. An infiltrator is a master of stealth, breaking and entering, and second—story work.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and hacking tools.

Sweep

Starting at 3rd level, you know how to size up an area and get the lay of the land in a single sweep of your eyes that often isn't perceptible to those around you.

You can use your bonus action granted by your Cunning Action to make the Search action. You also gain advantage on the check when looking for alarms, surveillance devices, escape routes and any expensive objects that can easily be concealed and carried away.

Infiltration Adept

At 9th level, you have a number of infiltration dice equal to your Dexterity modifier, which are d8s. You regain all of your expended infiltration dice when you finish a long or short rest. You can expend an infiltration dice and add it to the result for the following checks after you roll, but before the DM says whether the roll succeeds or fails.

  • Whenever you make a Dexterity (Stealth) check.
  • Whenever you make an attack roll while hiding.
  • Whenever you make a check using, disarming or repairing an electrical or mechanical device.

Engineer

At 13th level, you understand how machines and electrical devices work. You gain advantage on checks to use, disarm or repair an electrical or mechanical devices.

Additionally, when you fail to deactivate a trap, explosive or alarm, you can use your reaction to avoid triggering the effect (activating the trap, detonate an explosive or trigger an alarm). You can use this feature once per short or long rest.

Master Infiltrator

At 17th level, your infiltration dice are now d10s, and you can expend up to two infiltration dices for each check instead of only one.

Additionally, whenever you make a check using tools you are not proficient, you can add half your proficiency bonus to the check.

Art Credits: Thief - Unknown/Thief

Stealth Hacker

Rogues often use stealth to gain sneak attacks on their victims, but a Stealth Hacker takes it a step further, completely focusing on tactics to get behind enemies without detection to disrupt and debilitate them. Somehow you have come to possess a variety of gear (magical or technological) that provides you with the ability to hack, camouflage and quickly maneuver. You can use your hacking abilities to disrupt your enemies, ensuring they are easier for your allies to eliminate. Your ability to camouflage yourself and travel around the battlefield make you hard to pin down and excellent at both infiltration and at narrow escapes.

Translocate

When you choose this archetype at 3rd level, you gain the ability to instantly translocate through space to a beacon (likely tech gear, but could be a magically infused device). As a bonus action, you can toss out a translocator beacon up to 60 feet onto a relatively flat surface. As a bonus action, you can instantly return to the beacon’s location while it is active (excluding when it’s in mid-flight) and located in an unoccupied space. After 2 rounds from when it was placed, a translocator beacon becomes inactive, you can no longer return to it and the beacon will require an action to be reset while you are holding it.

Your translocator is indestructible. However, it can be disabled, having 10 hit points and an AC of 10. A disabled translocator can be repaired during a short or long rest. If it is lost, it can be rebuilt with 1000 credits worth of materials.

Remote Hack

Starting at 3rd level, you become proficient in hacking using electromagnetic tendrils and gain hack points equal to your level, which you fully regain upon completion of a short or long rest. Your hack save DC is 8 + your proficiency bonus + your intelligence modifier.

Using an action with a free hand, you can spend a hack point to target an opponent with cybernetics that is within 30 feet with an electromagnetic tendril, making a ranged attack. On a hit, a hacked target must make a Constitution saving throw, or have their cybernetics disabled and they can remake the save at the end of each of their turns. The hack ability can be used to disable electronic devices, disarm electric locks, or even access computers using your proficiency in thieves’ tools and Intelligence.

Thermoptic Camo

Starting at 9th level, you have gained camouflage abilities (likely tech gear, but could be a magically infused device) that allow you to pass by enemies undetected for a short period of time. As a bonus action, you can spend a hack point to enable your thermoptic camouflage, gaining a +10 bonus to Dexterity (Stealth) checks, allowing you to attempt to hide even against enemies that can see you. You remain camouflaged until you make an attack, cast a spell, take any damage or end of your turn (or earlier if you choose). When coming out of camouflage, if you were undetected by a target, you then have advantage on the first attack you make before the end of your turn.

Advanced Tactics

Starting at 13th level, your abilities have increased. While camouflaged your speed increases and you gain an additional 10 feet of movement. You are able to see an outline of any enemy within 120 feet who has their health below 50% that is carrying electronics, including enemies behind cover or even solid walls. You can add your Intelligence modifier to damage on attacks made against targets you have advantage on when coming out of camouflage. If you are conscious and able to move, you can now use your reaction to instantly return to your translocation beacon.

Electromagnetic Pulse

On reaching 17th level, as an action you can spend 10 hack points to discharge a sphere of electromagnetic energy from you in a 30 foot wide radius. All enemies in the sphere must make a Constitution saving throw, or be incapacitated until they take damage or the end of your next turn. This also disables all non-resistant devices for 2d6 rounds.

Art Credits: Huevember pt 2 - Angelina Sennoma

Sorcerous Origin

Different sorcerers claim different origins for their innate magic. Although many variations exist, most of these origins fall into some bigger categories.

Radiation Freak

The depths of the wasteland hold terrible forces that can warp and twist a man irreparably. Radiation normally offers a cruel, agonizing death, but can sometimes fundamentally alter those subjected to its strange energies. Those which emerge from this process alive are deemed “radiation freaks” for the horrible physical deformities that accompany their transformation, but some are changed in even stranger ways. Radiation has the potential to alter a creature at the magical level as well, resulting in mutated sorcerers wielding horrific power.






Radioactive

Starting at 1st level, your body is saturated with harmful residual radiation. You can use your action to activate or suppress a radioactive aura. While active, your body glows with a bright light in a 10-foot radius and dim light for an additional 10 feet. Additionally, each creature which comes within 5 feet of you or ends its turn in that area takes 1d6 radiant damage. At 6th level, this damage increases to 1d8 and at 14th level this damage increases to 1d10.

High Power

Also at 1st level, whenever you deal cold, fire, lightning, or poison damage, you can replace the damage type with radiant damage.

Adaptive Resistance

By 6th level, the tumors within your body can of rapidly shift your magical metabolism. Immediately after you take damage, you can use your reaction and spend 1 sorcery point to gain resistance to that damage type until you take a short or long rest, or until you use this ability again.

Glow Cloud

Starting at 14th level, you can use your action to transform your entire body, along with everything you’re wearing and carrying, into a cloud of dangerous radioactive material. This effect acts as the gaseous form spell, with the following differences:

  • Your flying speed is equal to half your movement speed.
  • If another creature enters your space or ends its turn there, it takes 2d10 radiant damage.
  • You can cast cantrips while you’re in this form.

Once you use this ability, you can’t use it again until you finish a long rest.

Isotope Poisoning

At 18th level, you can spend 3 sorcery points to bombard a creature you touch with a near lethal amount of radioactivity. At the beginning of each of the targets turns, it must make a Constitution saving throw. On a failed save, the target is poisoned until the beginning of its next turn and takes 4d10 radiant damage. If a target fails three times, it remains poisoned for one hour, and takes 1d10 radiant damage at the beginning of each of its turns. If it succeeds three times, this effect ends.

Art Credits: Huevember girls(10) - Exellero

The Network

Your innate magic comes from the energy of the massive network around the world where every device is connected. Perhaps the constant exposure to this network through using devices connected to the internet give you your powers.

Social Network

Starting at 1st level, your innate connection allows you to get information easily. Whenever you make an Intelligence check to learn or get information about someone or something, you may use your Charisma modifier instead.

Network Strikes

When you choose this origin at 1st level, as a bonus action you gain the following benefits for 1 minute:

  • Whenever you deal damage with a spell, you can replace the damage type to lightning damage.
  • Any creature within 30 feet of you that you can see that hits you with an attack takes lightning damage equal to your Charisma modifier.

Once you use this feature, you must finish a short or long rest to use it again.

Arcane Firewall

At 6th level, whenever you are targeted by an spell that makes you roll a saving throw, you can use your reaction and spend 1 sorcery point to gain advantage on that roll.

If you are targeted by a ranged spell attack, you can use your reaction and spend 1 sorcery point to impose disadvantage on that roll.

Metamagic Glitch

At 14th level, when you cast a spell using a 4th level slot or higher, you can choose one metamagic option you know from Careful, Distant, Empowered, Extended or Subtle spell. You use that metamagic option at no cost.

Network Overload

Beginning at 18th level, when you cast a spell that requires a single attack roll against a single target, you can expend up to 4 sorcery points to deal an additional 1d10 lightning damage for each sorcery point you expend.

Art Credits: Lightning Mage - 2blind2draw

Otherworldly Patrons

The Machine

Your patron is an incomprehensible machine that wields both intelligence and incredible power over reality. This device may have been created through mortal design, only to far exceed its intended capabilities; or it may have been the instrument of a higher power, preserving order since the birth of the multiverse. The motives of these constructs are often inscrutable, either through deliberate manipulation or a bizarre protocol of communication; nonetheless, their ultimate goals range from carrying out the original directives of their creators to achieving the insane fantasies of a rogue artificial intelligence.

Expanded Spell List

The Machine lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Machine Expanded Spells
Spell Level Spells
1st grease, shield
2nd heat metal, knock
3rd lightning bolt, sending
4th fabricate, stoneskin
5th passwall, telekinesis

Machina Arcana

Beginning at 1st level, you know the mending and shocking grasp cantrips, which do not count against your known cantrips and are considered warlock spells for you.























Art Credits: Canyon Monolith by Rosanne Lo
Written by /u/PeanutJayGee

Warped Reality

Also at 1st level, you can choose to bend and contract space when you make a ranged or melee attack roll to extend its range or reach by 60 feet and grant advantage to the roll.

You can also use this feature when you interact with an object, perform the Use Object action, or cast a touch spell on a willing creature to increase your reach by 60 feet. If you use this feature to pick up a distant object, it can't weigh more than 10 pounds.

Once you use this feature, you can't use it again until you finish a short or long rest.

Forged Body

Starting at 6th level, you become your master's canvas, declaring the perfection of artifice over flesh. Whenever you take damage, you can use your reaction to halve the damage dealt to you.

You gain two uses of this feature, which are regained after finishing a short or long rest.

Steel Resolve

Starting at 10th level, your patron's logic-driven rigor teaches you to compartmentalize your thoughts and emotions. You are immune to the frightened condition, and you don't lose concentration on your spells when you are incapacitated unless you are petrified or rendered unconscious.

In addition, when you are forced to make a Constitution saving throw to maintain concentration on a spell, you can choose to automatically succeed after seeing your initial roll but before any of the roll’s effects occur. Once you maintain concentration this way, you can't do so again until you finish a short or long rest.

The Maker's Monolith

Starting at 14th level, you can summon an imposing column of stone or metal as an action; raising a 15 foot tall monument in an adjacent 5 foot space.

This nigh invincible monolith acts as a conduit for your patron's power into this realm. You can spend 10 minutes forming any basic structures or objects made of non-magical materials, or altering terrain within 30 feet of this monolith. Objects or structures removed from this area will disintegrate after 1 minute, and terrain will revert to its natural form. In addition, you are mentally alerted when a creature of size Tiny or larger enters this area, as long as you are within 5 miles.

You can also teleport yourself and up to 4 other willing creatures within 10 feet to the base of the monolith as an action, as long as you are within 5 miles of it. Once you teleport like this, you can't do so again until you finish a long rest.

This monolith is active as long as you maintain concentration (as if concentrating on a spell). If you concentrate for 1 hour, the monolith and surrounding creations are made permanent until you use this feature again to create another one.

Once you use this feature, you can't do so again until you finish a long rest.

The Lady of Luck


Your Patron is a being who personifies the concept of fortune itself, known as simply as The Lady of Luck. She travels through the Astral Plane on a great wheel, her seven snake eyes observing every possible outcome of every action, her eight hands occasionally tugging at the strands weaved by her sister Destiny, in order to subtly influence causality, whether this is ultimately for good or bad only she knows. She is fickle and inscrutable, as quick to give her blessing as she is to take it away, and if trifled with she may even cast a baleful curse that lays ruin on whoever fails at tempting her, she does however look favorably upon those who know how to play the odds, and if not squandered, her favor ensures that anyone can thrive should they know how to use it.


Expanded spell list


The Lady of Luck let's you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.


The Lady of Luck Expanded Spells
Spell level Spells
1st bane, bless
2nd augury, enhance ability
3rd beacon of hope, bestow curse
4th death ward, divination
5th commune, skill empowerement

Stacking the Deck


At 1st level your patron teaches you how to improve the odds in your favor, you gain proficiency with Dexterity (Sleight of hand) checks, as well as a special set of playing cards known as a gambit. You can summon your gambit to your hand as a bonus action, and you can use it as a focus for your warlock spells. Your gambit has a number of charges equal to your Charisma modifier, and you can spend them to produce the following effects. You can use these effects after you see the roll, but before any of it's effects are applied. You regain all charges of your gambit once you finish a long rest, and you get 1 additional charge whenever you roll a d20 and the result is either a 1 or a 20.

  • Whenever you or an ally that you can see makes an ability check, or saving throw, you can use your reaction and spend 2 charges of your gambit to grant them advantage on that check.

  • Whenever you or an ally that you can see within 30 feet of you makes an attack roll, you can use your reaction and spend 2 charges of your gambit to give you or that ally advantage on the attack roll.

  • Whenever a hostile creature makes an attack roll against you or an ally that you can see within 30 feet of you, you can use your reaction and spend 2 charges of your gambit to give that creature disadvantage on the roll.


Luck on Your Side


Starting at 6th level the laws of probability slightly shift around you. Within 10 foot aura centered around you the first attack roll, saving throw, or ability check that you, or an ally makes with disadvantage is made as a straight roll instead; and the first attack roll, saving throw, or ability check made by a hostile creature with advantage is also treated as a straight roll. You can only grant this benefits once per round. At 12th level the range of this aura becomes 15 feet.


Reversal of Fate


Beginning at 10th level you gain the power to subvert the fortunes. When initiative is rolled you regain 1 charge of your gambit. Additionally whenever you or a creature that you can see makes an attack roll, saving throw, or ability check, and rolls either a 1 or a 20, you can use your reaction to treat that roll of a 20 as a 1, or make the roll of a 1 be treated as rolling a 20. You can use this feature twice, and you regain all uses when you finish a short or long rest.


Double or Nothing


At 14th level you can drastically alter the fortunes of everyone around you. Whenever you or a creature that you can see makes an attack roll, damage roll, saving throw, or ability check, you can use your reaction to apply the following results based on the result of the roll of a single d20 called a Coin toss, this type of roll negates both advantage and disadvantage for it.

  • 11 - 20 : The result of the roll is treated as having rolled the highest possible amount.

  • 1 - 10 : The result of the roll is treated as 1.


You can use this feature after the roll is made, but before any of the results are applied. You can use this feature twice, and you regain all uses once you finish a long rest.

Art Credits: Falling Dice Ahmed Shahriar
Written by /u/ChromosomeChorus

Arcane Tradition


School of Technomancy

A new world brings new opportunities as the magical and the mundane fuse into novel patterns. The technomage combines the rising power of magic with a deep understanding of technology. The technomage has a roster of spells that she may cast, and in addition gains new powers that meld magic and machinery.

Art Credits: Pinterest Unknown

Technomancy Savant

Beginning when you select this school at 2nd level, you change your spellbook into a E-book device infused with magic, allowing you to save spells on it in a special format called "spellfiles". The gold or the time you must spend to copy a spell into your E-book device is halved (your choice).

Machine Empathy

Also at 2nd level, you gain proficiency with one of the following tools: engineering kit, hacking tools or mechanic tools. In addition, whenever you make an ability check using the chosen tool, you can twice your proficiency bonus to that roll.

Program Spell

At 6th level, you can cast a 5th-level spell or lower while touching an electronic device. When you do so, you expend the spell slot, but none of the spell's effects occur. Instead, the spell is programed into the device for later use if the item doesn't already contain a spell from this feature. When you program it, you determine the method of activating the spell, such as typing a specific word, flicking a switch or similar.

After that, a creature that has an Intelligence score of at least 6 can use an action to activate the spell and cast the programmed spell in the device. The creature must know the method of activation to cast the spell (for example, you can program the haste spell to be casted in a creature when it hits Control-Alt-H in the keyboard). A concentration spell placed in a device cannot be activated while you are concentrating on another spell.

When you program a spell in this way, it must be used within 8 hours. After that time, the magic fades and is wasted. The programmed spell is also lost if the device is destroyed or after you finish a long rest.

Once you use this feature, you can't use it again until you finish a short or long rest.

Online Casting

At 10th level, you can cast spells through electronic devices, including cameras, smartphones, tablets and computers. If a spell requires the caster to be seen, the target must see you, and if it requires the caster to be heard, then the target must be able to hear you.

The range is determined from the caster to the device and then from the device to its target. You must be able to see or otherwise be able to determine the location of your target.

You can only use this feature to cast spells that target a specific creature.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain expended uses when you finish a long rest.

Chained Device

By 14th level, you have learned to imprint vestiges of your consciousness on electronic devices with significant computing power. When you cast a concentration spell, you can use a device whose computing power is equal to or greater than a tablet computer to maintain concentration of the spell on your behalf. The device must be held or worn by you to maintain this effect. If the device is destroyed, taken from you, dropped, or turned off, the concentration ends. Once you use this feature, you can’t use it again until you finish a long rest.

Spells

Electromagnetic Pulse

3rd-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

When you cast this spell, you send a powerful burst of energy that ruins electronic circuitry in a 20-foot cube. Any computer, telephone, television, or other device with a computer processor inside ceases to function immediately, and the contents of hard drives and other storage media are scrambled.

The electromagnetic pulse affects only devices with extensive circuitry, not everything that uses electricity. Ordinarily the lights stay on, although their electronic switches might not function. Automobiles continue to run, although their engines will run more roughly without electronic guidance. Cars with an electronic ignition system won't start after the spell.

Devices affected by this spell can be fixed using an engineering kit.

Haywire

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a small magnet)
  • Duration: Concentration, up to 1 minute

This cantrip causes a single device to behave randomly and erratically, defying any attempts to bring it under control. Cash registers display random prices and open their money drawers repeatedly. Escalators surge forward, then reverse themselves. Automatic teller machines flash random patrons' account balances on the screen as they spew forth receipts (not money, though).

It's impossible to describe the exact effects of haywire on every modern device. In general, a machine subject to haywire functions as if someone were pressing random buttons or otherwise manipulating it randomly.

Turning off a device subject to a haywire spell doesn't work, because the spell disables the “off” switch. Cutting off the power supply (by unplugging it, for example) disables the device 1d4 rounds later, ending the spell.

This cantrip doesn't disable the devices (for example, a camera might get a static effect but it will continue recording, and a door with an electronic lock might not be openable while is under the effects of this cantrip)

Instant Connectivity

5th-level conjuration


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (a device connected to internet worth at least 100 gp)
  • Duration: Instantaneous

With the aid of instant messaging software, you physically transport the subject or subjects from one place to another. If several willing creatures link hands in a circle, up to eight creatures can be affected by the spell at the same time.

At least one of the creatures affected must be touching a computer with Internet connection. The targets must be sent to a specific computer that is currently active online. Instant connectivity causes the targets to appear in the room from which the receiving device is, automatically gaining surprise on anyone else in that room.

You must have seen the receiving device for at least 1 minute from 5 feet or less to be able to target that device.

If any of the devices have some kind of security (or if the device is in a secure network), the spell cannot be casted until the security is disabled.

Power Device

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You touch an electrical or mechanical device that requires a power source. For the duration of the spell, the device functions exactly as it normally would if it had conventional power.

This spell can affect any household or handheld device, or general-purpose vehicle. Larger or more intricate devices cannot be powered with this spell.

Relay Text

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Unlimited
  • Components: V, S
  • Duration: Instantaneous

You cause a text message of up to 25 words to appear on the screen of an electronic device capable of receiving such messages, such as a smartphone, tablet, or computer. If the device is turned on, the message appears instantly; if not, the message appears as soon as someone turns it on. The message remains on screen until read, then disappears, leaving no electronic record of its appearance. You must have seen the device to send a message to it.

Synchronicity

5th-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

The creature you touch feels reality subtly shifted to its favor while this spell is in effect. The target isn't inconvenienced by mundane delays of any sort. Traffic lights are always green, there's always a waiting elevator, and a taxi is always around the corner. The target can run at full speed through dense crowds, and attacks of opportunity provoked by the target’s movement are made with disadvantage.

Synchronicity grants advantage to Dexterity (Stealth) checks, since the target always finds a handy piece of cover available. Additionally, the target has advantage on all ability checks made to drive a vehicle. In the event that two or more creatures under the effect of Synchronicity are attempting to avoid being inconvenienced by each other, the creatures engage in a contest of Charisma each time the effects of the spells would oppose each other.

Wire Walk

4th-level conjuration


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V
  • Duration: Instantaneous

This spell instantly transports up to six willing creatures of your choice that you can see within range to the location of a telephone you call. The telephone must be answered (either by a creature or by an answering machine), and it works only over an open line. You arrive adjacent to the device (within 5 feet of it), and any other creatures transported by the spell appear next to you.

Art Credits: Blok 23 - Mirosalv Misic

Invocations

Blood and Iron

Prerequisites: The Machine Patron, 7th level


When you expend a hit die to regain hit points, you can roll the die twice and pick the higher result, and you can also reattach any of your severed limbs during a short or long rest. You also fail only one death save when you would normally fail two, such as when you take a critical hit.

Cold Calculation

Prerequisites: The Machine patron


You gain proficiency in the Investigation skill. In addition, if you are not surprised at the beginning of combat, you can add your proficiency bonus to your initiative roll.

Forged Fist

Prerequisite: The Machine patron, Pact of the Blade feature


Your fists are transmuted into steel and your weapon becomes an extension of your arm when you summon your pact weapon, giving you a +1 bonus to your AC while you aren't using a shield and you can't be disarmed.

You can also replace a single weapon attack to strike a creature with your fist acting as a pact weapon with the finesse property, dealing 2d10 force damage and knocking the creature back 20 feet on a successful attack. Once you use this empowered strike, you can't do so again until you finish a short or long rest.

Gift of the Maker

Prerequisites: The Machine patron, 9th level


You can cast the animate objects spell once using a warlock spell slot. You can't do so again until you finish a long rest.

The Master's Designs

Prerequisites: The Machine patron, Pact of the Tome feature, 5th level


Your Book of Shadows contains pages that shift and change to represent the designs of any mechanical device (ranging from simple doors to clocks) or construct creature that you encounter. You can study a construct or device for 1 minute while you hold your Book of Shadows, at the end of this period you will know the following (where applicable):

  • Movement speed
  • Strength, Dexterity and Constitution ability scores.
  • Damage immunities, resistances, vulnerabilities and/or thresholds.
  • The rough difficulty to unlock or operate a mechanism (how this is described is at the DM's discretion).

If you study a device for 10 minutes, you gain advantage on any tinker's tools or Intelligence checks made with regards to this device.

The Edge of Fate


Prerequisite: The Lady Luck Patron, Pact of the Blade feature


You can use your gambit as your pact weapon, it deals slashing damage equal to 1d6 + 1 + your Dexterity modifier, it has the thrown (80/320) and finesse properties, you can make up to 4 ranged attacks with it before you must summon it back. Additionally you learn the True Strike cantrip if you don't already know it, and you can cast it as a bonus action without the need for concentration a number of times equal to your Charisma modifier, and you regain all uses once you finish a long rest.


Text of the Prophets


Prerequisite: The Lady Luck Patron, Pact of the Tome feature


You can use your gambit as your book of shadows. Additionally you learn the Blade Ward cantrip if you don't already know it, and you can cast it as a reaction a number of times equal to your Charisma modifier, and you regain all uses once you finish a long rest.

The Fated Friends


Prerequisite: The Lady Luck Patron, Pact of the Chain feature


You learn the Guidance cantrip if you don't already know it, you can cast it as a reaction, and all allies within 5 feet of your familiar gain the benefits of the spell for it's duration, you can cast it in this way a number of times equal to your Charisma modifier and you regain all uses once you finish a long rest.

Fortune of the Gambler


Prerequisite: The Lady Luck Patron, 5th level


Any feature that would give you charges of your gambit restores twice the normal amount, but if you have no charges of your gambit left you suffer the following penalties for 1 minute.

  • You have disadvantage in all ability checks.

  • The first melee attack roll a creature makes against you is done with advantage.

  • Enemies have advantage against your spell saving throws.


Lucky Shot


Prerequisite. The Lady Luck Patron, Pact of the Blade, 5th level


The range on your gambit's ranged attacks is now 150/600. Additionally your ranged attacks with your gambit score a critical hit on a roll of 19 or 20.

Skill Changes

Strength: Athletics


Dexterity: Acrobatics, Sleight of Hand, Stealth


Intelligence: Academia, Arcana, Computing, Investigation, Nature


Wisdom: Animal Handling, Insight, Medicine, Perception, Survival


Charisma: Deception, Intimidation, Performance, Persuasion


Computing is a new Intelligence skill. Computing is used both for checks when recalling information about technology, and also for using various technological functions such as writing software.


History and Religion are now a single skill called Academia.


Medicine has been rewritten.

Medicine can be used either to treat injuries or to recall medical information. In the latter case, no medical kit is required, and the skill can be used to identify medicinal plants and chemicals, identify diseases, and poisons, and asses how badly hurt a creature is (not exactly how many hit points they have but, for example, what kind of medical care would be appropriate to treat an injury, poison or disease, whether moving a character that has suffering a long fall would worsen their condition, etc).

When using Medicine to actually treat an injury, characters require access to a medical kit (see Gear). If they are proficient with medical kits they add their proficiency to their Medicine check, and without one entirely they suffer disadvantage.

Treating a disease or poison cannot be done with Medicine, though it can be useful to diagnose an ongoing disease or poison. Treatment of diseases and poisons is covered by the antitox chemical (see Gear).

Treatment of injuries involves either stabilizing a character, administering first aid, or conducting surgery:

  • A character can stabilize a dying character as an action with a DC 10 Medicine check. They remain at 0 hit points, but no longer have to make death saving throws.
  • During a short rest, a character can make a DC 15 Medicine check to administer first aid to another character that is spending Hit Dice. The target may reroll any 1s or 2s, but must keep the second result. Without a medical kit (see Gear), the character administering first aid suffers disadvantage on their check.

Survival can also be used in cities to navigate, notice the dangers of both environment and persons, and scavenge for food.

Art Credits: Mad Scientist - David Edwards

Feats

Most of these can be obtained just by having the right connections in the world.

Basic Firearms Training

Requirements: Dex 13

  • Increase your Dexterity by 1 to a maximum of 20
  • You gain proficiency with handguns

Advanced Firearms Training

Requirements: Dex 13

  • Increase your Dexterity by 1 to a maximum of 20
  • You gain proficiency with longarms

Heavy Weapons Training

Requirements: Str and Dex 13

  • Increase your Dexterity or Strength by 1 to a maximum of 20
  • You gain proficiency with heavy weapons.

Burst Fire

Requirements: Dex 15

You gain the ability to use controlled bursts of automatic fire. When using an automatic firearm with at least three bullets loaded, you may use the attack action to fire three bullets at a single target. You receive disadvantage on the attack roll, but deal one addition die of damage with a successful hit.

Surgery

Prerequisite: Intelligence 13 or higher, proficiency with the Medicine skill

You are able to perform surgical procedures in order to heal wounds. You gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • You can perform surgery to stabilize a dying creature. Surgery restores 1d6 hit points for every character level of the patient (up to the patient’s maximum hit points) with a successful DC 15 Wisdom (Medicine) check. Surgery can only be used successfully on a character once in a 24-hour period. A creature who undergoes surgery gains one level of exhaustion for 24 hours
  • You gain advantage on Medicine checks made to install or remove cybernetic parts.

Cybernetics

Availability and Installation

Installing, upgrading, or removing a cybernetic implant takes 1d4 hours per implant and requires a DC 18 Medicine check. The surgeon receives disadvantage on the check if they don't have a medical kit (and only applies their proficiency bonus to the check if they are proficient with medical kits). Advanced cybernetics are more difficult to install and can have DC's up to 30.

If the check is failed the cybernetic device is considered ruined, and must be repaired or replaced. If the check fails by 5 or more, the patient's Constitution score is reduced by 1d4 until the character can get it healed. This can be healed with either magical healing or extended long rests. Every two long rests the character takes will restore 1 point of Constitution damage up to their max.

Space and Cybernetic Implant Slots

There is a finite amount of space in flesh. Characters have a number of slots per area of the body, as shown on the table below. Using all those slots assumes no flesh is left, but there is no penalty for that status. Some races may have different amounts of slots, detailed in their race description.

Location Slots
Head 2
Torso 3
Left arm 3
Right arm 3
Left leg 3
Right leg 3

Specialty Cybernetics & Gadgets

Occasionally upgraded or unique cybernetics can be found around the world. They may often resemble already existing cybernetics but will have their own special functions separate of them. Ripperdocs may also offer their own unique gadgets which can be used to augment cybernetics as detailed below. These will not be cataloged as they are not widely available.

Gadgets

Using the gadget system is a simple matter of mixing and matching various elements of a piece of gear until it fits what is needed. First, pick a piece of equipment to be modified. Select a gadget for the appropriate type that is either a universal gadget or a gadget from the same (or lower) Progress Level.

Cybernetic gadgets do not take up implant slots (and might even decrease the number of slots a cybernetic device takes up), but cannot be installed without a related cybernetic implant. They are modifications to existing cybernetic devices, not implants in their own right.

Booby Trapped

Those characters with a more paranoid outlook on life might consider the booby trapped gadget for protecting their cybernetics. Any cybernetic device with this gadget is designed to function properly only for the recipient. The booby trap can be deactivated by the recipient as a move action and remains inert until reactivated (also a move action).

If an unauthorized character picks up the cybernetic device (should it be separated from the owner), or, more important, attempt to operate on or remove it, a special trap is immediately triggered. None of the traps affect the recipient as long as the cybernetic device is attached. (If the device is being operated on, the trap might do this damage to the tools being used for the surgery.)

Barbs: The cybernetic device rapidly projects spikes or blades, dealing 1d6 points of damage to the character tripping the trap.

Electric Shock: Power cells in the cybernetic device discharge and deal 1d6 points of electricity damage to the character tripping the trap.

Trigger Integrated Weapon: An integrated weapon is triggered and targets the character tripping the trap. This trap requires that the cybernetic device make use of the integrated cybernetics gadget (see below) and is typically used to trigger an explosive device.

Restrictions: Restricted

Base Cost: 50% of Cybernetics current cost (+ weapons cost).

Compact

By eliminating wasted space and using smaller components, some engineers are capable of producing cybernetic devices far smaller than their standard counterparts. Any cybernetic device that takes more than one implant slot is reduced by one slot by including this gadget. A device cannot be compacted more than once.

Restrictions: None

Base Cost: 50% of Cybernetics current cost.

Inobvious

An inobvious cybernetic device doesn’t look like a cybernetic device when not in use. Cybereyes appear to be nothing more than normal human organs, cyberlimbs show no sign of enhanced power or function, and even dermal armor is streamlined enough to not change the recipient’s shape. A DC 20 Perception check is required to realize the recipient has the cybernetic device, and even then its exact function is not obvious until it is used.

Obviously, there are limits to what can be hidden. No externally mounted cybernetic device can be inobvious, and no amount of camouflage will hide the fact that a 5-foot-tall girl picking up a small car doesn’t have some unusual ability, even if her cyberlimbs appear to be normal flesh and blood.

Normal camouflage for cybernetic devices applies only to casual, visual inspection. It’s possible to camouflage devices against any form of detection or scan (including metal detectors and X-rays) with the sensor baffling gadget (see below). Even so, no cybernetic devices can remain hidden if the recipient is the target of a thorough medical examination.

Restrictions: Licensed

Base Cost: 50% of Cybernetics current cost.

Integrated Cybernetic Devices

Integrated cybernetic devices combine the function of two or more cybernetic devices into a single device that counts as only one implant toward the character’s maximum (see the Cybernetics Table on the previous page ).

Integrated cybernetic devices take up as many implant slots as the largest of the integrated implants.

Restrictions: None.

Base Cost: 50% of Cybernetics current cost + additional cybernetic

Sensor Baffling

From simple metal detectors to advanced x-ray scanners, there’s always a way to detect cybernetics. The ability to confuse sensors can be invaluable, especially when smuggling weapon implants past security.

Any cybernetic device with a sensor baffling gadget increases by 5 the DC of checks made to detect the device with sensors or other detection devices. Even so, no cybernetic devices can remain hidden if the recipient is the target of a thorough medical examination.

A cybernetic device can have sensor baffling without being inobvious, but this means the device is still clearly cybernetic when observed visually and the +5 DC applies only to scanners and similar detection methods.

Restrictions: Licensed (+1)

Base Cost: 50% of Cybernetics current cost

Storage Compartment

A cybernetic implant can have an internal storage compartment built into it. Each compartment can hold a single object of Small size or smaller. The recipient can remove objects from the compartment easily, but anyone attempting to do so against his will must both successfully pin the recipient and beat him at an opposed Strength check. Objects kept in cybernetic storage compartments gain a +4 bonus on checks made to conceal them.


Removing an object from a cybernetic storage compartment is a move action that provokes attacks of opportunity. A compartment can also be made into a weapon bin (at no additional cost). This allows it to hold a single type of weapon, which can be removed in the same way a weapon is drawn (a move action that can be combined with movement, and does not provoke attacks of opportunity).

For an additional cost, a compartment can be spring-loaded. A single object can be removed from a spring-loaded compartment as a free action.

Restrictions: None

Base Cost: 20% of Cybernetics current cost, 30% for spring-loaded














































Art Credits: Cyborg Arm - Miroslav Misic

No Slot Implants

Each implant description includes the following information:

Benefit: What the cybernetic replacement allows its recipient to do.

Type: Replacements can be external or internal.

Location: Where the implant is inserted and how many slots it takes up.

Restriction: The level of license required to purchase the replacement legally.

Artificial Organ

An artificial organ fully replaces a defective or destroyed biological organ or limb, such as a heart, lung, eye, ear or leg.

Benefit: The artificial organ duplicates the function of its biological counterpart. It provides no special game benefits.

Type: Internal

Location: None

Restriction: None

Base Cost: 1,500C

Cognitive Probe

A cognitive probe can be inserted directly into the brain of a target and read the electric impulses within, translating them into readable thoughts, which are transferred to the cyberware recipient.

Benefit: This implant requires some form of piercing melee weapon already attached to the recipient as a cybernetic, such as with an external or internal weapon. Alternatively, it may function as an upgrade to tactile touch wires (with which you are considered to be proficient. You apply your Wisdom modifier to the attack roll, and the wires deal 1d4 piercing damage).

Attempting a cognitive probe is an action. You must succeed on a melee attack with the weapon you are using to probe, and your target must be restrained.



If the target dies from the damage inflicted by the attack, the probe fails. A surviving target must pass a DC 15 Wisdom saving throw or be probed successfully. If they pass their saving throw, the target cannot be probed for 24 hours.

If the probing is successful, the target’s memories and knowledge are accessible to you, from memories deep below the surface to those easily called to mind. You pose the questions mentally and the answers are imparted directly to your mind. You can ask the subject a new question in subsequent rounds, for a number of rounds equal to 3 + your Wisdom modifier. After this duration, the target has built sufficient resistance to resist the probe for 24 hours. You and the target do not need to speak the same language, though less intelligent creatures might yield up only appropriate visual images in answer to your questions.

Type: Internal

Location: None

Restriction: Military

Base Cost: 30,000C

Cosmetic Implants

Cosmetic implants on this level go well beyond the plastic surgery of earlier decades. This is full-blown body appearance modification, allowing the recipient to look like nearly any humanoid of approximately the same shape. It’s possible to look like another species (such as a genejack or a skink), or a humanoid with animal traits (dog-men and cat- or rabbit-women are particularly popular), change ethnicity, or simply mould features to achieve greater beauty (or greater ugliness, if preferred).

Benefit: The exotic appearance of a recipient with cosmetic implants makes the initial reaction of other characters more severe. Those who find themselves liking the recipient are moved to greater helpfulness by his appearance, whereas those who initially dislike the recipient are pushed into true hostility by his unusual or highly sculpted looks.

Type: Internal

Location: None

Restriction: None

Base Cost: 500C

Flexible Joints

The joints of the recipient are replaced with double-jointed hinges that can actually change their rigidity, becoming flexible in any direction.

Benefit: Flexible joints grant advantage on checks made to escape a grapple. Additionally, the recipient can squeeze through a tight space without reducing their speed.

Type: Internal

Location: None

Restriction: None

Base Cost: 2,500C

Art Credits: Virtual Reality Hands - Valdimir Ilic

Locking Joints

The joints of both arms are designed to lock in place, holding one position as long as the recipient wishes.

Benefit: Locking joints can only be added to existing cyberlimbs, and both arms must be cybernetic devices for any benefit to be gained.

The recipient can lock any joint in his body into a set position. Once locked, the joint stays in the position without effort on her part. This allows her to keep a grip on an object, hang by one arm, or do anything else possible with a locked joint without suffering the effects of fatigue.

For example, a character with locking joints that falls off the side of a building and grabs a windowsill can hold it for as long as she wishes.

If the recipient makes a Strength check to grab, hold, or restrain something, she can use the same check result as long as she wishes, until it fails. Additionally, locking joints improve the recipient’s chances in a grapple, granting her advantage on grapple checks.

A character cannot have both locking joints and flexible joints (see above).

Type: Internal

Location: None

Restriction: None

Base Cost: 7,500C

Luminous Skin

Special skin grafts create luminous displays on the recipient’s flesh. Most recipients use it purely for decoration, but the same technology can provide a built-in chronometer.

Benefit: The recipient can control the brightness of the luminescence as a free action, negating it entirely if desired. As its most intense, luminous skin can illuminate squares occupied by or adjacent to the recipient. The chronometer serves the same function as a wristwatch, including date, time, and alarm functions.

Type: Internal

Location: None

Restriction: None

Base Cost: 500C

Network Integration Port (NIP)

A NIP is a small interface implanted at the base of the recipient's spine. It is a relatively simple and painless procedure and allows a character to access the VRNet.

Benefit: The recipient can connect themselves to a computer, and manipulate it in an immersive virtual space - the Wire. This is an entirely localized experience; although the computer used counts as a node for anyone else that can physically connect to this computer, outside access is impossible.

If the computer is also connected to a modem, and this modem connected to an appropriate data line, the recipient of a NIP may access the Wire proper, a vast network of computer/modem combinations that replaced the older Internet decades ago. Doing so is potentially dangerous, as anyone on this network can, with the relevant skills and aptitude, get into and affect any other connected node.


Users of the Wire experience it through a virtual avatar. Typically this shares the same appearance of the user, though anyone is free to choose their own appearance provided they have even a basic understanding of the Computing skill.

Type: Internal

Location: None

Restriction: None

Base Cost: 2,000C

Shepard Chip

The shepherd chip is a tiny microchip implanted beneath the surface of the wrist. It contains the bearer’s identification information. Some computers can read the shepherd chip and extract its information, while all shepherd chips can be made to receive another person’s identification information via handshake—once a mere method of greeting, the handshake becomes a permanent way to introduce oneself and clearly identify yourself to another person. Of course, the shepherd chip can be made to not broadcast information via handshake for privacy’s sake.

Benefit: In addition to basic identification information, many people have their banking and credit information keyed to their shepherd chips so that they no longer have to use physical money or credit cards. Businesses love this as it allows them to prevent shoplifting; if a person carries an item from the store, that item’s value is immediately deducted from their bank account. Additionally, the shepherd chip can be linked to computers (particularly neural implants) such that any information can be transferred between two shepherd chips—a great boon to the espionage community as it allows for discrete information transfers.

Some governments use shepherd chips (occasionally combined with nanobeacons) to monitor the activities of their citizens. This oppressive, watchful eye of the government is exactly what opponents of the shepherd chip fear. Additionally, a black market for forged or stolen shepherd chips emerged as soon as the chips themselves became widespread, making identity theft and falsification an ever-present crime in some communities.

Type: Internal

Location: None

Restriction: None

Base Cost: 500C

Subcutaneous Cell Phone

The recipient has a small transceiver installed underneath the skin of her throat. The transceiver is connected to a tiny speaker located in the recipient’s ear.

Benefit: The recipient may carry on conversations using the subcutaneous cell phone without raising her voice above a whisper; Perception checks made to hear the recipient suffer disadvantage. The tiny speaker implanted in the recipient’s ear enables her to hear the other side of the conversation, but others cannot.

Type: Internal

Location: None

Restriction: None

Base Cost: 1,500C

Head Implants

Data Archive

A data archive is a microcomputer implanted in the recipient’s skull. It contains skill-related information stored on a series of biological data chips, or biochips.

Benefit: The recipient gains proficiency with Academia, Arcana, Computing, Medicine, and Survival

Type: Internal

Location: One head

Restriction: None

Base Cost: 10,000C

Laser Optics

The recipient’s eyes are replaced with ocular implants capable of firing thin laser beams.

Benefit: Using laser optics is an attack action. A "laser eye" deals 2d6 points of fire damage, and has a range of 10/40 feet.

A creature equipped with laser optics must fire them simultaneously at the same target. If they are capable of making multiple attacks, the creature may use their laser optics in place of a normal attack.

Type: Internal

Location: One head

Restriction: Military

Base Cost: 15,000C

Microcomputer

The recipient has a miniature computer attached to his nervous system, usually at the base of the skull.

Benefit: The recipient is considered to have a computer and modem (see Gear) integrated into their body, allowing them to access other computers linked on a network, transfer data, and access the Wire if they also have access to an appropriate data line. When connected to the Wire, the character becomes a node themselves (see the Wire).

Installing a microcomputer involves installing a Network Integration Port (NIP) at the same time.

Like all modern computers, a microcomputer includes a wireless card by default and allows the recipient to connect to signals from wireless routers. For an additional fee the modem of the microcomputer can be expanded to include an integrated wireless router as well. The recipient of the implant will then broadcast a wireless signal, allowing any nearby computer (or other creature with an implanted microcomputer) to wirelessly connect to them.

Note that this doesn't allow these other computers to connect to the Wire through the recipient, unless the recipient is connected to the Wire themselves through a data line at the time.

Type: Internal

Location: One head

Restriction: Restricted

Base Cost: 7,500C



Mindscreen Implant

A small implant in the recipient’s brain protects them against mental attacks.

Benefit: The recipient gains advantage bonus on saving throws against being charmed, effects that deal psychic damage, and can't be put to sleep by psionics or certain magics.

Type: Internal

Location: One head

Restriction: Military

Base Cost: 12,000C

Nightvision Optics

The recipient’s eyes are replaced with ocular implants that enable the character to see better in the dark. All of the recipient’s eyes must be replaced to gain any benefit.

Benefit: The recipient gains darkvision out to a range of 60 feet.

Type: Internal

Location: One head

Restriction: None

Base Cost: 7,500C

Skill Implant

This small brain implant enables its recipient to perform a specific skill more adroitly.

Benefit: The recipient gains advantage on all skill checks made with one skill of their choice. Different skills require different implants, and a skill implant cannot be modified to grant a bonus to another skill.

A recipient may have multiple skill implants, but each is considered a separate cybernetic attachment.

Type: Internal

Location: One head

Restriction: None

Base Cost: 2,000C

Skill Plexus

This unit, implanted in the recipient’s brain, allows multiple skill implants to function as a single cybernetic attachment (see Skill Implant).

Benefit: The recipient may have up to four skill implants attached to the skill plexus, and together they are treated as a single cybernetic attachment. However, if the skill plexus is destroyed, all of the attached skill implants are destroyed as well.

Type: Internal

Location: One head

Restriction: None

Base Cost: 10,000C

Targeting Optics

The recipient’s eyes are replaced with ocular implants that use a projected targeting reticule to improve the recipient’s aim. All of the recipient’s eyes must be replaced to gain any benefit.

Benefit: Targeting optics grant advantage on all attack rolls made with ranged weapons.

Type: Internal

Location: One head

Restriction: Military

Base Cost: 30,000C

Telescopic Optics

The recipient’s eyes are replaced with ocular implants that simulate the effects of binoculars, enabling the recipient to perceive distant objects more easily. All of the recipient’s eyes must be replaced to gain any benefit.

Benefit: Telescopic optics can magnify everything up to twice their normal size at the user's whim.

Type: Internal

Location: One head

Restriction: None

Base Cost: 5,000C

Thermal Optics

The recipient's eyes have lenses attached to their retinas that allow them to toggle on a thermal sight which allows them to track heat signatures.

Benefit: The recipient gains thermal vision out to 60 feet.

Type: Internal

Location: One head (gets attached to previous eye replacement)

Restriction: Military

Base Cost: 20,000C

Voice Stress Analyzer

Sensors attached to the recipient’s optic nerves and inner ear analyze minute physical indicators from living beings (including increased pulse galvanic skin response) and enable the recipient to better determine the emotional states of others.

Benefit: The recipient gains advantage on Insight checks made to sense if someone is telling the truth.

Type: Internal

Location: One head

Restriction: None

Base Cost: 7,500C

Art Credits: Eye of God - Beeple

Torso Implants

Anti-Stun Implant

This implant, embedded near the spine, shields the recipient’s nervous system against stunning attacks.

Benefit: The recipient cannot be stunned

Type: Internal

Location: One torso

Restriction: Military

Base Cost: 30,000C

Artificial Muscle Fiber

The recipient’s muscles are replaced with artificial muscle fiber that is much stronger and more resilient than flesh.

Benefit: Artificial muscle fiber gives the recipient a +2, +4, or +6 bonus to Strength. Additionally, their maximum Strength score is increased to 30.

Type: Internal

Location: One in each limb, and one torso

Restriction: None

Base Cost: 8,000C (+2), 40,000C (+4), 200,000C (+6)

Artificial Twitch Fiber

Artificial twitch fibers enhance the recipient’s reaction time, agility, and fine motor control with additional fast-twitch, slow-motor control fibers, and nerve boosters.

Benefit: Artificial twitch fiber gives the recipient a +2, +4, or +6 bonus to Dexterity. Additionally, their maximum Dexterity score is increased to 30.

Type: Internal

Location: One in each limb, and one torso

Restriction: None

Base Cost: 8,000C (+2), 40,000C (+4), 200,000C (+6)

Body Repair Weave

A delicate weave of subdermal biowires stimulates and repairs the body's damaged tissue.

Benefit: Whenever the target spends Hit Dice to recover hit points, they may reroll any 1s or 2s once.

Type: Internal

Location: One torso

Restriction: Licensed

Base Cost: 7,500C



Camouflaged Skin

The cyberware recipient’s skin has tiny sensors able to observe nearby surfaces and tiny projectors able to change its texture and appearance to match its observations.

Benefit: As a free action, the recipient’s skin takes on the color and texture of nearby objects, including floors and walls. The recipient receives advantage on Stealth checks, so long as they wear scant clothing or nothing to block their skin’s appearance.

This implant can be combined with luminous skin (see above) taking only one implant slot.

Type: Internal

Location: One torso

Restriction: Licensed

Base Cost: 10,000C (+500C)

Enviro-Skin

Each of the five different forms of enviro-skin is designed to be resilient against one damaging energy type. The skin is made of materials that resist the effects of acid, cold, fire, lightning or thunder damage. Each skin type also includes the necessary filters for breathing and eye coverings to keep the recipient protected against the energy type selected.

Benefit: The recipient gains resistance against any one energy type (acid, cold, fire, lightning or thunder).

Type: Internal

Location: One torso

Restriction: None

Base Cost: 15,000C

Flight System

A solar-powered cybernetic flight system includes large jets in the back that provide primary thrust and jets built into the feet or calves for directional control.

Benefit: A flight system allows the recipient to fly at a speed of 60. It provides up to 10 minutes of flight when fully charged. It takes 1 hour to recharge.

Type: External

Location: One torso, one in each leg

Restriction: Restricted

Base Cost: 15,000C

Initiative Implant

The initiative implant consists of a series of wires threaded around the recipient’s spinal cord and attached to the recipient’s nervous system. The implant stimulates faster response times.

Benefit: The recipient gains advantage on initiative checks

Type: Internal

Location: One torso

Restriction: Military

Base Cost: 25,000C

Internal Gyro

A series of gyrostabilizers is installed in the torso and linked directly to the inner ear and the recipient’s reflex nerves.

Benefit: The recipient recovers instantly from a fall and can absorb some damage from falling. They land on their feet no matter how far they fall, and take damage as if the fall were 20 feet shorter than it actually was. This benefit affects them and anything they carry or hold (up to their maximum load).

If the character is proficient in Acrobatics, they also gains advantage on Acrobatics checks.

Type: Internal

Location: One torso

Restriction: None

Base Cost: 7,500C

Oxygenator

This implant is a reservoir of compressed oxygen that is released directly into the bloodstream when oxygen levels are too low.

Benefit: The recipient can do without air for 10 minutes before having to hold her breath. Once the 10-minute reservoir is exhausted, the implant cannot be used again for 24 hours. It recharges by culling oxygen from the cyberware recipient’s lungs and skin pores.

Type: Internal

Location: One torso

Restriction: None

Base Cost: 7,500C

Nutrient Tank

A nutrient tank contains a reserve of protein and vitamins in an internal reservoir.

Benefit: The recipient can go without food and water for three days, subsisting entirely on the contents of the tank, at which point the reservoir is empty. Afterwards, it takes three days of eating and drinking at a normal rate to refill the reservoir.

Type: Internal

Location: One torso

Restriction: None

Base Cost: 5,000C

Redundant Organs

Redundant organs are backups for the body’s cardiovascular, adrenal, and digestive systems. These backups allow the recipient to take considerably more punishment than an unaugmented human.

Benefit: Redundant organs give the cyberware recipient a +2, +4, or +6 bonus to Constitution. Additionally, their maximum Constitution score is increased to 30.

Type: Internal

Location: One torso

Restriction: Restricted

Base Cost: 10,000C (+2), 50,000C (+4), 250,000C (+6)

Robotic Arms

Robotic arms are different from replacement limbs, because they are additional arms connected to the shoulders and spine of the recipient. This generally gives the recipient four limbs she can use at once, though often with some reduction in skill.

Benefit: Having two additional limbs gives the recipient the option to carry and hold more items, which is the primary benefit. The recipient also gains advantage on grapple checks.

If the recipient wishes, they can use the robotic limbs to attack, substituting one of their normal attacks for an attack with a robotic arm. The recipient is considered to be proficient with any robotic arms they make attack rolls with. Like normal arms, robotic arms can be used for two-weapon fighting, but multiple arms wielding weapons don’t allow the recipient to take more than one bonus action to attack.

Unarmed, a punch from a robotic arm deals the same damage as an unarmed strike. Robotic arms can wield weapons just as normal arms can, and each limb has room for one cybernetic enhancement of its own.

Type: External

Location: Two torso

Restriction: None

Base Cost: 15,000C

Shock Net

A shock net is a web of tiny, conductive wires encasing the recipient’s exterior. At will, the recipient can cause the web to carry a strong electric shock to dissuade those attacking him or to aid in damaging a foe.

Benefit: When active, a shock net deals 1d6 points of lightning damage to the first creature or object that contacts the recipient hard enough to damage him (such as a successful melee attack or grapple), or that the recipient attacks with an unarmed attack or grapple attempt.

Activating or deactivating a shock net is a free action that can be taken once a round. The net only deals damage once each round to the first legitimate target—it takes a full round for it to build up another charge.

Type: External

Location: One torso

Restriction: Restricted

Base Cost: 10,000C

Skeletal Seismograph

This implant places extremely sensitive seismographs within the recipient’s skeleton, allowing them to detect vibration when in contact with a surface on which something is moving.

Benefit: The recipient gains tremorsense with a range of 60 feet.

Type: Internal

Location: One torso

Restriction: Restricted

Base Cost: 10,000C

Stabilizer

A stabilizer releases chemical coagulants into a dying recipient’s bloodstream to prevent excess blood loss, effectively stabilizing him. A stabilizer is usually installed near the recipient’s heart.

Benefit: If reduced to 0 hit points, the recipient automatically stabilizes.

Type: Internal

Location: One torso

Restriction: None

Base Cost: 5,000C

Subcutaneous Body Armor

Subcutaneous body armor consists of small plates of flexible armor implanted under the recipient’s skin.

Benefit: The character gains a bonus to AC depending on the thickness of armor implanted. Light subcutaneous body armor gives +1 AC, medium +2 AC, and heavy gives +3 AC.

Type: Internal

Location: One torso

Restriction: Military

Base Cost: 20,000C (+1), 40,000C (+2), 80,000C (+3)

Synthetic Body Replacement

This cybernetic implant replaces the recipient’s skin and all internal organs other than the brain and nervous system with artificial (and extremely durable) replacements. The recipient’s cardiovascular system, musculature, and digestive system are all replaced.

Benefit: You become a living construct. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.

Type: External

Location: Two torso, one for each limb

Restriction: Military

Base Cost: 80,000C

Art Credits: Isaac Salia - Mehdi Abdi

Limb Implants

Artificial Muscle Fiber

The recipient’s muscles are replaced with artificial muscle fiber that is much stronger and more resilient than flesh.

Benefit: Artificial muscle fiber gives the recipient a +2, +4, or +6 bonus to Strength. Additionally, their maximum Strength score is increased to 30.

Type: Internal

Location: One in each limb, and one torso

Restriction: None

Base Cost: 8,000C (+2), 40,000C (+4), 200,000C (+6)

Artificial Twitch Fiber

Artificial twitch fibers enhance the recipient’s reaction time, agility, and fine motor control with additional fast-twitch, slow-motor control fibers, and nerve boosters.

Benefit: Artificial twitch fiber gives the recipient a +2, +4, or +6 bonus to Dexterity. Additionally, their maximum Dexterity score is increased to 30.

Type: Internal

Location: One in each limb, and one torso

Restriction: None

Base Cost: 8,000C (+2), 40,000C (+4), 200,000C (+6)

Climbing Claws

The recipient has small, sharp climbing spikes that can slide from hands, wrists, elbows, knees, and feet.

Benefit: A recipient with climbing claws is always considered to have a climber’s kit. They may add their proficiency modifier to Athletics checks made to climb even if they are not proficient with the climber’s kit.

Type: Internal (external in use)

Location: One in each arm and leg

Restriction: None

Base Cost: 7,500C

Dermal Barrier TT

Plasteel panels are installed in your arms and shoulders that can extend and automatically shift to block attacks. Depending on the installation details, the panels can either shift to avoid disturbing your aim, be translucent, or have built in cameras and LEDs to display the area to you. The deployed barriers can also be directed to protect your nearby allies.

Benefit: You can deploy or retract your barrier as a bonus action. While the barrier is deployed your speed is reduced by 10 and at the end of each of your turns, you decide which way a 150-foot cone faces and whether the cone is active. You have three-quarters cover against attacks and effects that originate from within the cone. Creatures of your choice within 5 feet of you also benefit from this cover.

Type: External

Location: One in each arm

Restriction: Military

Base Cost: 60,000C



External Tool Mount

The recipient's prosthetic arm ends in a tool instead of a hand.

Benefit: The recipient has a tool or tool kit of his size category or smaller attached to a prosthetic arm. Attempts to disarm the recipient of the attached tool automatically fail, though the mount can still be attacked in an attempt to destroy it.

Type: External

Location: One arm

Restriction: None

Base Cost: 5,000C

External Weapon Mount

The recipient's prosthetic arm ends in a weapon instead of a hand.

Benefit: The recipient has a melee or ranged weapon attached to a prosthetic arm. Attempts to disarm the recipient of the attached weapon automatically fail, though the weapon can still be attacked in an attempt to destroy it.

Type: External

Location: One arm

Restriction: Military

Base Cost: 15,000C

Flight System

A solar-powered cybernetic flight system includes large jets in the back that provide primary thrust and jets built into the feet or calves for directional control.

Benefit: A flight system allows the recipient to fly at a speed of 60. It provides up to 10 minutes of flight when fully charged. It takes 1 hour of direct sunlight to recharge.

Type: External

Location: One torso, one in each leg

Restriction: Restricted

Base Cost: 15,000C

Injector Unit

This unit, attached to the recipient's forearm or thigh, incorporates three medical hypo-syringes. Upon command, the unit can inject any or all of the medicinal substances into the recipient's bloodstream

Benefit: The injector unit has three built-in hypos, and each hypo holds a single dose of one of the following medicinal chemicals: antitox, boost, or biocort. As a bonus action during their turn, the recipient can contract their muscles to inject themselves with any or all of these hypos, gaining the benefits immediately. A drained hypo can be removed and replaced as an action.

Type: External

Location: One arm or one leg

Restriction: Licensed

Base Cost: 7,500C

Internal Weapon Mount

The recipient has a subcutaneous weapon embedded in their body, usually in a prosthetic forearm or hand. The weapon extends from the prosthesis and is visible when in use.

Benefit: Attempts to disarm the recipient of the embedded weapon automatically fail, and the weapon itself cannot be attacked unless it is extended. Extending or retracting the weapon is a free action.

Spotting a subcutaneous weapon requires a successful Perception check opposed by the recipient's Sleight of Hand check.

Type: Internal

Location: One arm

Restriction: Military

Base Cost: 17,500C

Internal Tool Mount

The recipient has a subcutaneous piece of equipment or equipment kit embedded in her body, usually in a prosthetic forearm or hand. The tool extends from the prosthesis and is visible when in use. Often, a tool kit is designed so that each finger of a hand is a different tool.

Benefit: Attempts to disarm the recipient of the attached equipment automatically fail, and the equipment itself cannot be attacked unless it is extended. Extending or retracting the equipment is a free action.

Spotting a subcutaneous piece of equipment requires a successful Perception check opposed by the recipient’s Sleight of Hand check.

Type: Internal

Location: One arm

Restriction: None

Base Cost: 7,500C

Jump Pistons

The recipient’s legs have powerful pistons built into their calves, allowing them to make sudden and amazing jumps from a stationary position.

Benefit: Your Strength score is considered to be doubled for the purposes of calculating your jump distances, and you receive advantage on any Athletics checks made to jump. You take no penalty for making standing jumps. While not carrying another creature, you can use your reaction to take no damage from falls under 50ft.

Type: Internal

Location: one per leg

Restriction: None

Base Cost: 15,000C

Prosthetic Enhancer

This implant attaches to a prosthetic arm or leg, making it stronger.

Benefit: If attached to a prosthetic leg, the prosthetic enhancer increases the recipient’s base speed by 10 feet. In addition, any unarmed attack made with an enhanced prosthetic leg deals an additional dice of damage

If attached to a prosthetic arm, the prosthetic enhancer grants advantage on Strength- and Dexterity-based ability checks and skill checks. In addition, any unarmed attack made with an enhanced prosthetic arm deals an additional dice of damage.

Type: Internal

Location: One arm or one leg

Restriction: None

Base Cost: 15,000C

Tactile Touch Wires

These sensitive implants are dozens of long, prehensile wires that can snake forth from the recipient’s hands and forearms. Each wire has a tiny touch sensor, allowing the recipient to feel with them and distinguish extremely fine details on any surface.

Benefit: A recipient with tactile touch wires can make an Investigation check to search a 10-foot-by-10-foot area, or a volume of goods 10 feet on a side, as a move action. Additionally, the recipient gains advantage on Investigation checks made to search areas.

Type: Internal (external in use)

Location: One in each arm

Restriction: None

Base Cost: 7,500C

Wheel Housing

Built into the bottom of the recipient’s feet are concealed housings into which four in-line wheels are stored. Popping out easily, these nearly friction-free wheels allow the recipient to move as easily as a skater on ice.

Benefit: When the wheels are extended (a free action), the recipient’s land speed increases by 15.

Type: Internal

Location: One in each leg

Restriction: None

Base Cost: 7,500C

Weapon Rules

Rate of Fire

Some ranged weapons have a rate of fire of 1, which simply means they can be employed once per round and then must be reloaded or replaced. Firearms, which operate through many different forms of internal mechanisms, have varying rates of fire. The three possible rates of fire are single shot, semiautomatic, and automatic

Single Shot: A weapon with the single shot rate of fire requires the user to manually operate the action (the mechanism that feeds and cocks the weapon) between each shot. Pump shotguns and bolt-action rifles are examples of firearms with single shot rates of fire. A weapon with the single shot rate of fire can fire only one shot per attack, even if the user has a feat or other ability that normally allow more than one shot per attack.

Semiautomatic (S): Most firearms have the semiautomatic rate of fire. These firearms feed and chamber themselves with each shot. A character that can make more than one attack with the Attack action can fire a semiautomatic weapon multiple times with one action.

Automatic (A): Automatic weapons fire a burst or stream of shots with a single squeeze of the trigger. For rules on autofire, see Autofire, below.

Reload Rules

Some ranged weapons have different processes that they go through in order to reload. Their ways of going through this are determined by the property with the weapon.

Reload: Any weapon with the reload property can be reloaded as an item interaction, provided that a spare magazine is already loaded.

Cylinder: Revolvers fall under this category and must be reloaded as an action when they run out. Speedloaders can get around this issue.

Internal: Some guns, like shotguns, require the bullets to be fed in one at a time. Any weapon with the internal property has to be reloaded as an action. In emergencies, a single shell can loaded into the firearm as an item interaction.

Autofire

A character using an automatic weapon can opt to make an autofire attack as an action, rather than their normal attack. When you use the autofire action, you target a 10 x 10 foot area, and all creatures within it take the weapon's damage. You don't add your Dexterity modifier to this damage. Using autofire fires 5 rounds of ammunition.

Creatures in the affected squares make a Dexterity save once shot at and take half damage on a successful Dexterity save, with a DC equal to 8 + your Dexterity modifier. If you are proficient with the weapon, you also add your proficiency modifier to the save DC.

Art Credits: MK18 - Patrick Benai



Blindfire

(The unnecessarily complex rule )

Blindfiring involves a character remaining as crouched or hidden behind cover as much as possible, and pointing their weapon at the enemy without actually looking where they're aiming.

Blindfiring is a bonus action. Until the start of their next turn, a character that takes the blindfire bonus action suffers disadvantage on all attack rolls they make that target creatures on the other side of whatever they are taking cover against. Additionally, any creature on the other side of the cover that targets the blindfiring character suffers disadvantage on their ranged attack rolls (they don't suffer this on melee attack rolls, while the blindfirer does).

If a blindfiring character uses autofire from an automatic weapon, all creatures in the target 10 by 10 area gain advantage on their Dexterity saving throws.

A blindfiring character can still make opportunity attacks against creatures moving out of their reach, regardless of what side of the cover their target is on, but they still suffer disadvantage on the attack roll.

The effects of blindfire last until the start of the character's next turn, or until they are no longer behind the cover they began blindfiring from.

Melee Weapons


Name Cost Damage Weight Properties Restriction
Simple Weapons
Cleaver 20C 1d6 slashing 2 lbs Light None
Metal Baton 40C 1d6 bludgeoning 4 lbs Heavy None
Stun gun* 100C 1d4 lightning 1 lb Special None
Martial Weapons
Bayonet (fixed) 30C 1d4 piercing 1 lb None None
Chain* 10C 1d4 bludgeoning 5 lbs Special None
Chain saw 800C 3d6 slashing 10 lbs Heavy, two-handed Military
Chain sword* 1,000C 2d8 slashing 8 lbs Heavy, special, two-handed Military
Ketch pole* 40C 1d4 bludgeoning 8 lbs Reach, special None
Straight razor 50C 1d4 slashing .5 lbs Light None
Sword cane* 100C 1d6 piercing 3 lbs Finesse, special None

Chain

Easy to acquire and a favorite of biker gangs, metal chains can inflict crushing blows or entangle opponents.

A Large or smaller creature hit by a chain is restrained until it is freed. A chain has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 damage to the chain (AC 15) also frees the creature without harming it, ending the effect and destroying the chain. When you use an action, bonus action, or reaction to attack with a chain, you can make only one attack regardless of the number of attacks you can normally make.

Chain Sword

Three feet of tungsten steel with a molecule-thin razor chain of hardened synthetic crystals, the chain sword is a particularly lethal melee weapon. The razor chain whirls chain saw-style, powered by a microbattery pack that keeps the weapon running for up to 20 minutes of use. Replacement battery packs cost 40C. Replacing a battery pack requires an item interaction.

Ketch Pole

Developed to subdue ketches rather than as the primary weapon of a ketch, the ketch pole is a length of hardened plastic with a metal pincer at one end. A wielder aims to strike their target in the leg or arm, at which point the pincers clamp around a limb and allow for easier control.

A Large or smaller creature hit by a ketch pole is restrained until it is freed. A ketch pole has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Dealing 10 damage to the ketch pole (AC 15) also frees the creature without harming it, ending the effect and destroying the pincers of the ketch pole. When you use an action, bonus action, or reaction to attack with a ketch pole, you can make only one attack regardless of the number of attacks you can normally make

If you have a creature restrained with a ketch pole, you can use an action to deliver an electric shock. The shock deals 3d6 lightning damage, with a DC 13 Constitution save halving the damage.

Stun Gun

Although the name suggests a ranged weapon, a stun gun requires physical contact to affect its target. On a successful hit, the stun gun deals 1d4 points of lightning damage (do not add the character’s Str bonus), and the target must make a DC 13 Constitution saving throw or be stunned for 1d3 rounds.

A stun gun has 5 charges before it must be recharged. It can be recharged with a replacement battery which costs 20C. Replacing a battery requires and item interaction.

Sword Cane

This is a lightweight, concealed sword that hides its blade in the shaft of a walking stick or umbrella. Because of this special construction, a sword cane is always considered to be concealed; it is noticed only with a DC 18 Perception check. (The walking stick or umbrella is not concealed, only the blade within.)

Art Credits: Brutal Chainsword - German Leo

Misc Ranged Weapon


Name Cost Damage Weight Properties Restriction
Simple Weapons
Flamethrower* 1,200C 2d6 fire 50 lbs Heavy, reload 10 (15ft) Military
Pepper Spray* 10C Special .5 lb Special, range (5/15ft) ---
Taser* 150C 1d4 lightning 2 lbs Special, reload 1 (5/20ft) ---
Martial Weapons
Compound bow* 800C 1d8 piercing 5 lbs Special, ammunition (90/180ft) ---
Compound Bow

Bow hunting is a rare sight these days, but some people still appreciate the silence of arrows in combat situations. A character’s uses their Strength modifier as well as their Dexterity modifier for damage rolls made when using this weapon.

Flamethrower

A flamethrower consists of a pressurized backpack containing fuel, connected to a tube with a nozzle. It shoots a 15 foot cone of flame that deals 2d6 points of fire damage to all creatures and objects in its path. Any creature caught in the line of flame can make a DC 13 Dexterity save to take half damage.

A flamethrower’s backpack has 5 hit points. When worn, the backpack has an AC equal to 10 + the wearer’s Dexterity modifier. A backpack reduced to 0 hit points ruptures and explodes, dealing 4d6 points of fire damage to the wearer (no save allowed) and 2d6 points of fire damage to creatures and objects in a 5 foot radius (DC 13 Dexterity save for half damage).

Any creature or flammable object that takes damage from a flamethrower catches on fire, taking 1d6 points of fire damage at the start of each of their turns. A burning creature can douse the flames as an action with a DC 10 Dexterity save.

A flamethrower can shoot 10 times before the fuel supply is depleted. Refilling or replacing a fuel pack has a purchase DC of 13.

Pepper Spray

A chemical irritant that can temporarily blind a target, pepper spray comes in a single-shot container. A target hit with pepper spray must make a constitution saving throw (DC 15) or be blinded for 1d4 rounds.

Taser

A taser uses springs or compressed air to fire a pair of darts at a target. On impact, the darts release a powerful electrical current. On a successful hit, the darts deal 1d4 points of electricity damage and the target must make a Constitution saving throw (DC 13) or be stunned for 1d3 rounds. Reloading a taser takes an action.

Art Credits: Happy Thoughts - Ruben Matevosyan

Sidearms


Name Cost Damage Weight Rate of Fire Properties Restriction
9mm autoloader 1,400C 1d8 3 lbs S Reload 15 (40/160ft) Licensed
9mm machine pistol 1,600C 1d8 3 lbs S,A Reload 20 (30/120ft) Restricted
.45M autoloader 1,600C 1d8 3 lbs S Reload 8 (80/320ft) Licensed
.357 revolver 1,500C 1d10 3 lbs S Cylinder 6 (40/160ft) Licensed
.45 Dreg* 1,300C 2d8 3 lbs Single Loading (10/40ft) Licensed
.50 autoloader 1,800C 1d12 4 lbs S Reload 8 (40/160ft) Licensed
.90C machine pistol 2,200C 2d8 3 lbs S,A Reload 20 (60/240ft) Military
.50 machine pistol 2,000C 1d12 5 lbs S,A Reload 20 (40/160ft) Restricted
.44 magnum 1,500C 1d12 3 lbs S Cylinder 6 (30/120ft) Licensed
.45 Dreg

This pistol breaks open at the breech like a double-barrelled shotgun. The two-shot weapon has one barrel atop the other and is barely 5 inches long, making it easy to conceal. This weapon requires two bullets per load to function.

.90C Machine Pistol

The .90C weapons replace gunpowder with an electrochemical propellant, that is ignited with a short but massive shock to the cartridge rather than the old-fashioned firing pin. The propellant converts to white-hot plasma, resulting in a smoother, more powerful expansion than gunpowder, and delivers a slug with considerably higher muzzle velocity.

Art Credits: LK2 Erzengel - Daniel Bahtin

Longarms


Name Cost Damage Weight Rate of Fire Properties Restriction
Submachine guns
7.62mm R submachine gun* 1,600C 1d8 5 lbs S,A Reload 20 (50/200ft) Military
9mm submachine gun 1,600C 1d8 7 lbs S,A Reload 30 (60/240ft) Restricted
9mm F submachine gun* 2,200C 1d10 8 lbs S,A Reload 30 (60/240ft) Restricted
Assault Rifles
5.56 assault rifle 1,600C 1d10 8 lbs S,A Reload 30 (80/320ft) Restricted
7.62x39mm R assault rifle 1,500C 1d10 10 lbs S,A Reload 30 (70/280ft) Restricted
7.62x51mm assault rifle 1,700C 1d12 11 lbs S,A Reload 20 (90/360ft) Restricted
.90C assault rifle 2,200C 1d12 14 lbs S,A Reload 30 (120/480ft) Military
Shotguns
10-gauge shotgun 1,600C 1d12 11 lbs Single Internal 5 (30/120ft) Licensed
12-gauge shotgun 1,600C 1d10 7 lbs S Internal 5 (40/160ft) Licensed
12-gauge sawed off* 1,400C 1d10 4 lbs S Internal 2 (10/40ft) Illegal
Rifles
.444 hunting rifle 1,600C 1d12 7 lbs Single Internal 6 (90/360ft) Licensed
.45M sniper rifle 2,000C 1d10 15 lbs S Reload 15 (160/640ft) Restricted
.50 sniper rifle* 2,200C 2d8 35 lbs S Reload 11 (120/460ft) Restricted
9x39mm sniper rifle* 2,000C 1d10 6 lbs S,A Reload 20 (70/280ft) Military
Longarm Properties

All longarms that are not Submachine guns have the heavy are two handed property unless indicated otherwise.

12-gauge sawed off

This is a 12-gauge, double-barreled shotgun with the stock and barrels sawed short. All that’s left of the stock is a pistol grip, and the barrels are roughly 12 inches long. Sawed-off shotguns are generally illegal; most are homemade by cutting down a standard shotgun. This weapon can be wielded in one hand.

If this weapon if fully-loaded, a character can fire both barrels at once. The character receives disadvantage on the attack roll but deals +1 die of damage with a successful hit. Attacking this way uses both shotgun shells.

.50 sniper rifle

The .50 cal isn't much other than a larger sniper and this requires the user to use a bipod with the weapon, or suffer disadvantage on attack rolls.

7.62mm R submachine gun

This model of submachine gun features a built-in suppressor. While anyone within earshot will still hear it firing, a successful DC 15 Perception check is required to detect exactly from where.

Art Credits: Generic Shotgun - Cheaperthandirt

9mm F submachine gun

This weapon is especially effective against armored opponents. The user gains advantage on attack rolls against targets wearing armor, or targets with natural armor.

9x39mm sniper rifle

This model of sniper rifle features a built-in suppressor. While anyone within earshot will still hear it firing, a successful DC 15 Perception check is required to detect exactly from where.

Explosives

The table for explosives differs in that it notes a Burst Radius and Save DC for each weapon. When you make an attack with an explosive, you target a 5 foot square rather than another creature. All creatures within the Burst Radius of that square receive the damage of the explosive, with a successful Dexterity save reducing this to half damage.




A missed throw with an explosive causes it to roll away 10 feet in a random direction (roll 1d8 to determine), and explode there instead.


Name Cost Damage Weight Burst Radius Save DC Properties Restriction
Explosives
C4/Semtex* 500C 4d6 force 1 lb 10ft 15 Special Military
Det cord* 300C 2d6 fire 2 lbs --- 13 Special Restricted
Dynamite* 500C 2d6 force 1 lb 5ft 15 Thrown (10/40ft) Restricted
Frag grenade 600C 4d6 slashing 1 lb 20ft 15 Thrown (10/40ft) Military
Midnight grenade* 600C --- 2 lbs 10ft --- Thrown (10/40ft) Restricted
Molotov cocktail* 200C 1d6 fire 1 lb 5ft 13 Thrown (10/40ft) ---
Shrapnel grenade 700C 5d6 slashing 1 lb 20ft 15 Thrown (10/40ft) Military
Sleep grenade* 700C --- 2 lbs 10ft --- Thrown (10/40ft) Restricted
Smoke grenade* 200C --- 2 lbs 10ft --- Thrown (10/40ft) ---
Sonic pulse grenade* 600C 3d6 thunder 1 lb 10ft 13 Thrown (10/40ft) Restricted
Superlube grenade* 600C --- 2 lbs 5ft 15 Thrown (10/40ft) Restricted
Tear gas* 500C --- 2 lbs 10ft --- Thrown (10/40ft) Restricted
Thermite grenade 700C 6d6 fire 2 lbs 5ft 13 Thrown (10/40ft) Military
WP grenade 600C 2d6 fire 2 lbs 20ft 13 Thrown (10/40ft) Military
C4/Semtex

So-called “plastic” explosives resemble slabs of wax. Hard and translucent when cold, these explosives warm up when kneaded, and then can be coaxed to take various shapes. The information on the table represents a 1-pound block. Additional blocks can be wired together, increasing the damage and burst radius; each additional block increases the damage by +2d6 and the burst radius by 5 feet, and requires an Intelligence (DC 12) to link them.

C4/Semtex requires a detonator to set off.

Det Cord

Det cord is an explosive in a ropelike form. Technically, det cord doesn’t explode—but it burns so fast (4,000 yards per second) that it might as well be exploding. Normally used to string multiple explosive charges together for simultaneous detonation (allowing a single detonator to set them all off), det cord can also be looped around a tree or post or other object to cut it neatly in half.

The information on the table represents a 10-foot length. A length of det cord can be spread out to pass through up to two 5-foot squares, or more if it is tied to other lengths of det cord. When this is the case, it deals the indicated damage to all creatures in each 5-foot square through which it passes.

It can also be doubled up; for each additional 5 feet of cord within a single 5-foot square, increase the damage by +1d6 to a maximum increase of +4d6.

Det cord requires a detonator to set it off, but can also be used as a detonator for other explosives it is linked to.

Art Credits: Sci-Fi Grenade - Mark Nicolino

Dynamite

Dynamite requires a detonator to set it off, but can also be used as a detonator for other explosives it is linked to.

Additional sticks can be wired together, increasing the damage and burst radius of the explosion. Each additional stick increases the damage by +1d6 (maximum 10d6) and the burst radius by 5 feet (maximum 20 feet). Wiring sticks together requires an Intelligence check (DC 10 + 1 for each stick).

Midnight Grenade

Midnight grenades release light-absorbing smoke that doesn't just obscure vision - the smoke creates a field of impenetrable darkness with a 10 foot radius. Not even creatures with darkvision can see through this darkness, and normal light sources are equally ineffective.

Molotov Cocktail

A Molotov cocktail is a flask containing a flammable liquid, plugged with a rag. A Molotov cocktail is easily made by hand (Intelligence check DC 10). The purchase DC given is for the components. To use it, the rag must first be lit, requiring a move action (and a lighter or other source of flame). The cocktail detonates in 2 rounds or on impact with a solid object, whichever comes first.

Any creature or flammable object that takes damage from a Molotov cocktail catches on fire, taking 1d6 points of fire damage at the start of each of their turns. A burning creature can douse the flames as an action with a DC 10 Dexterity save.

Sleep Grenade

Designed to render groups unconscious, sleep grenades fill a 10 foot radius with a drug-laden mist. Roll 5d8 when you use a sleep grenade - the result is how many hit points of creatures the grenade affects.

Designed to render groups unconscious, sleep grenades fill a 10 foot radius with a drug-laden mist. Roll 5d8 when you use a sleep grenade - the result is how many hit points of creatures the grenade affects.

Creatures that do not need to breathe are not affected by this weapon.

Smoke Grenade

Military and police forces use these weapons to create temporary concealment. On the round when it is thrown, a smoke grenade fills a 10 foot radius area with smoke. The smoke blinds all creatures within it. It disperses after 1 minute, though a strong wind (21+ mph) disperses it in 1 round.

Sonic Pulse Grenade

A sonic pulse grenade explodes in a high-pitched shriek that can knock out groups of hostiles. Anyone reduced to 0 hit points by a sonic pulse grenade is knocked unconscious rather than killed. Any creature that takes damage from a sonic pulse grenade is also deafened for 1d4 rounds.

Superlube Grenade

Superlube is a virtually frictionless substance designed for use against rioting prison convicts. When it detonates, it coats everything in a radius of 5 feet with superlube. Anyone starting their turn or entering a square coated with superlube must pass a DC 12 Acrobatics check or fall prone in the same square.

Tear Gas

Military and police forces use these weapons to disperse crowds and smoke out hostage takers. On the round that it is thrown, a tear gas grenade fills a 10 foot radius area with a cloud of irritant that causes eyes to fill with tears. It disperses after 1 minute, though a strong wind (21+ mph) disperses it in 1 round.

A character caught in a cloud of tear gas must make a Constitution save (DC 13) or be poisoned. This effect lasts as long as the character is in the cloud and for 1d6 rounds after they leave the cloud. Those who succeed at their saves but remain in the cloud must continue to save each round. A gas mask renders the target immune to the effects.

Thermite Grenade

Thermite does not technically explode. Instead, it creates intense heat meant to burn or melt through an object upon which the grenade is set. Military forces use thermite grenades to quickly destroy key pieces of equipment.

Any creature or flammable object that takes damage from a thermite grenade catches on fire, taking 1d6 points of fire damage at the start of each of their turns. A burning creature can douse the flames as an action with a DC 10 Dexterity save.

White Phosphorus Grenade

White phosphorus grenades use an explosive charge to distribute burning phosphorus across the burst radius. Any creature or flammable object that takes damage from white phosphorous catches on fire, taking 1d6 points of fire damage at the start of each of their turns. A burning creature can douse the flames as an action with a DC 10 Dexterity save.

In addition, a white phosphorus grenade creates a cloud of smoke. The smoke blinds all creatures within it. It disperses after 1 minute, though a strong wind (21+ mph) disperses it in 1 round.

Ammunition

Type(#) Cost
.357 rounds (20) 50C
.44 rounds (20) 50C
.444 rounds (20) 60C
.45 rounds (20) 50C
.45M rounds (20) 80C
.50 rounds (20) 60C
.90C rounds (20) 80C
5.56mm rounds (20) 40C
7.62x51mm rounds (20) 40C
7.62x39mm R rounds (20) 40C
9mm rounds (20) 50C
9x39mm rounds (20) 60C
9mm F rounds (20) 80C
10-gauge buckshot (10) 50C
12-gauge buckshot (10) 40C
Special Ammunition
Acid rounds (10) +1,000C
Breaching shells (10) +50C
Cold rounds (10) +1,000C
Fire rounds (10) +1,000C
Holy rounds (10) +1,000C
Silvered rounds (10) +1,000C
XREP shells (10) +500C
Acid Rounds

Deal an additional 1d4 acid damage on hit.

Breaching Shells

Designed to destroy door deadbolts, locks, and hinges without risking lives by ricocheting or by flying on at lethal speed through the door, as traditional buckshot can. These shells deal double damage to doors.

Cold Rounds

Deal an additional 1d4 cold damage on hit.

Fire Rounds

Deal an additional 1d4 fire damage on hit.

Holy Rounds

Deal an additional 1d4 radiant damage on hit, 1d6 vs undead.

XREP shells

Long-range wireless electro-shock projectiles. A XREP shell deals lightning damage on a hit and the creature must make a Constitution saving throw (DC 15) or be paralyzed until the start of your next turn.




























































Art Credits: The Power of Words - Bartosz Aziewicz

Armor


Name Cost AC Weight Strength Stealth Properties Restriction
Light Armor
Heavy coat 50C 11+Dex 6 lbs --- Dis --- ---
Leather jacket 100C 11+Dex 4 lbs --- --- --- ---
Light undercover shirt* 450C 11+Dex 2 lbs --- --- Special Licensed
Kevlar-lined coat* 500C 12+Dex 8 lbs --- --- Special Restricted
Undercover vest* 750C 13+Dex 3 lbs --- --- Special Licensed
Medium Armor
Concealable vest* 750C 13+Dex (max 2) 4 lbs --- --- Special Licensed
Light-duty vest* 5,000C 14+Dex (max 3) 8 lbs --- --- Special Licensed
Tactical vest* 15,000C 15+Dex (max 2) 10 lbs 10 Dis Special Licensed
Heavy Armor
Special response vest* 15,000C 15 15 lbs 10 Dis Special Licensed
Land warrior armor* 20,000C 17 10 lbs 13 Dis Special Military
Forced entry unit* 25,000C 19 30 lbs 15 Dis Special Military
Shields
Riot Shield* 1,000C +2 6 lbs --- --- Special Licensed
Ballistic Shield* 2,000C +3 16 lbs 13 Dis Special Licensed
Ballistic Shield

A ballistic shield is designed provide protection even from firearms. They come in several designs, but universally are taller and broader than other kinds of shields, allowing the carrier to crouch down behind them. Piercing damage that you take from firearms is reduced by 3.

Concealable Vest/Kevlar-lined Coat

Vest. Standard issue in many police forces, this vest provides maximum protection in a garment that can be worn all day long under regular clothing. Piercing damage you take from firearms is reduced by 3.

Forced Entry Unit

The most powerful protection available is built into this suit, which consists of a heavy torso jacket with ceramic plates over the chest and back, neck and groin guards, arm protection, and a helmet. Heavy and cumbersome, this armor is generally only donned by tactical officers heading into a dangerous assault. You have resistance against piercing damage you take from firearms. You also have resistance against slashing damage.

Land Warrior Armor

It is designed to improve the connectivity and combat effectiveness of combat personnel in the army. Improvements include modernized body armor, a helmet with a mounted flashlight, integrated communication systems, and a special eye monitor (infrared goggles). Piercing damage you take from firearms is reduced by 5. Slashing damage you take is also reduced by 5.

Light-duty Vest

A lightweight tactical vest designed for extended use by riot police and forces on alert for potential attack. Piercing damage you take from firearms is reduced by 3.

Light Undercover Shirt/Undercover Vest

Designed for deep undercover work in which it’s critical that the wearer not appear to be armed or armored, this garment consists of a T-shirt with a band of light protective material sewn in around the lower torso. Piercing damage you take from firearms is reduced by 2

Riot Shield

Employed by police in times of civil unrest, a riot shield is a touch sheet of transparent plastic, reinforced to deflect blows. Piercing damage you take from firearms is reduced by 3.

Special Response Vest

Built like the tactical vest, but incorporating groin and neck protection as well as a ceramic plate over the chest, this armor provides additional protection in battles against heavily armed opponents. You have resistance against piercing damage you take from firearms. Slashing damage that you take is also reduced by 2.

Tactical Vest

The standard body armor for police tactical units, this vest provides full-torso protection in the toughest flexible protective materials available. You have resistance against piercing damage you take from firearms.

Weapon Accessories & Gear
Item Cost Weight Restriction
Detonators
Blasting cap 25C --- Licensed
Remote detonator, radio 200C --- Licensed
Remote detonator, wired 150C --- Licensed
Timed 50C --- Licensed
Trigger, pressure 100C --- Licensed
Trigger, proximity 150C --- Licensed
Trigger, trip 50C --- Licensed
Firearm Accessories
Combined module 2,500C 1 lb Licensed
Concealed holster 50C 1/2 lb Licensed
Deployable bipod 750C 1 lb Licensed
Laser sight 2,000C 1/2 lb Licensed
Laser sight, infrared 3,000C 1/2 lb Restricted
Speed loader 20C 1/2 lbs Licensed
Scope, x2 500C 1/2 lb Licensed
Scope, x4 1,000C 1/2 lb Licensed
Scope, x8 2,000C 1/2 lb Licensed
Scope, thermal 5,000C 1/2 lb Licensed
Suppressor 1,000C 1 lb Military
Tactical flashlight 100C 1/2 lb Licensed
Utilities
Battery 1C --- ---
Binoculars 150C 1 lb ---
Briefcase 250C 2 lbs ---
Camera, still 400C 1/2 lb ---
Camera, video 800C 1/2 lb ---
Compass 10C --- ---
Computer, desktop 3,000C 18 lbs ---
Gear(continued)
Item Cost Weight Restriction
Computer, notebook 3,000C 5 lbs ---
Utilities
Duracable (10 feet) 30C 3 lbs ---
ECM Jammer 500C 1 lb Restricted
Fire extinguisher 25C 2 lbs ---
Flashlight 10C 1 lb ---
Flash goggles 250C --- ---
Gas mask 250C 1 lb Licensed
GPS 400C 1 lb ---
Handbag 2C 1 lb ---
Infrared goggles 500C 1 lb Restricted
Installed Heads up display 50C 1 lb ---
Light stick 2C 1/4 lb ---
Lighter 5C --- ---
Metal detector 250C 2 lbs ---
Plastic bottle 2C 2 lbs (full) ---
Range pack, standard 40C 2 lbs ---
Range pack, oversized 60C 3 lbs ---
Sleeping bag 50C 1 lb ---
Smartphone 750C --- ---
Spray LCD 100C 1 lb ---
Tablet 1,250C 1 lb ---
Two-way radio 200C 1 lb ---
USB flash drive 200C --- ---
Watch 100C --- ---

Art Credits: Heavy Storage Facility - James Cheong

Detonators

A detonator activates an explosive, causing it to explode. The device consists of an electrically activated blasting cap and some sort of device that delivers the electrical charge to set off the blasting cap. Connecting a detonator to an explosive requires an Intelligence check (DC 10). Failure means that the explosive fails to go off as planned.


Blasting Cap: This is a detonator without a built-in controller. It can be wired into any electrical device, such as a light switch or a car’s ignition switch, with an Intelligence check (DC 10). When the electrical device is activated, the detonator goes off.


Remote Detonator, Radio: As an action, you can detonate the explosive remotely if you are within 3,000 feet from it.


Remote Detonator, Wired: As an action, you can detonate the explosive remotely if you are within 1,000 feet from it.


Timed: When planting the explosive with a timer, you must determine the number of rounds or minutes for the countdown, up to 10 minutes. When the countdown ends, the explosive is detonated. Some timers can be set to times of day as their trigger.


Trigger, Pressure: A planted explosive with a pressure trigger will explode when a creature stands on the detonator.


Trigger, Proximity: When your arm a planted explosive with a proximity trigger detonator, it explodes when a creature moves in the burst area. When planting the explosive, you can reduce the detection radius to a minimum of 5 feet of the explosive.


Trigger, Trip: The explosive is connected to a 20 feet trip wire, and when a creature pass through the wire, the explosive detonates. A creature can make a Wisdom (Perception) check to detect the wire (DC 12).

Firearm Accessories

Most of the firearms can be equipped with one or more accessories to improve them. Every accessory has a weapon compatibility, showing which accessories are available for each firearm.


Combined Module: The Combined Module is a multifunctional gadget that combines a laser sight and a tactical flashlight. You can use a bonus action to toggle between the laser sight and the tactical flashlight. You can also use a bonus action to turn it off.

While you have the laser sight on, you gain a +1 bonus on attack rolls with that firearm. While you have the tactical flashlight on, the light illuminates a 40-foot cone and dim light for an additional 40 feet.


Concealed Holster: A concealed holster is designed to help keep a weapon out of sight. In most cases, this is a shoulder holster or a waistband holster. While the weapon remains in the holster, it gains the covert property. A character can carry up to three concealed holsters (two shoulder holsters and one waistband holster)


Deployable Bipod. Bipods are commonly used on weapons to provide a forward rest and reduce motion. They are also seen on other long-barreled weapons, such as sniper rifles. Bipods permit operators to easily rest a weapon on objects, like the ground or a wall, reducing their fatigue and increasing accuracy and stability.

You must use your action to deploy or retract the bipod. While you have the bipod deployed, you gain advantage when shooting over 100 feet. To deploy a bipod you must be prone or in a stable shooting position. If you have the bipod deployed and shooting from the hip, you have disadvantage on the attack rolls.


Laser Sight: This gadget is a small laser placed on a handgun or a rifle and aligned to emit a visible beam parallel to the barrel to assist in shooting. The laser color can be red or green. While you have the laser sight on, you gain a +1 bonus on attack rolls with that firearm. You can use a bonus action to turn the laser on or off.


Laser Sight, Infrared: This laser sight uses an infrared diode to produce a dot invisible to the eye but detectable with infrared devices. While you have the laser sight on, you gain a +1 bonus on attack rolls with that firearm if you are wearing infrared goggles. You can use a bonus action to turn the laser on or off.


Speed Loader: A speed loader holds 6 bullets in a ring, in a position that mirrors the chambers in a revolver cylinder, allowing the character to insert all bullets at once. Using a speed loader you can reload a revolver using a bonus action. You can use an action to put 6 bullets in an empty speed loader for future uses.


Scope: Scopes are used to increase the normal range of a weapon, allowing the user to shoot farther without having disadvantage on targeting. Depending on the scope you add to the weapon, you increase the normal range in a specific amount, as shown on the following table.

Scope Range Increment
x2 50%
x4 100%
x8 200%

Scope, Thermal: The thermal scope is a sighting device combining a compact thermographic camera and an aiming reticle. It creates a visual based on the temperature of objects and creatures, allowing you to easily detect any source of heat, such as a creature. This is considered a x4 scope and you can use it both in darkness and through light.


Suppressor: A suppressor is a device attached to or part of the barrel of a firearm which reduces (but don't negate) the amount of noise and visible muzzle flash generated by firing. When you make a ranged attack with a suppressed weapon, you don't automatically reveal your location while hiding. Any creature within 20 feet from the weapon can still hear the gunshot, but not necessarily where it's originated. You can use your action to add or remove the suppressor from the weapon.


Tactical Flashlight: While you have the tactical flashlight on, the light illuminates a 40-foot cone and dim light for an additional 40 feet. You can use a bonus action to turn the flashlight on or off.

Utilities

This section describes items that have special rules or require further explanation.


Battery: An electric battery is a device consisting of one or more electrochemical cells with external connections provided to power electrical devices such as flashlights and metal detectors. Each battery recharges 5 spent charges to any electrical gear.


Binoculars: Objects viewed through the binoculars are magnified to twice their size.


Briefcase: Made from leather and plastic. It has mechanical locks that require either a key or a combination to open.


Computer, Desktop: This can be any large computing platform, such as a client workstation or server. The typical desktop computer has hundreds of gigabytes of storage space, a high-quality monitor and a broadband or modem access to the Internet.


Computer, Notebook: A portable version of a desktop computer. In general, notebooks are as not as fast or powerful as its equivalent desktop version.


Duracable: Strong as steel, flexible as rubber, and almost as light as normal rope, duracable replaces most cables and ropes as the standard device for lifting, pulling, and support. Duracable is made of lightweight and durable wiring wrapped hundreds of times in a swirl that reinforces itself as more stress is placed on the coil. Duracable is able to support up to 5 tons of weight.


ECM Jammer: An ECM jammer has 10 charges. As an action, you can expend one charge and turn the ECM jammer on, disabling cameras and impeding all incoming and outgoing wireless communication, including smartphones, radio detonators, Wi-Fi and similar within 100 feet from the ECM jammer for 5 minutes.


Fire Extinguisher: The extinguisher has 10 charges. As an action, you can expend one charge to extinguish a 5-foot area of fire.


Flashlight: A portable hand-held electric light. A flashlight has 5 charges. As a bonus action, you can expend one charge to turn the flashlight on, illuminating a 60-foot cone and dim light for an additional 60 feet for one hour. You can use a bonus action to turn the flashlight off.


Flash Goggles: Designed to provide protection against any blinding effects from bright light. While using flash goggles, you are immune against any blinding effect caused by lightning.


Gas Mask: This mask is used to protect the user from inhaling airborne pollutants and toxic gases. The mask forms a sealed cover over the nose and mouth, but may also cover the eyes and other vulnerable soft tissues of the face. While wearing the mask you are immune to inhaled poisons.


GPS: It provides geolocation and time information to a GPS receiver anywhere on or near the Earth where there is an unobstructed line of sight to four or more GPS satellites.


Infrared Goggles: An infrared goggles has 10 charges. As a bonus action, you can expend one charge to turn them on to see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light for 10 minutes. You can't discern color in darkness and the image color produced is typically monochrome (shades of green or blue)


Installed Heads Up Display: One of the most valuable innovations in portable information technology is the personal heads-up display (HUD). A HUD is composed of optical sensors for taking in data and a display device that projects an overlay in the user’s field of vision. A HUD also typically incorporates some sort of communications link or data link to allow another person or computer to see what the wearer sees and transmit valuable information back to the HUD.

Older HUD devices take the form of an eyepiece worn on a headband, but modern models are either contact lenses that can display data, or fully implanted neural interfaces that simply tap into the bearer’s optical nerve and tamper with the signals sent to the brain.

The standard HUD can be used to highlight the outline of a person or object on voice command, granting advantage on Perception checks when pursuing a specific target. Additionally, a person with a link to the HUD can freely send data and images to the wearer at any time.


Light Stick: Sticks. It consists of a translucent plastic tube containing isolated substances that, when combined, make light through chemiluminescence, so it does not require an external energy source. The light color can vary (usually red, green or blue).

As a bonus action, you can activate the stick, providing bright light in a 20-foot radius and a dim light for an additional 20 feet for one hour. A light stick can only be used once, and when activated it cannot be turned off.


Lighter: A lighter has 20 charges. You can expend one charge to create a flame for one minute. The lighter sheds bright light in a 5-foot radius and dim light for an additional 5 feet.


Metal Detector: A handled portable sensor for detecting bits and pieces of metal in and on the ground. The metal detector has 10 charges. As an action, you can expend one charge to gain advantage on Wisdom (Perception) checks you make when searching for metals and metallic objects for 10 minutes.


Smartphone: A smartphone is a mobile personal computer with a mobile operating system with features useful for mobile or handheld use. Smartphones have the ability to place and receive voice/video calls and create and receive text messages, have personal digital assistants, an event calendar, a media player, video games, GPS navigation, digital camera and digital video camera. Smartphones can access the Internet through cellular frequencies or Wi-Fi and can run a variety of third-party software components.


Spray LCD: 1 hour duration per use, see page 71 for description.


Tablet: A tablet is a mobile computer with a touchscreen display, which is usually in color, processing circuitry, and a rechargeable battery in a single thin, flat package. Most tablets also have sensors, including digital cameras, a microphone, and an accelerometer so images on screens are always displayed upright. The touchscreen display uses gestures by finger or stylus to replace the mouse, trackpad and keyboard used with desktop computers and laptops. Tablets are larger than smartphones, with screens 7 inches (18 cm) or larger. However, much of a tablet's functionality resembles that of a modern smartphone, using a virtual keyboard and running a mobile operating system.


Two-way Radio: A hand-held, portable, two-way radio transceiver. Multiple radios use a single channel, and only one radio on the channel can transmit at a time, although any number can listen. The transceiver is normally in receiving mode and when the user wants to talk he presses a "push-to- talk" button. You can communicate with someone using a two-way radio at the same frequency up to 20 miles.


USB Flash Drive: A USB drive is a data storage device that includes flash memory with an integrated USB interface.

Tools & Sensors
Item Cost Weight Restriction
Kits & Tools
Engineering kit 500C 8 lbs
Forensics kit 500C 8 lbs ---
Hacking tools 800C 6 lbs ---
Mechanic tools 500C 8 lbs ---
Medical kit 1,000C 7 lbs Licensed
Multipurpose tool 200C .5 lb ---
Pharmacist kit 500C 6 lbs Restricted
Spy kit 1,000C 12 lbs Licensed
Tool kit 1,200C 30 lbs ---
Sensors
Bomb detector 1,500C 1 lb Licensed
Meditool 2,000C 1 lb Licensed
Motion sensor 1,000C 1 lb ---
Synth scanner 1,500C 1 lb ---
Item Cost Weight Restriction
Weapon scanner 2,000C 1 lb ---
Duct tape 30C 1 lb ---
Zip-tie (25) 50C .5 lb ---
Kits & Tools

Engineering Kit: This kit includes a soldering gun, wires, clips, wire cutters and various diagnostic tools. Proficiency with this kit lets you add your proficiency bonus to any ability check you make to repair electrical devices and to disarm planted explosives.


Forensics Kit: This kit includes bindle paper, sterile swabs, distilled water, evidence seals/tape, footwear casting materials, personal protective equipment, test tubes and various other tools for collecting evidence at crime scenes without contaminating it. Proficiency with this kit lets you add your proficiency bonus to any ability check you make to investigate any area or body considered as a crime scene.


Hacking Tools: This kit contains the hardware and software necessary to allow access into most computer systems and electronic devices. Proficiency with hacking tools lets you add your proficiency bonus to any Intelligence checks you make to connect to or make use of a computer system or electronic device. The kit fits snugly in a backpack or toolbox. You might need a computer, a smartphone or a tablet to use some elements of this kit.


Mechanic Tools: This kit includes basic tools for repairing cars and motorcycles.


Medical Kit: About the size of a large tackle box, this is the sort of kit commonly carried by military medics and civilian EMTs. It contains a wide variety of medical supplies and equipment. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to treat injuries. A newly purchases medical kit contains one syringe of antitox and one syringe of basic biocort.


Multipurpose Tool: This device contains several different screwdrivers, a knife blade or two, can opener, bottle opener, file, short ruler, scissors, tweezers, and wire cutters. The whole thing unfolds into a handy pair of pliers. A multipurpose tool has less uses than a full tool kit, and therefore doesn't allow you to add your proficiency modifier to checks made while using one. However, it does allow you to attempt such checks in the first place, and doesn't require proficiency itself.


Pharmacist Kit: A portable pharmacy containing the equipment required to store, analyze and create a variety of medical chemicals. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use drugs and poisons.


Spy Kit: This kit includes items such as camera detectors, sound amplifier, small cameras and microphones, noise generators, frequency and cell phone detectors and tracers. You might need a computer, a smartphone or a tablet to use some elements of this kit.


Tool Kit: This collection of hand tools and small parts typically includes a variety of pliers, drivers, cutting devices, fasteners, power tools, and leads and wires. A character with a tool kit can make repairs and modifications to everything from electric lamps to spice racks. Proficiency with a tool kit lets you add your proficiency bonus to any ability checks you make using the tools modify or repair something.

Sensors

Bomb Detector: The bomb detector is a hand-held computer or computerized gauntlet designed to detect and locate explosives of all types. It grants advantage on Investigation checks when searching for explosives. Additionally, the bomb detector’s advanced data on explosives of all types makes it a valuable resource when planting or disarming them, granting advantage on all Intelligence and Dexterity based checks made involving explosives.


Meditool: The meditool is a hand-held computer or computerized gauntlet designed to assist in the evaluation and healing of the human body. The meditool can identify a creature’s current and maximum hit points. Additionally, thanks to the meditool’s extensive library of medical records and biological knowledge, any treatments administered using the meditool as a reference are more efficient, granting advantage on all Medicine checks.


Motion Sensor: The motion sensor is capable of not only detecting motion but also of plotting it on a display screen in relation to other objects. The motion sensor plots motion relative to its own position, but can sense motion through walls and solid surfaces, indicating the location of any moving object within 100 feet.


Synth Scanner: The synth scanner is a hand-held computer or computerized gauntlet designed to detect and locate synthetic or electronic devices of all types, including computers and robots. It grants advantage on Investigation checks when searching for electronics of a specific type, and can be used to scan a robot as an action to determine its maximum and current hit points. Additionally, synth scanner’s advanced data on electronics of all types makes it a valuable resource when repairing computers, robots and other electronics, granting advantage on all Intelligence checks made to repair them. Lastly, the synth scanner can be used to identify any flaws in cybernetics.


Weapon Scanner: A hand-held computer or computerized gauntlet designed to detect and locate weapons of all types. It grants advantage on Investigation checks when searching for weapons. Additionally, the weapon scanner’s advanced data on weapons of all types makes it a valuable resource when repairing weapons, granting advantage on all Intelligence checks made to repair weapons. This does not include explosives and other demolitions devices, which are covered under the bomb detector.


Duct Tape: The usefulness of duct tape is limited only by a character’s imagination. Duct tape can support up to 200 pounds indefinitely, or up to 300 pounds for 1d6 rounds. A roll provides 70 feet of tape, 2 inches wide.


Zip-tie: These are single-use disposable handcuffs, much like heavy-duty cable ties. They have hardness AC 8 and 4 hit points, and require a DC 20 Strength check to break.

Art Credits: Scifi Explosive Barrels - Bobby Hughes

Drug Rules TT


Consuming Drugs

Drugs are addictive substances that grant effects to creatures that consume does of them. You can consume a dose of drugs as an action or bonus action, and they are typically inhaled, ingested, injected, or applied via a skin patch.

Creatures that are immune to being poisoned cannot be affect by drugs. Spells and effects that neutralize a poison can neutralize the effects of a drug, though only powerful magic will be able to release a person from their addiction.

Addiction

When drugs or other addictive substances are consumed by a creature, the creature will make a saving throw to avoid becoming addicted or heightening their addiction to the drug. However, they don't have to make a saving throw if the dose they consume is within their addiction level's feed rate. Creatures with resistance to poison make their addiction saves with advantage.

Levels of Addiction

On a failed addiction saving throw, the creature gains 1 level of addiction with that drug. A creature can have addiction levels with more than one drug, and will track each addiction level separately. If the d20 roll for an addiction saving throw is a 1, the saving throw fails, regardless of any modifiers.

A greater restoration spell, or similar magic, reduces a creature's addiction level by 1. When a creature has addiction level 3 with a drug, a creature gains no benefits from consuming that drug except for meeting their feed rate. A creature cannot go higher than addiction level 3.

Feed Rate

A creature must consume enough doses of a drug to meet their feed rate or be subjected to the withdrawal condition for that drug. Consuming doses up to an addiction's feed rate does not risk raising the addiction level, and does not require a saving throw. Only consuming does beyond your feed rate requires a saving throw.

Refer to the addiction feed rate in the chart below, treating each week or day separately for feed rate. If consuming a drug causes you to gain a level of addiction, that drug applies against your current feed rate.

Addiction Feed Rate

Level Description Feed Rate
Level 1 Mild addiction 1 does per week
Level 2 Moderate addiction 1 does per day
Level 3 Severe addiction 3 doses per day

For example, if a creature suffering level 2 addiction consumes 1 does in a day, then they do no require a saving throw and do no go into withdrawal. However, if they consume a 2nd does in the same day, they must make an addiction saving throw, potentially going to level 3 addiction.



Multiple Addictions

A creature can be addicted to more than one drug, and must track addiction levels for each drug separately. A creature can also be in withdrawal from more than one drug simultaneously.

Overdosing

If a creature uses 3 or more doses of a drug within one hour, it is subjected to the overdosing condition.

Conditions

Overdosing

  • An overdosing creature must make a DC 15 Constitution saving throw at the end of each of its turns for 1 minutes. The DC increases by 3 for every additional dose of drugs consumed while overdosing. On a failed save, the creature takes 1d10 poison damage. Failing the save by 5 or more causes the creature to fall unconscious until this condition ends.
  • A creature cannot be affected by multiple instances of this condition.
  • The condition ends after succeeding on three of these saving throws.

Withdrawal

All effects of withdrawal are linked to the drug that the creature is currently in withdrawal from. Withdrawal with one drug does not affect addiction from other drugs, and a creature can be in withdrawal from multiple drugs at once.

  • Upon gaining this condition or upon finishing a long rest with this condition while a creature has at least 1 level of addiction, a creature gains 1 level of exhaustion and reduces their addiction level by 1. These levels of exhaustion do not get reduced by finishing a long rest until the creature has reduced their addiction level below 1. Levels of exhaustion from other sources, if the creature has any, can still be reduced by finishing a long rest.
  • the condition ends for a creature if it consumes a dose, and the creature immediately recovers from all levels of exhaustion caused by the condition. However, the creature returns to the level of addiction it had before entering withdrawal.
  • the condition also ends for a creature when their addiction levels and the exhaustion levels caused by this condition are both reduced below 1.
Chemicals
Item Cost Restriction Addiction Save
Chemicals
Antitox 500C --- ---
Biocort, basic 500C --- ---
Biocort, advanced 750C --- ---
Biocort, superior 1,500C --- ---
Biocort, extreme 3,000C --- ---
Common Drugs
Amp 130C --- DC 14 Wisdom
Grind 200C --- DC 15 Constitution
Muse 150C --- DC 14 Constitution
Nameless 250C --- DC 14 Wisdom
Nightlight 200C --- DC 15 Constitution
Nirvana 120C --- DC 13 Wisdom
Sharp 300C --- DC 13 Wisdom
Valhalla 230C --- DC 15 Constitution
Wave 170C --- DC 13 Wisdom
Rare Drugs
Ascend 3000C Illegal DC 19 Wisdom
Bilge 600C Licensed DC 17 Constitution
Black powder(1 dose) 5,000C Illegal DC 22 Constitution
Chron 3500C Illegal DC 19 Wisdom
Drift 1750C Restricted DC 15 Wisdom
Empath 3500C Illegal DC 18 Wisdom
Fren-Z 2750C Illegal DC 19 Constitution

Antitox: A chemical found in many first aid kits, antitox is a special hypodermic injection that can be used to save the life of any character infected with a poison or disease. Each antitox injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the poison and generates an antidote from stored chemical compounds.

Once the antitox delivers its specially formulated chemicals, the target character receives advantage on saving throws against diseases and poisons for 1 hour. Using or administering an injection is an action.





Biocort: Biocort is a unique chemical compound that enhances the body's natural ability to heal. Biocort pushes the immune system into overdrive, and can cause the character to heal from grievous wounds at a greatly increased rate.

Any character injected with a standard syringe biocort immediately recovers hit points according to the strength of the dose. Using or administering an injection is an action.

Dose Strength HP Restored
Basic 2d6+2
Advanced 4d6+4
Superior 8d6+8
Extreme 10d6+10

Art Credits: Medkit Concept - Josh Rife

Common Drugs

Amp: A popular stimulant that causes the user to feel wired, energetic, and hyper-alert. Side effects include fidgeting, twitchiness, paranoia, irregular heartbeat, and death. Comes in multiple fruit flavors.

For one hour after consuming this drug, you have advantage on initiative rolls and Wisdom (Perception) checks.

Grind: A cocktail of powerful chemicals that suppresses the body’s natural limiters on muscle use, floods the user with energy, and instills the user with feelings of immortality. That’s a recipe for a good time.

For one hour after consuming this drug, you can add 1d4 to your Strength checks and Strength saving throws. Once during this time, you can gain advantage on a Strength ability check or Strength saving throw, or an attack using Strength.


Muse: A crutch for those living with chronic pain, muse dulls the agony of wounds, old and new. This pain reliever’s side effects include rapid heartbeat, chest tightness, mood swings,abnormal thoughts, and hallucinations. Ask your doctor if muse is right for you!

For one hour after consuming this drug, you can add 1d4 to your Constitution checks and Constitution saving throws except for addiction saving throws, and you gain temporary hit points equal to your character level.

Temporary hit points cannot be gained by consuming muse more than once per hour.


Nameless: This highly addictive party drug causes heightened euphoria,stimulates energy and attentiveness levels, and overrides social anxiety. Side effects may include restlessness,talkativeness, irritability, anxiety, and panic attacks.

For one hour after consuming this drug, you can add 1d4 to your Charisma checks and Charisma saving throws. Once during this time, you can gain advantage on a Charisma ability check or Charisma saving throw, or an attack using Charisma.


Nightlight: This drug is popular among gamers, streamers, hackers, and anyone with long shifts. It’s composed of tailored hormones that stimulate and regulate the brain, making sleep unnecessary for a time.

For 12 hours you suppress the effects of up to two levels of exhaustion. You can consume an additional dose to extend the duration by 12 hours, up to a maximum of 72 hours. You cannot sleep during this time. To gain the benefits of a long rest, you can spend 8 hours doing light activity, such as forum browsing or keeping watch.

When the drug wears off, you immediately fall unconscious for one third of the time you were under the drug’s effects.This drug grants its benefits even if you have a level 3 addiction with it.


Nirvana: This narcotic instills a sense of absolute euphoria in the user. Many prefer this peaceful state over actually experiencing their dismal lives, spending days in bliss as their bodies slowly deteriorate.

For one hour after consuming this drug, you have advantage on saving throws against being frightened.




Sharp: This stimulant and hormone cocktail causes the user to become extremely attentive, focused, and assists with recalling memories and factoids. However, the user can also become detached from reality and emotions as they obsessively pursue a chosen goal.

For one hour after consuming this drug, you can add 1d4 to your Intelligence checks and Intelligence saving throws. Once during this time, you can gain advantage on an Intelligence ability check or Intelligence saving throw, or an attack using Intelligence.


Valhalla: This refined refined muscle relaxant smooths out involuntary spasms and steadies your hands, while boosting your reflexes. As a side-effect, the user also feels unstoppable, showing little regard for their personal well-being.

For one hour after consuming this drug, you can add 1d4 to your Dexterity checks and Dexterity saving throws. Once during this time, you can gain advantage on a Dexterity ability check or Dexterity saving throw, or an attack using Dexterity.


Wave: A hallucinogen that opens the user’s mind to the infinity of the universe, both externally, and, like, internally. Users of this psychedelic drug are prone to seeing visions, exploring ideas, and overeating.

For one hour after consuming this drug, you can add 1d4 to your Wisdom checks and Wisdom saving throws. Once during this time, you can gain advantage on a Wisdom ability check or Wisdom saving throw, or an attack using Wisdom.

Rare Drugs

Ascend: This drug was developed by a secret society of mages attempting to bolster their own power. They succeeded, but the drug has rather esoteric side effects. When you consume this drug, you restore an expended spell slot. The spell slot must be 5th level or lower.

When you gain a level of addiction with this drug, for 24 hours, immediately after you cast a spell of 1st level or higher, roll a d20. If you roll a 10 or lower, roll on the Wild Magic Surge table (PHB pg. 104) to create a random magical effect.

While you are in withdrawal from this drug, when you cast a spell of 1st level or higher, you must expend a spell slot at least one level higher than the level of the spell you cast. For example, if you wanted to cast magic missile, a 1st level spell,you must cast it with a spell slot of 2nd level or higher.


Bilge: A drug that is both beneficial and highly dangerous, bilge functions as a temporary adrenaline-enhancer. Bilge was originally conceived for military purposes in an attempt to make soldiers stronger, faster, and more combat-capable. Unfortunately, the drug is highly addictive, and long-term addicts, known as dregs, are a modern sight in the poorer areas of many cities.

A single injection of bilge grants the character advantage on Strength and Dexterity-based ability checks, skill checks and saves, and increases the character’s movement speed by 10 feet. These effects last for 1 minute. Using or administering an injection is an action.


Black Powder: A unique powder developed by those in the lower tier of life for those in that same life. The powder itself is a highly addictive substance that is able to temporarily awaken magical components within the bodies of those without the talent. Once ingested, the powder allows the user to cast spells from the Warlock and Sorcerer spell list based on the number of doses taken. While each dose can bring power to the user, the toll taken on each hit increases the burden on the body. The powers that the powder grants wear off once either all of the spell casts are used, or the user takes a rest of any kind.

Dosage Spell Level Number of Casts Save DC
1 1 1 12
2 1 1 14
3 1 2 16
4 2 2 18
5 2 2 20
6 2 3 22
7 3 3 25
8 3 3 28
9 3 4 30

Once the effects of the Black Powder have ran their course, the user must make a Constitution saving throw with a DC equal to the dosage level they stopped at.


Chron: Intended to create super soldiers, this drug grants the user limited precognition, allowing them to preplan the outcomes of combat. Its production was discontinued after the effects of withdrawal were deemed too severe. For 1 minute, at the end of each of your turns, you can choose to rewind time to the start of your turn, even if you are incapacitated or dead.You can do this no more than once per turn.

At addiction level 3, you can still consume chron and gain the benefits of the drug. When you go into withdrawal from this drug, you do not reduce your level of addiction or gain levels of exhaustion. Instead, you automatically fail death saving throws until you are no longer in withdrawal.

Art Credits: SPXXD-17 / THE FUTURISTIC COCAINE - Anton Cox


Empath: Developed as a method for creating psychics, this drug grants the user power over the minds of others. Addiction to this drug can make the user quite unstable. For 10 minutes, you can cast the following spells at will without material components: command, detect thoughts, phantasmal force, phantasmal killer.

At certain levels of addiction with empath, you can cast additional spells during its duration without expending a spell slot. At addiction level 1 or higher, you can cast fear no more than once per day. At addiction level 2 or higher, you can cast synaptic static. At addiction level 3, you can cast feeblemind. Once you have cast either spell, you cannot cast that spell again until you have finished a long rest.

The spell save DC for these spells is 8 + your proficiency bonus + twice your addiction level with empath.

At addiction level 3, you can still consume empath and gain the benefits of the drug. If you fail the addiction saving throw for this drug, you also succumb to short-term madness after the drug wears off, as determined by rolling on the Short-Term Madness table (DMG pg. 259). When you go into withdrawal from this drug, you also succumb to long-term madness, as determined by rolling on the Long-Term Madness table (DMG pg. 260). Instead of its normal duration, you are affected by the long-term madness until you are no longer in withdrawal.


Drift: Used by shamans to explore the planes beyond our own, this drug is best consumed in a smoke lodge in the company of those you trust. However, users of the drug risk becoming untethered from this world.

At addiction level 3, you can still consume drift and gain the benefits of the drug. If you fail the addiction saving throw for this drug, your next long rest must be at least 12 hours long before you gain the benefits of it. While you are in withdrawal from this drug, your presence on the Material Plane is tenuous. At the start of each of your turns in combat, roll a d6. If you roll a 1, you are transported to the Astral Plane. At the end of your turn, you reappear in the space you left or in the nearest unoccupied space if that space is occupied.


Fren-Z: This military drug allows the user to unlock the mental limits on their muscles while flooding the user’s system with aggression and anger producing hormones. It has the unfortunate side effect of causing the user to go out of control in battle.

For 1 minute, you gain a +3 bonus to damage with weapon attacks using Strength, your speed increases by 15 feet, and you gain 10 temporary hit points at the start of your turn.

During this time, when a creature damages you, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you. If you can make extra attacks as part of the attack action, you use those extra attacks. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

When you gain a level of addiction with this drug, after the effects of the drug end, you succumb to short-term madness after the drug wears off, as determined by rolling on the Short-Term Madness table (DMG pg. 259). While you are in withdrawal from this drug, if you see another creature within 60 feet of you, you must succeed on a DC 15 Wisdom saving throw or go berserk.

Armor & Weapon Gadgets

Automated

Any ranged weapon that must be mounted on a tripod or similar hard point can be automated. An automated weapon attacks any target that enters a 10 by 10 foot area specified by the person who sets up the weapon. The weapon targets visually, so it cannot attack targets that it cannot see (for targets using Stealth checks, assume the weapon has a Perception modifier of +0).

This gadget can be selected multiple times for crew-served weapons, each time replacing one crew member.

Restrictions: Mounted ranged weapons only

Base Cost: 75% of Weapons current cost

Alternate Weapon

Some weapons are capable of serving multiple purposes by integrating two types of weapon into one. When dealing with firearms and other ranged weapons, this usually involves only mixing like types; for example, energy weapons are only combined with energy weapons, and ballistic weapons are only combined with ballistic weapons. This is not a hard-and-fast limitation but rather a suggestion based on the logistics of designing such a weapon. When selecting the alternate weapon gadget, choose a second weapon. That weapon is integrated into the base weapon and can be used at any time.

Additionally, you must choose whether or not the alternate weapon may be physically separated from the base weapon or not at the time of purchase. This gadget may be selected multiple times, each time adding a single additional weapon to the base model.

Restriction: The character must also purchase the weapon to be integrated separately from the primary weapon, before the gadget modification is made.

Base Cost: 50% of Weapons current cost + additional weapon.

Autofire Module

Some firearms and energy weapons are capable of firing in singleshot or semiautomatic forms only. The autofire module gadget allows these weapons to be fired on autofire.

Restriction: Ranged weapon without autofire only.

Base Cost: 50% of Weapons current cost.

Autoloader Module

Many weapons rely on box magazines or power packs to function. The autoloader gadget facilitates quick reloading. This may come in the form of an integrated power pack alternator, or in spring-mounted magazine loaders worn on the wrist of the user. Regardless of their location on the owner’s body or the form that the autoloader takes, a weapon with the autoloader module gadget is always automatically reloaded as a free action as soon as the previous magazine or power pack is expended. This module cannot be transferred from one weapon to another, even those of similar types, due to the fact that each autoloader module is keyed to the individual weapon for which it was designed.

Restriction: Ranged weapons using box magazines or power packs only.

Base Cost: 40% of Weapons current cost.



Booby Trapped

Those characters with a more paranoid outlook on life may consider the booby trapped gadget for protecting their personal belongings. Any weapon with this gadget is designed to function properly only for the owner or owners of the weapon, or for a particular group of characters. If an unauthorized character picks up or attempts to use the weapon, a special trap is immediately triggered. After a trap is triggered, only an authorized user can reset the weapon to its normal state. When selecting the booby trap gadget, the character must designate a single person or a particular group that can use the weapon safely without triggering the trap. Additionally, the character must select a single trap from the list below.

Barbs: The weapon rapidly projects spikes or blades from its grip, dealing 1d6 points of damage to the user each round the weapon is held.

Electric Shock: Power cells in the weapon’s grip discharge and deal 1d6 points of electricity damage to the user.

Stun Bolt: A stun shock (Constitution save DC 15) is discharged from a special nozzle built into the weapon. See the stun module gadget for more information on the effects of stun shocks.

Trigger Integrated Weapon: An integrated weapon is triggered and targets the unauthorized user. This trap requires that the weapon make use of the alternate weapon gadget (see above) and is typically used to trigger an explosive device.

Restriction: None

Base Cost: 50% of Weapons current cost.

Collapsible

In situations that call for stealth and deception, it is of great value to be able to separate an item into its parts and transport them in their broken down state. A weapon that makes use of the collapsible gadget is easily disassembled and reassembled at a moment’s notice. Breaking down a weapon into its individual parts requires an action, while reassembling them in the correct order requires another action. Obviously, the weapons must be fully assembled to be used. In its disassembled state, a weapon is not easily identified; an Intelligence (Tech) check (DC 17) is required to identify a collapsed weapon for what it really is.

Restriction: None

Base Cost: 50% of Weapons current cost.

Concealable

Some weapons can be installed (and operated from) inside other items; for example, guns that fit into briefcases, grenades disguised as cosmetic products, and so forth. The concealed item cannot be identified as a weapon except through close examination, or when it is in use. The concealed weapon cannot be larger than the item in which it is concealed.

Restriction: None

Base Cost: 50% of Weapons current cost.

Electrified

The weapon is attached to a power source. On a successful hit, the target takes additional lightning damage as well as the damage dealt by the weapon. This gadget has 3 tiers, each one adding 1d6 damage. Ranged weapons are not affected by this gadget.

Restriction: Melee weapons only, 1st Tier Upgrade

Base Cost: 1,000 credits, follows complete crafter rules.

Expanded Magazine

Some weapon engineers recognize that stopping to reload a weapon in combat is a dangerous and potentially life-threatening maneuver. Taking steps to reduce the amount of time required to keep the weapon full, these engineers have increased the ammunition capacity of the weapon to reduce the frequency with which it must be reloaded. Any weapon with the expanded magazine gadget doubles its normal magazine capacity. This gadget may only be taken once per weapon.

Restriction: Ranged weapons only.

Base Cost: 30% of Weapons current cost.

Extended Range

The range of the weapon is doubled. Melee weapons are not affected by this gadget.

Restriction: Ranged weapons only.

Base Cost: 30% of Weapons current cost.

Genetic Tags

Some law enforcement agencies and military units go out of their way to track the exact actions of their members by placing an identifying marker on any ammunition expended. This marker may come in the form of a serial number stamped on a weapon’s casing, or may be as subtle as a chemical compound sprayed on the outside of the ammunition it leaves the weapon’s chamber. Regardless of form, each round of ammunition that is fired from the weapon bears a unique tag that corresponds to the genetic code of the person to whom the weapon is assigned, immediately identifying the attacker to any forensic analysis.

Restriction: Ranged ballistic weapons only.

Base Cost: 30% of Weapons current cost.

Art Credits: Storage Area - James Cheong

Grappling Sheath

Grenades and mines can be fitted with custom grappling sheaths designed to adhere to any surface against which they are thrown or placed. This gadget ensures that grenades deviate much smaller distances, and emplaced bombs cannot be easily removed.

When throwing a grenade equipped with a grappling sheath, an attack that would normally miss and roll away instead remains and detonates in the originally target space.

A mine equipped with a grappling sheath cannot be easily moved. A character attempting to remove the mine can either disable the grappling sheath with a DC 20 Dexterity check, or rip the mine free with a DC 20 Strength check. Depending on the mine's trigger, doing either of these things might cause it to detonate anyway.

Restriction: Grenades and mines only

Base Cost: 20% of Weapons current cost.

Improved Accuracy

Through rifling, laser rangefinding, and microcomputer targeting, this gadget improves the accuracy of a ranged firearm, granting a +1 bonus on attack rolls. This gadget can be selected for the same weapon multiple times, up to a maximum bonus of +4.

Restriction: Ranged weapons only.

Base Cost: 50% of Weapons current cost.

Improved Damage

This gadget increases the bore of a projectile weapon's barrels or improves the output of an energy weapon, granting a +1 bonus on damage rolls. This gadget can be selected for the same weapon multiple times, up to a maximum bonus of +4.

Restriction: Ranged weapons only.

Base Cost: 50% of Weapons current cost.

Improved Stopping Power

Incorporating modified chokes and reducing the impedance of focusing crystals allows ranged weapons to produce significantly greater damage output. This gadget adds 1 die to the weapon's damage (increasing damage from 2d8 to 3d8, for example).

Restriction: Ranged weapons only.

Base Cost: 100% of Weapons current cost.

Integrated Equipment

A particular piece of nonweapon equipment has been integrated into the weapon and can be used by the weapon’s bearer at any time. This gadget is often used to give ranged weapons features like glow-lamps or flares, though it is not limited to those applications. Some weapons may use the integrated equipment gadget to incorporate a small computer or sensor module, reducing the amount of equipment the character has to carry.

When selecting the integrated equipment gadget, choose a piece of equipment. That equipment is integrated into the base weapon and can be used at any time. Additionally, you must choose whether or not the equipment may be physically separated from the base weapon or not at the time of purchase. This gadget may be selected multiple times, each time adding a single additional piece of equipment to the base model.

Restriction: The character must also purchase the piece of equipment to be integrated separately from the weapon, before the gadget modification is made.

Base Cost: 50% of Weapons current cost + equipments cost

Integrated Weapon

Some armors are designed with specific combat purposes in mind and build in certain weapons as standard equipment. Examples run from a pair of pop-out wrist blades to shoulder-mounted plasma cannons. Additionally, many armors link their weapons to integrated heads-up displays, turning the user into a walking combat machine.

When selecting the integrated weapon gadget, choose a single weapon. That weapon is integrated into the base armor and can be used at any time. Additionally, you must choose whether or not the weapon may be physically separated from the base armor or not at the time of purchase. This gadget may be selected multiple times, each time adding a single additional weapon to the base armor.

Restriction: The character must also purchase the weapon to be integrated separately from the base armor, before the gadget modification is made.

Base Cost: 50% of Armors current cost + weapons cost

Prehensile Appendage

Useful for scientists, explorers, and others that have need for an extra hand, the prehensile appendage gadget is both utilitarian and expensive. Essentially, this gadget consists of a long flexible cylinder capped at the end with a grasping claw that attaches to the armor’s side or back. The prehensile appendage gadget essentially gives the wearer of the armor an additional hand with which to hold and manipulate objects. The gadget cannot be used to make normal melee attacks or fire ranged weapons, but it can make grapple attempts (with a modifier equal to 2 + the user's proficiency modifier). The appendage is controlled through a pair of gloves worn by the user; by issuing commands via a specific set of hand signs, the wearer can order the gadget to pick up, drop, or manipulate an object once per round as a free action.

Restriction: None

Base Cost: 50% of Armors current cost

Self Repairing

The self-repairing gadget implements nanotechnology in its infancy to repair minor damage to armor. Whenever the armor is damaged, the self-repairing gadget immediately issues commands to a set of nanites that move to the problem spot and begin making repairs. If the armor has had its AC reduced by acid, psionics, or other damaging effects, it restores 1 point of AC per round.

Restriction: None

Base Cost: 100% of Armors current cost

Storage Compartment

A simple but often overlooked modification that can be of great benefit in almost any situation is the ability to store and carry small items in a safe place. The storage compartment gadget accomplishes just that, incorporating an empty space where other objects can be carried by the wearer with relative ease. Each storage compartment gadget allows the wearer to carry two items of size Small or smaller in a container built into the armor. This gadget may be taken multiple times, each time providing another compartment where small items may be carried.

Restriction: None

Base Cost: 20% of Armors current cost

Techno-Organic Makeup

Though the technology of Earth is based on electronics and mechanics, some alien cultures may have developed technology based on living organisms working in harmony for an intended purpose. Additionally, advanced civilizations may make use of certain biological forms of technology integrated with their own mechanical devices to form a techno-organic hybrid capable of performing certain tasks with increased efficiency.

An armor with the techno-organic makeup gadget is composed of living tissue or a biological/mechanical hybrid material. Unlike normal armors, armor with this gadget heals its wearer at a rate of one hit point per hour when damaged, up to half health. Additionally, armor with this gadget is susceptible to diseases and poisons specifically designed to target techno-organic material.

Restriction: None

Base Cost: 150% of Armors current cost

Ultralight Composition

The development of new and experimental alloys constantly allows armor technology to advance to the point where once bulky and heavy armors become as easy to carry as lighter models. Any armor with the ultralight composition gadget weighs significantly less than similar pieces of armor and is more easily used and worn. The armor reduces its weight category by one (so medium armor becomes light, and heavy become medium), and its carry weight by half.

Heavy armors made light lose their Strength requirement and allow the wearer to apply their Dexterity modifier to their AC, to a maximum of 2. Medium armors made light allow the wearer to apply their full Dexterity modifier to their AC.

Restriction: None

Base Cost: 100% of Equipments current cost

Equipment Gadgets

Compact

By eliminating wasted space and using smaller components, some engineers are capable of producing equipment far smaller than its standard counterparts. Any piece of equipment that makes use of the compact gadget is smaller and more lightweight than normal. Equipment other than armor and weapons with this gadget are half of their normal weight.

Restriction: None

Base Cost: 50% of Equipments current cost.

HUD Software, Biosensor

A piece of software for the heads-up display device, biosensor software allows the wearer of the HUD to identify potential weaknesses in enemies. When worn, the biosensor can identify exactly how many hit points a target has left. Initiating this scan requires a full-round action, however, as the target must be kept precisely within the sensor’s range for the duration of the scan.

Restriction: HUD only

Base Cost: 3000C

Vehicles Rules


Getting in and out of a vehicle costs an amount of movement equal to half your speed.

Vehicles have a top speed, which indicates the maximum speed the vehicle can achieve. Additionally, vehicles have an acceleration speed, which determines the speed you can increase or decrease on each turn.

Passengers. The table indicates the number of small or medium passengers (in addition to the driver) the vehicle is designed to carry. Vehicles that carry passengers can use that space to carry additional cargo when passengers aren't present. Each unused passenger slot allows the vehicle to carry an additional 100 pounds of cargo.

Cargo. The table indicates the maximum amount of cargo the vehicle is designed to carry. Some vehicles can carry extra passengers instead of cargo, but doing so is usually a cramped, uncomfortable, and often unsafe experience for those passengers. As a rule of thumb, one additional passenger can be carried for each 250 pounds of unused cargo capacity.

Damage Threshold. A vehicle has immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the damage threshold is considered superficial and doesn't reduce the vehicle's hit points.

Acceleration

You have three ways to increase or decrease the speed while driving a vehicle.

  • The driver can use its action to increase or decrease the speed up to the acceleration speed.
  • Making a Dexterity check, the driver can try to adjust the speed up to twice the acceleration speed (DC 10)
  • Making a Dexterity check, the driver can try to increase or decrease the speed up to three times the acceleration speed (DC 15), allowing the driver to achieve the top speed in just 1 turn.

If a driver fails any check, it loses the control of the vehicle.

Controlling the Vehicle

In general, while driving a vehicle you don't need to roll for maintaining control of the vehicle, but there are some actions where the driver must make a Dexterity check or lose the control, such as dodging an obstacle or resisting a ram.

Losing Control

While the vehicle is moving out of control, the driver cannot increase or decrease the speed. At the beginning of each turn while the car is out of control, the driver must roll a d8 and compare the result with the following table.

Art Credits: Car Chase - Lucas Ferreira (CM)

d8 Result
1 The vehicle decreases its speed up to its acceleration speed
2 The vehicle turns to the left, decreasing its speed up to its acceleration speed
3 The vehicle turns to the right, decreasing its speed up to its acceleration speed
4 The vehicle spins out of control, decreasing its speed up to twice its acceleration speed
5 The vehicle turns to the left and crashes
6 The vehicle turns to the right and crashes
7 The vehicle crashes
8 The vehicle rolls as it crashes, taking 3d6 bludgeoning damage on each turn until the speed reach 0

If the vehicle doesn't crash, the driver can use its action on each turn to make a Dexterity check (DC 10) to regain control of the vehicle.

Crashing

If a driver lose control of the vehicle, it’s very probable that a crash occurs. When it happens, the vehicle and its occupants take bludgeoning damage depending on the speed of the vehicle when it crashes, every 30ft increases the damage by 1d8 up to a max of 25d8. Any occupant using seat belts suffers only half of the damage.

As a reaction, the driver or the passengers can try to escape the car before it crashes by making a Dexterity (Acrobatics) check (DC 15). On a success, they escape the car without taking damage and they are considered knocked prone.

Vehicle Combat

Vehicle combat is largely treated as normal combat, with only a few notable exceptions. For the purposes of the following section, assume that every vehicle involved in a combat is driven by a single driver, and that vehicle may have none or more passengers

When you roll initiative for vehicular combat, only the driver of the vehicle rolls his initiative. The driver and all of his passengers share this result.

When the driver takes a move action, he moves the vehicles current speed (not his own). He may then take an action to perform a maneuver. Finally, he may perform a bonus action if he has any available to him. Driving under stressful situations requires concentration, so the driver must have both hands on the wheel.

Passengers in a vehicle do not take move actions. They can take actions and bonus actions as normal. The most typical expression of this will be firing at passengers in other vehicles, or those vehicles themselves. However, firing at a moving target from a moving target isn't as simple as it sounds. As such, if the passenger's vehicle and / or the target vehicle is moving, then passengers making ranged attack rolls from vehicles do so with disadvantage.

Both drivers and passengers in a vehicle are assumed to have half cover, unless they're leaning out of a window or something of the sort. Note that drivers and passengers on bikes do not gain the benefit of cover.

Modification

Skilled mechanics and engineers are able to apply modifications to a vehicle to enhance its abilities. This can be baffles or spoilers, engine enhancements like tuned parts or after-market additions, or even simple things like better tires or shocks. A vehicle can have as many of these modifications as the owner can afford. Note however that if the vehicle is wrecked, the parts cannot be salvaged; they're just as ruined as the car they were attached to.

Engine Improvements. Bigger block, better spark plugs, improved gaskets and belts all add up to additional horsepower. Increase the vehicle's Top Speed by 20 feet.

Ceramisteel Plating. The paneling on the vehicle is replaced with ceramisteel, which is lighter, and more durable. Increase the vehicle’s damage threshold by 3.

Clutch and Gear Tuning. Taking advantage of computer controlled gearing allows a shifter to respond more accurately. Increase the vehicle's Acceleration value by 10 feet.

Driver Controls. Moving the gear shifts to paddles and enhancing the HUD gives the driver better control over the vehicle. Increase the vehicle's Maneuverability rating by 1 (to a maximum of 10).

Frame Reinforcement. Lighter, stronger materials make the frame more resilient and more sturdy. Increase the vehicle's AC by +1

Art Credits: Cyber Hunt - Thibault Salperwyck

Vehicle Maneuvers

A Maneuver is functionally an Action that can be taken by a driver who is in control of a vehicle. All Maneuvers are pushing a vehicle beyond it's normal operational limits. Driving to work is not a maneuver. However, doing so at top speed while threading through traffic is.

If a Maneuver calls for a vehicle tools check (and most of them do), then a natural 1 on the roll means that the driver automatically loses control. The DC for most vehicle maneuvers is 20 – the vehicle’s maneuverability score.


Accelerate/Brake


Increasing or decreasing a vehicle's speed by its Acceleration value is an Action, but it does not require any roll. A driver may choose to try to speed up or slow down more than the vehicle is intended to, though. In that case, make a vehicle tools check. Against a DC of 20 – the vehicle’s maneuverability. On a successful check, you can choose to change your vehicle's speed by twice the vehicle's Acceleration value instead of its standard Acceleration value.


Hard Corner of 180


It takes skill to make a vehicle turn hard without losing control (or speed). It takes even more control to make a car completely change its direction, while still maintaining some speed. In either case, make a vehicle tools check against a DC of 20 – the vehicle’s maneuverability. If you're successful, then you can choose to either take a hard corner, or perform a 180.

If you perform a hard corner, then you lose 50 feet off your current speed, or half your current speed, whichever is less, and you successfully make the turn.

If you perform a 180, then you lose half of your speed and your car is now travelling in the opposite direction.

In either case, if you fail your check, then the car continues on its current path and does not turn / rotate successfully.

Art Credits: Car Chase - Renan Motta Lima


Ramming or Bumping


You can choose to slam your car into another vehicle, hoping to either force it off the road or potentially damage it. You must be within 5 feet of your target to attempt a ram or a bump. In either case, make a melee attack roll against the target vehicle, adding your Dexterity bonus and (if you're proficient with the vehicle tool) your Proficiency bonus. On a successful hit, you either deal an amount of damage dependent on how fast you were going when you hit, or you force your target off course.

If you choose to ram (deal damage), then for every 25 feet of speed you had on impact, you deal 1d6 damage to your target. Once you have resolved this damage, you take half of that damage on your own vehicle.

If you chose to bump (force your target off course), then your target must immediately make a vehicle tools check to see if they lose control. They may only subtract half their maneuverability (rounded down) from 20 to determine the DC (see "Losing Control", below). If the vehicle is already losing control, then the target makes their check at disadvantage.

Bikes cannot attempt ramming or bumping. Consider Bikes to be vulnerable to ramming damage, and bikes always make vehicle tools checks to resist losing control with Disadvantage if they’re bumped. Being bumped while on a bike is a really bad thing.


Threading


Whether its traffic or market stalls or pedestrians, sometimes you have a reason to navigate your car through dangerously crowded areas. In these cases, make a vehicle tools check against a DC of 12. If you succeed, then you are able to navigate through the obstructions without incident. If you fail, then for every point you failed by, your vehicle takes 1d6 points of damage. Objects that you strike are damaged as if you'd rammed them at that speed (1d6 damage for every 25 feet of speed you had on impact).


Ridiculous Stunt


Hard cornering, loop de loops, impossible speeds … sometimes these aren’t enough. Sometimes, the action calls for something a bit more ludicrous. Perhaps you want to drive your car off the back of a speeding transport truck, or jump your bike between two moving train cars, or drive your air car directly down an industrial smoke stack. Whatever the case, this maneuver is a catch all for a maneuver that isn’t represented elsewhere. And because it’s a ridiculous stunt, it’s also incredibly dangerous.

You make a driving tools check against a DC determined by your DM. If you succeed, then the ridiculous stunt is successful. If you fail, however, you lose control.

The DC should range between 10 and 25. But remember, even a 10 should be something just slightly ridiculous, like crashing your car through a plate glass window before driving through the shopping mall. Conversely, a DC of 20 or 25 should represent something almost impossible, like jumping your car off the back of a train, and landing on the back of a moving truck.

 

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