The Chronomancer's Guide To The Guture
The Chronomancer's Guide To The Guture
GUIDE TO THE
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DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms,
Ravenloft, Eberron, the dragon ampersand, and all other Wizards of the Coast
product names, and their respective logos are trademarks of Wizards of the
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with permission under the Community Content Agreement for DriveThru RPG.
All other material in this work is copyright 2019 by Clint Skene and published
under the Community Content Agreement for DriveThru RPG.
Disclaimer: This guide contains new magic that could be extremely dangerous
to even the most rock solid of campaigns. We do not in anyway take
responsibility for the deaths of party members, or the accidental cascade of
calamity that comes from the magic within this guide’s pages which can result
in, but is not limited to, making out with your own mother as a teenager, killing
the dinosaurs, being attacked by a parallel universe version of yourself, or
becoming your own grandparent. You have been warned.
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To the ones we’ve lost alon
g the way.
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The Chronomancer’s Guide to the Future
version 1.0
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CONTENTS
Int roduc t ion
»» YOUR FRIEND IN TIME...................... 4
»» Future Gods................................33
»» The Realm of Cyberspace........... 34
P 5. Augme nt at ions 78
»» Physical Limitations................... 78
Adventure in Cyberspace 34
P re face »» Infection Risks........................... 78
»» WELCOME TO THE FUTURE............... 6
P 3. Mode rn Me chanics 36 »» Installation Quality.................... 78
»» Modern Vehicles........................ 36 »» Recovery Time............................. 79
1.
P Trave ling Through Time »» Crafting Complex Devices.........38 »» Power Cost................................. 79
»» Adventures in Time.......................8 »» Hacking Devices.........................39 »» Activating an Augment............... 79
»» What is Time Travel?.....................8 »» New Drugs, Viruses, »» List of Augmentations................80
»» Building your Timeline.................9 Diseases + Conditions............... 40
The Pillars of Change 9 Drugs
Viruses
40
41
P 6. Mode rn E quipme nt86
Progression of the Past 10
Diseases 41
»» Understanding Technology....... 86
Futures of the Universe 11
Conditions 42 Firearms 86
»» Alternate Futures/Histories....... 12 Armor 88
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INTRODUCTION
T
he clock strikes midnight and lightning strikes the In the future, technology reigns supreme. Corporations
tower. Electricity surges through the cable and control everything. Government is oppressive.
down into the street below. In an explosive flash Overpopulation is rife. Brutal architecture divides massive
of light, the time machine is struck. Its engine cities into districts and grid-locked streets. Cybernetic
stirs into life and the machine is catapulted back augmentation is commonplace. Citizens have fused
into the future. The scientist’s calculations were correct, themselves with advanced robotics. Heavy rain drowns the
and he dances in celebration. sky and buzzing neon partially illuminates the streets. It is
Meanwhile, thousands of years in the future, a woman a bleak, cyberpunk dystopia.
clad in strange plate armor steps out from a wormhole into The combination of time travel and the future, provides
a dark, rainy alley. She absentmindedly rubs the robotic a unique challenge when adventuring. What was once
arm that has long since replaced her original limb. The just learnt through stories or legends of the past, can
street echoes with civil unrest as rioters rally against local now become something experienced, something real.
law enforcement. Cars are overturned and smashed, before Adventurers once only aware of a world’s history, are now
the rioters are blinded by the intense spotlights of overhead able to visit or even change the events that forged it.
airships. Heavily armed constructs and android city guard This guide provides detailed understandings of time
slam their batons against the crowd, kicking out at those travel and how it may affect the past, present, and future
who refuse to retreat. City-wide broadcast systems declare of a fifth edition setting. Its premise suggests that given
the district closed, demanding the crowd disperse. The enough time and resources, any world will naturally evolve
downpour intensifies, while the city guard rain down blows into a cyberpunk dystopian society of mega metropolises
upon the rioters. The traveler looks through the chaos and and digital overlords. These are however guidelines, and
sees what she came for - herself. The figure is knocked to other possible futures, campaign scenarios, and modes of
the ground and the traveler rushes protectively to her side. time travel have also been provided for those seeking a
She offers her robotic hand and says “Come with me if future outside of those suggested here.
we’re going to live”. This time, she will get it right. This book also offers many mechanics and tools for
Time travel provides more than just opportunity. It controlling time travel as well as evolving or beginning your
provides a way to right the wrongs of our past, and create campaign in the cyberpunk future. There are mechanics
new realities for our futures. The famous cosmologist Carl for operating vehicles and navigating computers, as well
Sagan once said, “We were wanderers from the beginning” as crafting advanced devices far beyond the technological
and in the grand scale of time, he could not have been limitations of the past. New subclasses, backgrounds,
more right. The urge to wander is innate in the adventurer, spells, and feats thematically designed around the Cyber
but when playing D&D, adventurers are often limited to the Age are there to be discovered. Fantastic power no longer
present. They may explore far and wide across the land, lies in just the hands of the arcanely gifted. Cybernetic body
sea, and sky, or even new planes of existence, but they modifications, known as Augmentations, allow players to
may only ever experience these places as they exist in the advance themselves in minor but powerful ways.
now. With time travel the vast history of a world is a new With all these advancements, the cyberpunk future
enticement for those who seek to wander in ways only ever can be seen as both a dream and a nightmare. Modern
imagined. monsters now lurk in shadow, and drugs and new diseases
While time travel may not have existed in the present, run rampant. Giant mechanical titans of steel and circuit
the future has brought us greater understanding of the threaten the livelihood of all who do not bend to the will of
universe, and provided us with a new blend of science the city. It is a brand new Cyber Age of adventure.
and magic. Within this time, the new spell science known Welcome to the future.
as Chronomancy allows adventurers to violate the laws of
time, so that we may explore our distant pasts, and futures. - Haggard Clint, Traveler
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PREFACE
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PART ONE
I
n the distant future, massive megacities exist. Traveling in time is fraught with peril. For a Game Master
Among their great towers of neon and steel, (GM) or a player, altering time’s flow can have dramatic
there are those who seek to alter the dystopian effects on a campaign. Paradoxes, alternate timelines,
nightmare they find themselves in. A grief- new technologies, and distant futures all create their own
stricken widow seeks to reverse the death of her puzzles, bringing about many questions. When history is
love. A ruthless businessmen might utilize time travel to fluid, how can the campaign remain your story? How have
achieve massive financial gain. Time travelers violate the the characters changed? What is technology like now? Do
natural flow of eternity to adventure into their pasts and player memories remain? Are the results permanent? What
change their futures. happened to the world they once knew? With each change
For travelers from the past, the future is stranger than to the past, questions like these can arise. The GM is the
they have ever imagined. Massive airships patrol the only one who can answer such things as each campaign’s
skies, workforces of mechanoids fill menial jobs, while timeline is different.
cybernetic body modification converts flesh to steel. The following sections seek to provide guidelines
New cultures, new communication methods, and new designed to aid in answering these questions, keeping time
technology is everywhere. New science rivals the magic of travel simple and playable throughout any campaign.
old. Oppressive governments control everything, and seek
to destroy all who would oppose or overthrow them.
This chapter will cover the concept of time traveling to,
What is Time Trave l ?
and from, a distant cyberpunk future. It will give guidelines The first question to be answered before adding time travel
and ideas about including the new magic of chronomancy, to your campaign is, “What is Time Travel?” The quickest
how to manage it within a campaign, and the nature of answer is “Any journey made through space and time” but
paradoxes in time. it is the qualifier of “time” that is most important here. To
travel through space, we need only walk across a room, but
Adve nt ure s in Time time involves something more. Time requires a then and a
now. A place where you were in one moment, and the new
There are scholars who would suggest time does not exist. place you find yourself in the next moment. This means
That it is only our perception of reality at that very moment. that time is persistent. Greater than any comprehensible
Others claim time is a plane of existence, one that binds power, it is the great expanse within which all matter and
all others under it. Beyond what you may know, there is no life exists and dies. It is the constant. Existing since the
denying time’s existence. Watching the seconds tick by at birth of the universe, and expanding forever into eternity.
the end of a long day. Waiting endlessly for a pot to boil. Time is not some deity. Greater than the gods themselves,
Time is everywhere. Within it lies an endless expanse of it is the now and forever which even they must abide in.
possibilities that invoke in us feelings of “What if?” and To travel through such an incredible power requires not
“When?”. It is ever present, always. only immense understanding as to the manipulation of
For those who seek to change their lives, there is time, but also an understanding of the universe’s history.
no greater power than traveling through time. These The manipulation of time is known as Chronomancy.
adventurers look beyond known history, and seek to Chronomancy is the understanding of time as a
make right the wrongs of the past and future. There are means to know the future or past. In terms of practical
also curious observers. Those who wander in search of use, chronomancy is any magic or technology used by a
knowledge, seeking to know where we’re going, so that creature in order to travel into another time and space.
we might learn from where we’ve been.
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Buil ding your Time line »»Society
The understanding of time and reality as a whole can
In order to develop a universes timeline for the future, one only be done so through its people. Intelligent species
must consider what changes throughout history, how that are what give a world its foundations and without them,
advances the future, and how we time travel to it. This the development of these foundations grinds to a halt. A
section provides rules and guidelines for building your functional society requires an economy and some measure
realms timeline and time traveling within it. of government, even if only in the most basic of forms.
Beyond this, geographical and environmental limitations
The Pil l ars of Change can also slow or hasten the speed in which a society
Time exists in a state of perpetual change. To simplify this develops. Settlements in the heart of the mountains might
process, four key pillars have been designated paramount find it difficult to trade with other settlements on foot,
to building a campaign’s timeline: Government, Economy, and perhaps develop new forms of travel to compensate.
Society, and Technology/Magic. Connectivity is also important and without efforts made
to maintain trade and tourism, language and cultural
»»Government understanding cannot grow.
Politics are seldom in a state of stability. In most realities,
you will find that the military or royalty run the realm. This »»Technology/Magic
happens for two reasons: Money and Arms. The ruling class As time progresses, the balance between technology and
is often those that hold access to weaponry and money. magic may shift depending on how necessary technology
However, what happens when a world develops beyond was in the past. Different sides of the same coin,
such a monopoly? Beyond government, in a cyberpunk technology and magic both represent the astronomical
future, it’s far more likely that companies and corporations accomplishments the mind can achieve. More important
seize control of both. This might allow them to control than any other pillar mentioned here, technology/magic
government spend and ideals, without being government influence everything. It is tied into the reach and control
themselves. of the government, the strength and trade of the economy
and the intelligence and culture of its society.
»»Economy With such dependence on technology and/or magic,
The poorer a world, the less chance it has to develop. rarely, both do not exist within the same time. The most
Thus, no matter what stage of the timeline your world basic of rules suggests that in the absence of magic,
might find itself in, the acquisition of wealth is of utmost technology thrives. Inversely,
importance. However, what is wealth? Has water become the more magic in the
the number one source of currency? Do people exchange world, the less likely
their internal life essence, sacrificing a small amount of it is that advanced
time for just a coffee? How do cities trade with one another technologies have
when every bank in the world collapses under its hubris been explored.
and greed? The evolution from barter-based economies to
digital finance may happen gradually but does at the same
rate as it’s access to technology.
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The intent here is to gain
a clear perception
of humanity. Where we’ve
been, where we’re
going. The pitfalls and
the possibilities.
The perils and the promise.
Perhaps even an populace rural areas. Advancements in both land and sea
answer to that universal
question, why? based transportation brought greater trade, knowledge,
and wealth. The greatest advancement of this age could
arguably be the invention of the university and other
P rog re ssion of t he Past educational facilities. New forms of crafting, learning, and
In a general understanding of time’s progression, one of class structure emerged. The first form of corporation
the easiest measures for the age a traveler might find emerged during this age in the creation of the artisan
themselves in, is to examine the technology around them. guild. With new businesses, wealth dispersed away from
Throughout recorded history, there have been six main highly concentrated nobility, and a middle class emerged.
ages. The cyberpunk era, which is as far as this guide Creatures of this age benefited from better crafted armor
has traveled forward, exists in the sixth age known as The and weapons, but an even greater change would occur
Cyber Age. The following section outlines the various other with the invention of the firearm.
ages you might experience as you travel through time. »»Age of Understanding
»»The Dawn Age Where the technical innovations and improvements of the
The greatest technical achievements of the Dawn Age previous age brought about the birth of the metropolis,
were the discovery of how to make fire, tools, and the the Age of Understanding would only improve. Even larger
domestication of animals. Common crafting practices cities emerged, creating new capitals boasting improved
included pottery, stonework, and woodworking. In combat, agricultural techniques, long stretches of road, and sea-
creatures of this age commonly wore hides and leather. born trade. It was an age of pirates and poets, not devoid
They wielded primitive weapons such as clubs, daggers, of conflict but filled with art and wonder. Infrastructure
spears, and bows. Information was shared through tribal was placed into the discovery of new sciences and magic
stories and rarely, if ever, reached beyond other small that brought with it further advancements in medicine,
settlements. Travel was accomplished largely on foot, or astrophysics, and chemistry. New cultures emerged and
via rafting, or canoes. ushered in new thoughts and understandings of the world’s
nature and the place of all creatures within it. Citizens of
»»The Metal Age this time embraced the fusion of technology and magic,
With the creation of metalworking came new advancements and the wondrous creations it brought them. This age
and an end to the Dawn Age. The forging of copper and tin marked the end of the ‘small village’.
lead to bronze, and through improved tools the working of
iron. These advancements soon led to greater and longer
»»Modern Age
lasting construction. Improvements in animal husbandry From the theoretical understandings learned in the
and agriculture allowed for more permanent settlements. Age of Understanding came their widespread practical
Together improvements in food supply, and metalworking applications in the Modern Age. As power from steam
brought about greater concentrations of population. Cities and electricity were harnessed, new technology became
were formed, and they soon gave way to nations and more efficient and more powerful. With the invention of
grand empires. Creatures of this age would wage battle the train and automobile, people were given more freedom,
on horseback as well as by foot. They would be clad in and the invention of the combustion engine allowed for
iron plate and scales, chainmail, and wield metal weaponry longer distance travel. Cable and communication lines
of sword, shield, and lance. The advent of improved naval were developed that stretched far across nations, and
travel allowed for greater methods of communication and connected the world like never before. The guilds of the
the transfer of resources. age expanded. They gathered greater control over society
and took more power from the noble families of the era.
»»The Feudal Age Governments changed, their reach expanded globally, and
One of the better recorded ages of history, the Feudal Age their interests go beyond the physical limits of their borders.
is also one of the most chaotic. Thanks to advances in Their influence soon took on world-wide economic control.
writing and print, information was spread more effectively, The face of combat changed swiftly in this age with new
and across vast distances. In turn access to knowledge led vehicles designed for flight, and underwater travel. The
to greater discoveries in crafting, medicine, and warfare. age of the professional knight ended, and the machinery of
Agriculture moved beyond supplying just the localized war was harnessed completely by the state.
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F u t ure s of t he Unive rse status quo. Heroes and villains from both sides may
emerge, each with their champions to lead the charge.
There are many futures possible, each as unpredictable
Alternatively, the tension between the species may have
as the last. Attempting to predict a universes future may
dissipated entirely, thanks to the merging of man and
be difficult, though many realms should have established
machine. New mechanoid races and human-mechanoid
common lore that will assist you. If you intend to add time
hybrids known as “cyborgs” may have bridged the divide
travel into your realm, your realm will require a past and
and brought about a new age of peace and harmony.
present, so as to best inform it’s future. To aid you in
these predictions, the following section offers suggestions »»ANCIENT FANTASY
and questions based upon hypothetical histories of these This realm is centuries upon centuries old. Rich in history
atypical realm timelines. and filled with magical beast and heroes. It’s major cities
»»DESERT WORLD share a long coastline where adventures travel northwards
and south to discover fortune and glory. Considering, with
This realm is a dying world destroyed by magic and the
only natural interference that coastlines are subject to
barbaric acts of its populace. It has become a desert
erosion, it’s possible the landscape may have changed in
planet, lacking in both resources and civilization. A future
the future. Cities once considered proud ports may be no
from this may at first glance appear pointless, but the
more! In fact, through environmental changes alone, an
benefit of such a setting is its blank slate. Vast expanses
entire city itself may now lie at the bottom of the ocean
of desert and forgotten cities allows for new hope to be
floor. If adventurers expect once frequented location, and
found by new heroes. Adventurers may have a chance to
yet in the future find it buried, what has become of it? Has
prevent the death of this realm by going back and stopping
a city in the centre of the continent become the last major
the cataclysmic magical event that unleashed it’s orgy of
hub for those seeking refuge? Has a new law emerged
destruction.
or does chaos reign as the last safe harbor is overrun
Not all is lost in this world. Perhaps a centuries-old
with survivors? Through geographical consideration
mechanoid discovers new life in the form of a plant? It’s
alone, the future of the realm may have left it completely
green leaves growing up from previous infertile soil, the
unrecognisable.
mechanoid pledges itself to the sacred task of protecting
it at all costs. It’s also possible a long-defunct corporation »»TECHNO-MAGICA
once developed the secret to building a new garden of According to records, this realm consists of a planet-
salvation. With this technology, adventures might have sized city once ravaged by war over ten thousand years
a chance to rebuild society fresh with running water, ago. Fought over by ten great armies, the centuries-long
rebirthed natural magic, and renewed flora and fauna. Or war ended with the creation of a great treaty. This great
perhaps the corporation never died at all, and they now event leads to the beginnings of the first powerful leaders,
host the last safe refuge for creatures the world over? Even but peace would not remain for the realm. Greed and
a dying realm can experience deep adventure. corruption ran rife and with the fledgeling power of the
»»STEAMLAND treaty diminished, new protections are needed. With these
new protections granted, a single citizen is selected to
The war between robot and man had left casualities on
become the surpreme champion. This champion is tasked
both sides. The history of this steam-powered realm may
with keeping the balance of the guilds and maintain peace
be relatively unknown, but given the signing of the realms
in the realm. Their word is law and their power, absolute.
peace accords only two years prior, we can predict uneasy
A world that thrives on its melding of magic and technology
tension between mechanoid and humanoid kind. Moving
can experience incredible advancements. In the case of this
into the distant future, where the concepts of advanced
realm, a planet-sized city run by corporations, the threat
robotics, flying cars, and cybernetic augmentation run
of monopolisation is rampant. One central corporation
free, how have opinions on mechanoids changed? Have
growing large enough to consolidate the assets of all
mechanoids evolved to become the dominant race, thus
others makes it easy to influence governments and control
changing laws and accessibilities for their kind? Or did the
the people. Dependency on technology and the services
peace accords fail due to a vicious grassroots campaign
this singular corporation controls may drive a populace to
designed to undermined the efforts of heroes before?
rebellion or complete unrealised corporate slavery. What
In all societies in-grained with such tension, there will
could the heroes do to stop this and return true power to
always be fringe elements looking to disrupt the new
the treaty and his supreme champion?
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Alt e rnat e F ut ure s/Hist orie s
Due to the nature of time and its potential, it is possible that no matter how prepared a GM might be, they could still be
caught out by a player’s actions. The table below will aid you in the quick rewrite of a settlements future/history should the
need arise. Further tables have been provided at the end of this guide to assist in the creation of your campaign’s future.
d10 Architecture d10 Government
Dwarven. Heavy, sharp angles. Often made of concrete Anarchy. No rulers, a lawless land with no one
1 1
and steel. Deep grays and natural stone color palette. central leader or sense of government.
Elven. Sleek, curved, natural. Often made Geniocracy. Ruled by the intelligent who utilise
2 of lightly dyed clays and smooth carvings. 2 their creativity and wisdom to govern the people.
Bright and neutral color palette. Only the truly intelligent are respected here.
Halfling. Jumbled up and stilt housing. Often Dictatorship. Ruled by a self-declared civilian or
3 made of stone and brick. Very cluttered 3 military leader with the goal to remain in power for as
stylings. Green and emerald color palette. long as possible, often at the cost of the people.
Orc. Untreated natural rock forms with found Kraterocracy. Ruled by the strong who take their
4 furnishings. Often made up of repurposed 4 thrones of power through physical force or intellectual
junk with graffitied ultra-violet accents. cunning. Only the strong are respected here.
Dragonborn. Clear, tall, spiralling, and jagged. Often Democracy. Ruled by an elected group of
5 made of blown glass and crystal made through 5 individuals who have campaigned for votes
sand and natural gifts of their racial traits. from the public to represent their interests.
Gnome. Organised chaos. Often made up of Corporatocracy. Ruled by corporations who use their
6 mixed materials with dome and orb shaped 6 control of finance to influence the politics and economics
housing. Multi-spectrum color palette. of the world to suit their selfish, greedy corporate interests.
Tiefling. Opulent when possible. Often made Cybersynacy. Ruled by a secretive order of highly
7 up of simple rock and clays with complex 7 informed individuals that regulate the public’s way of
carvings. Gray and black color palette. life. Devoid of emotion, they operate solely on logic.
Android. Often made up of advanced polymers Theocracy. Ruled by the religious elite, typically of one or
8 with postmodernist zoomorphic influences. 8 many aligned faiths. They shape their societies with the
Whites, golds, and precious stone palettes. goal of shepherding the people towards service to god(s).
Automaton. Huge, thick, immovable. Often Ergatocracy. Ruled by the guild workers and working
9 made of concrete and steel in a minimalist 9 class with the shared goal of the even distribution
style based on grids. Gray color palette. of wealth and power among the people.
Monarchy. Ruled by a king or queen of a long
Mix of cultural influences. No discerning stylistic leanings
10 10 standing family of the region who has gathered
one way or the other. A true amalgamation of culture.
control through force or political alliances.
12
The P rime Dime nsion was not previously inhabited by a race of fungus mutants,
this new dimension might be referred to as the “Mushroom
When running a campaign that allows for time travel and World” or “Sporecity”. Names and codes are very useful.
dimensional hopping, it is because of the chance for world
altering realities that we first establish the Prime Dimension.
It is the plane of existence in which the campaign takes
+
Time S pace
Time is nothing without it’s space. Further to the
place that the adventurer’s and GM can call “home”. development of a universes timeline, we must recognise
For the Prime Dimension to be established the collective times relation to space. Depending on how the Game
consciousness of it’s intelligent creatures’ must agree on Master wishes to run time travel in their campaign, GM’s
their reality. Simply put, the more creatures that agree, the may be faced with the challenge of adventurers traveling
more stable dimension is, and the stronger its existence as into a physical space that no longer exists. For instance, the
the Prime Dimension. This has resulted in many creatures party finds themselves at the bottom of a quarry in a gas
of many dimensions all believing theirs to be the Prime. mining facility. They activate their time machine to move
backwards in time. Without the concept of space travel
Al t e rnat e Time line s New Dime nsions
+ being attached to time travel, dependent on how far back
While time is theoretically controlled through great moments they go, there is a high chance they will find themselves
in history, many other alternate theories suggest that time teleporting into solid rock or dirt. There is a ruling of “literal
is merely a measure of general cause and effect. If this versus intent” that the GM can make here. However, in its
cause and effect were to alter reality, a new timeline may simplest form, it could be argued that any time machine
split, creating an alternate reality to our own. Dependent on or spell designed for chronomagical based travel would be
how you run your campaign, these alternate realities may developed to manage this problem. If a player, or players,
now exist as alternate versions of the Prime Dimension. travel backwards or forwards in time into a physical space
Only the Prime Dimension experiences this phenomenon, that no longer exists or is yet to exist, the GM should allow
as it is the central point for the campaign (even if it isn’t the them to be transported into the nearest unoccupied space.
dimension where all of life began). In the event of the quarry suggestion, this could result in
Dimensions can change subtly, such as streets and the players being transported into an underground cavern,
landmarks being named after different people and events; or safely above ground. Safe and sound, here the land
or dramatically, with all humanoid-kind now enslaved remains unspoiled from the mining extraction to come.
to a vicious homicidal dictator. When a dimension is not
recognisable as parallel to what was once known, it can
indicate that a great paradox has occurred somewhere in
:
O pt ional Dime nsional De cay
Whatever your agreed upon theory on time travel, in order
the timeline and the adventurers are now in an alternate to provide an urgency to return to the Prime Dimension,
dimension. A good measure for managing this is to label there is Dimensional Decay. This decay occurs at an atomic
new dimensions with some sort of reference code. level and is a side effect of reality being out of sync. The
For instance, if the Prime Dimension could be referred time it takes for this decay varies, but is inevitable. The
to as Universe-A, the new alternate dimension might be longer a creature remains in an alternate reality, the higher
referred to as Universe-B. Likewise, if the Prime Dimension the probability of their inevitable disintegration.
13
The P rime Time line »»Creating Temporal Rifts
When a GM establishes their campaign’s Prime Timeline,
Disrespecting time is a dangerous affair. For a campaign the recommended number of Temporal Rifts is seven.
that involves chronomancy, an ill-prepared GM can find This recommendation stems from practiced guidelines
themselves at their wits end. If a player is allowed to abuse on world building. An important rule to remember is that,
time travel wildly, it can result in the destruction of their “As all things begin, so must they end.” Thus, all worlds
entire universe. When preparing a futuristic time travel require a beginning and end in order to be traveled. The
campaign, the establishment of a Prime Timeline is key easiest Temporal Rifts involve the inception of the world
to the maintenance of order. It acts as the tunnel through and its inevitable destruction. A GM does not need cover
which all realities exist within your campaign. all of time and space in order to establish their Temporal
The Prime Timeline is greater than the Prime Dimension. Rifts. They need only cover what they decide has been
Think of it like a blanket that wraps around all of existence. documented within the world and thus, can be visited.
It is the unfathomable cosmic force that binds all matter For instance, if your campaign were to be set in fantasy
and magic. If we accept that the concept of time is merely medieval realm, a rift might be found at the assassination
our measurement of reality, then like the Prime Dimension, of a great mystic tasked with preventing the end of the
every creature’s collective understanding of time is what world. For a campaign set within a steampunk world, a
forms this Prime Timeline. rift might be found at the invention of the steam engine.
Ask yourself, how do the sentient creatures of the world This event would have brought forth the great technology
view their reality? How have they measured their days, the world has today and possibly the invention of time
months, and years? How quickly do they and the world travel itself. How could these events be altered? And what
around them age? All intelligent creatures ask themselves repercussions might their alteration then incur? Simply put,
these questions when seeking to understand how time the Temporal Rifts of your campaign should revolve around
operates in their world. A GM should ask themselves these the events that have shaped your campaign’s history.
same questions when establishing their Prime Timeline.
Once established, altering this Prime Timeline is akin to Al t e rnat e The orie s on Time Trave l
changing the tides, it cannot be done. However, time is as Many alternate theories on time travel have been displayed
fragile as it is strong. With each change in the established in varied works of fiction. With enough preparation, any
timeline, ripples echo across its surface. No one ripple may GM could operate their campaign based on these theories
be enough to alter its course, but with enough power these but it is done so at their own peril. Should a GM wish to
ripples may bring about great paradox and temporal chaos. attempt other forms of time travel in their campaigns, the
This chaos creates a gateway into the Prime Timeline and following alternate theories have been provided below.
becomes the catalyst from which all alternate dimensions
are born. We call these gateways, Rifts. »»Alternate Timeline Theory
This theory suggests there is only one conscious thread of
Te mporal Rif t The ory time that can be interacted with. If a creature were to enter
Temporal Rift Theory is the prime theory for managing time the past and change a significant event of history, a new
travel. As complicated as time travel may get, this theory timeline is created with a new future to discover upon their
allows for adventurers to travel the Prime Timeline of a return. Upon the creatures return, the GM decides how
campaign via a series of manageable ‘rifts’. These rifts can the creature’s world has changed based on the creature’s
be traversed with the manipulation of magic or science. It actions in the past. These changes can and almost always
is only in great moments of history that a Temporal Rift result in some measure of paradox (see: Paradoxes). In this
occurs. This moment is often an event integral to the form of time travel, there can only be one copy of the same
formation of the world as it is known. It could be the death creature within the same time and space. When the same
of a monarch, the discovery of modern medicine, or the creature occupies the same space as their duplicate, the
invention of the atomic bomb, just for example. They are Prime Timeline attempts to assimilate the two existences
events of such pivotal causality to the formation of the Prime of the creature into one state of being. New memories
Timeline, that it warps, allowing chronomagical travel into are formed and a great physical and psychological toll is
it’s past and future. Rifts create key points for adventure placed upon the creature. It should be explained to players
that allow players to explore their world’s timeline while that returning to the future might alter their character as
also allowing the GM to maintain control of the campaign. they know them, creating a different version in their place.
14
»»The Multiverse Theory
Perhaps the most widely “accepted” notion of time and
space is that it exists in infinite forms across a vast
multiverse. This multiverse is the theorized home of all
other universes, including the Prime Dimension. The theory
suggests that with every new decision, a new version of the
Universal Plane is made. Planes where mechanoids never
become the dominant race, timelines where the hero’s
family was never killed, or a world where reality’s greatest
enemy never found the inspiration that set them on their
path of evil. For campaigns experiencing such theory, time
travel is easily injected into other settings beyond their
own. For creatures who travel between these multiverses,
there is little consequence. If a mistake is made in one
universe, a chance to discover a new one can be offered.
There are infinite degrees of universes providing infinite
degrees of solutions.
»»Liquid Sphere Theory
Unlike the assumption that time is a strict progression of
cause and effect, this theory claims time to be a dense
omni-directional plane that envelops all others. Access to
this plane allows non-linear travel to any point throughout
the universe. Far more chaotic than any other theory,
Liquid Sphere Theory suggests time operates beyond total
comprehension, allowing it to just “work”. Acting more as
an amorphous blob of astral energy, it flexes and moves
through existence, unable to be broken. Paradox cannot
occur here as the universe either does not allow for it,
or automatically fixes it before any intelligent creature
might notice. Creatures who travel through such time
often require a form of vehicle or machine to allow them
to withstand time’s chaotic force. Due to the complex
nature of time travel in this form, it is theorized that any
technology of this type would most likely require its own
contained demi-plane outside of time. This technology’s
interior space would undoubtedly be considerably larger
inside than its outside dimensions might suggest.
Chronomagical Risk s
Chronomagic brings great risks to those who use it for time
travel. These risks can come with side effects like memory
loss and time warping experienced when venturing through
other planes of existence outside of the Prime Dimension.
Time travel can potentially cause premature aging,
memory loss, body-conscious swaps,
and physical mutation. Worse than You ever ridden on an airship? Its a lot
these effects though, is potentially lethal different to riding with the top down on a
phenomenon of paradox. hover converter cruiser. How the heck do
those things even work?!
15
Paradoxe s This is known as a Paradoxical Revision Event (PRE). A PRE
is an attempt by the timeline to resolve itself by merging
Within a Temporal Rift, time is at its most vulnerable. As
the conflicted existences of a split timeline back into one.
a warping, chaotic mess of probability, it bubbles and rips
The results are rarely perfect and often cause minor
with even the slightest of touches. It is within this fragility
anomalies to what might have been expected. Goblinoid
that we find time’s greatest danger - paradoxes.
camps might no longer raid nearby farms, purchased lands
To understand paradoxes, we must first know what
are now owned by new lords, a once great love has moved
creates them. If it is understood choice creates change,
on to another. The world and the characters change, both
then even the most mundane of choices can have lasting
physically and mentally. When a character experiences
effects on a creature’s timeline. For a character, their
a Paradoxical Revision Event, they must roll on the table
choice could be as simple as drinking coffee instead of
below to determine how they are affected.
their usual tea with breakfast. It could also be choosing
not to commute to work on the day of a catastrophic train Paradoxical Revision Event Table
accident, thus avoiding their own death. All choices, no d100 Effect
matter how big or small can result in a ripple effect that
You’re sure you’ve lived this day before. For the next
flows into the cosmos. When this occurs, new variant 01-10
24 hours, you have advantage on all rolls you make.
timelines splinter off the Prime Timeline creating new
You feel refreshed, awake and alert, but you
dimensions and degrees of paradox. 11-20
cannot remember the past 24 hours.
»»Minor Paradox 21-30
You take 1d6 psychic damage and know
yourself by a different name.
Paradoxes created by minor ripples cannot be sustained.
Roll on the Madness Table (short-
When a ripple in time cannot resolve itself and find its 31-35
term). This effect lasts 1 hour.
way back to the Prime Timeline, this creates a paradox.
You lose one proficiency or language you once had,
Dependent on their severity, these paradoxes at their 36-40
and you gain a different proficiency or language.
most minor create a sense of déjà vu, as if the events
Your gender or sexual orientation, or both, change
had repeated themselves for a moment. Creatures who 41-45
from what they once were. Your choice.
experience these events might gain advantage on Wisdom
You lose 2 ability score points and can add 2
(history) checks to do with the past, future, or present. In 46-55
ability score points to any other ability.
other cases they might suffer from a mild form of confusion
You take 1d10 psychic damage and have
for a short time, giving them disadvantage on skill checks
childhood memories that are in contrast to ones
to accomplish specific tasks. The repercussions of such you once had. For example, if your father died,
minor paradoxes are temporary and rarely dangerous. 56-65
you think they’re alive, if your family was good,
»»Major Paradox you remember them as evil, or if you grew up
on a farm, you recall growing up in the city.
At their worst, a paradox could rip apart the very fabric of 66-75 You take 4d12 psychic damage and are incapacitated.
reality and fracture its Prime Dimension into a collapsing
You have amnesia. You have almost no memory
abyss from which it can never return. The universe could of who you are, who you once knew, or when
be erased from all memory and history. When a new 76-85
or where you are. There is no cure for this.
possibility creates a massive contradiction in a creature’s The amnesia fades after 1d4 weeks.
timeline (eg. they never become an adventurer, they meet 86-95 Roll on the Madness Table (indefinite).
or physically interact with their earlier self, they kill the
96-97 You take 8d12 psychic damage and are stunned.
creature that set the world on its course, etc.) a major
paradox can occur. At the GM’s discretion, any creature, You are reduced to 0 Hit Points and must
98-99
immediately make a death saving throw.
along with the world around them, can be affected by
another creature’s major paradox. All life as you know it stops instantly and every
Paradoxes in creatures can be especially dangerous. molecule in your body explodes at the speed of
light. You are disintegrated. During the next 24
The mind and body of most beings are far too fragile to 100
hours, any characters you knew slowly lose their
withstand the corrective flow of time. When the Prime memory of you. Eventually, you are erased from
Timeline attempts to correct itself, these creatures can any memories they once had of your existence.
experience unimaginable mental and physical pain.
16
The Rul e s of Time Trave l »»Rule #3
Traveling to the past is easy. Getting back is hard.
Traversing through the dimensions of reality (as created You ignored rules 1 and 2, have traveled back in time,
through time travel), allows for many wondrously personal and through accidental or purposeful interaction, you’ve
experiences. It can be easy for adventurers to get carried changed something. Even the smallest change brings risk
away with all the amazing possibilities granted to them of cataclysmic paradox to the timeline and thus, access
with such metaphysical access to the timeline. This is to the Prime Dimension. When this change occurred, you
why this guide includes the fundamental rules of time changed your future. The future you first traveled from has
travel all travelers must know before they even think about become practically impossible to return to. Unless you now
venturing backwards or forwards in time. These laws are travel to a time before the change that has been made.
known by all professional travelers, but admittedly much This done, you might be able to return. Hopefully this has
like the fabled pirates’ code, they are sadly treated more resulted in only the most minor of paradoxes.
like guidelines than actual rules.
»»Rule #4
»»Rule #1 Paradoxes will occur. If you’ve ignored rules 1 and 2,
Do not travel through time. The first and most important you’ve changed the timeline and caused a paradox. Fixing
rule of time travel is to simply not do it. No being should paradoxes only makes them worse. You should never try
be granted such realm altering power, especially one to fix a paradox. Referring to rule 2, attempting to right
incapable of repairing whatever damage they may cause. a wrong is the opposite of doing nothing. Always refer
The safest form of time travel is to not do it at all. back to rule 2 and do nothing. Accept that a paradox has
»»Rule #2 occured and there’s nothing you can do about it.
Do nothing. So you ignored the number one rule and now »»Rule #5
find yourself in the past or future. Do not do anything! Do Time travel is inevitable. You can’t stop time travel. No
not interact with anyone. Do not write anything down. Do matter what you try, you cannot time travel to a point where
not eat. Do not defecate. Do nothing. The time traveler is time travel does not exist. Even if the precise moment in
merely an observer of their visited moment of reality and time of its discovery were visited, the very nature of visiting
should leave no impact upon its space. it and then vanquishing it, means time travel will persist.
aveling.
you from time tr
Look, I can’t stop
e future.
g as they say in th
cats out of the ba point
ay s,
a metaphor. anyw
Its an idiom. like tter
u be
to time travel, yo
is if you’re going you
d ou t
les. lest you fin
follow these ru ck !
e. Yu
me distant relativ
made out with so
17
The invention of the time machine
was a lot
like squeezing all the toothpaste out
of the
container. You’re not going to be able
to get
it back in. Actually, damn, do you know
what
toothpaste is?
Buil ding a Time Machine Devices or vehicles capable of withstanding the wild
forces of time travel are not cheap. The minimum cost
As society advances, so does its technology. With each for manufacturing them is 50,000 gp (see: Currency pg
new development of science and technology, new 25). A creature can attempt to transform their device or
understandings as to our place in the universe can be vehicle from a mundane object into one capable of time
discovered. In a future where time travel exists, it can be travel. To do so, they would need to cast (or have cast by
posited that given enough resources and ironically, time, another) spells of a chronomagic nature of at least 5th level
a creature might develop the means to build a complex or higher upon their machine once per day for one year.
device capable of harnessing the magic of chronomancy. The machine must be large enough to fit at least one
To accomplish such a feat would require a high level of Medium humanoid. Such artificery and chronomagical
expertise in tools such as an engineering kit or mechanic’s exposure would allow the complex device or vehicle to time
tools. Furthermore, a robust understanding of the Prime travel as if it had cast the spell time travel with limitations.
Timeline would be paramount to accomplish travel within If the machine is a vehicle, the maximum amount of
it. This could be found in the lost tome of a time traveler, creatures able to travel inside it, must be no more than
in the far future where all historical knowledge might be the amount of passengers the vehicle can normally carry.
recorded, or elsewhere as determined by the GM. Beyond In the case of a device, it cannot transport more than the
the technical and knowledge limitations, the application of amount of creatures capable of simultaneously interacting
magic may also be required. within the devices space.
18
19
PART TWO
N
ot unlike time travel itself, the future brings such issues. Isolating players connectivity can occur in the
new and exciting discoveries for all that form of rolling blackouts, smartphone tower interference,
venture into its unknowns. As adventurers or a simple dead battery. When it comes to travel, there
wander through this new age, old challenges are still many obstacles in the form of traffic, riots and
may have disappeared and new ones risen. In parades, and collapsed bridges and tunnels.
the cyberpunk future, the world is commonly a metropolis As Lawrence Pearson once said, “Classic cyberpunk
of new machinery, magic, and monsters. Currency has characters were marginalized, alienated loners who lived
changed, new modes of transport cut travel time in half, on the edge of society.” In a game where teamwork is
and robotic body modification gift powers to individuals encouraged, however, what brings these loners together?
once utterly unattainable. The future is a wondrous GMs are encouraged to look back into the lore of their Prime
landscape of conveniences, with oppressive governments Dimension to find answers. Common goals such as: the
watching their citizens every step. It is the ease of this new restoration of the lost natural splendor of the world; or an
world that may also bring worry to a GM’s campaign. The end to a war between man and machine; or perhaps simply
following section will attempt to alleviate such worries and the excitement of a great journey into a Rift and the lure of
provide GM’s and player’s with additional information for discovery over their own mysterious origins. Whatever the
experiencing a campaign set in the cyberpunk future. goal(s), the future is a place of modern adventure where no
matter how much the world might have changed, heroes
Running a Cybe rpunk Campaign can still be found.
20
Al t e rnat e A e st he t ics »»Junkpunk
The future may not always be the impressive technological ›› E X A M P L E S : B O R D E R L A N D S , F A L L O U T , M A D M A X
landscape predicted. If “cyberpunk” is translated through The old world has been destroyed, and in its wake, survivors
its neon dystopian aesthetic, then it could be argued salvage what technology they can to rebuild. Raiders clad
the aesthetic is what really makes it “cyberpunk”. The in old tires, broken street signs, and war painted skin, rage
cyberpunk future does not have a monopoly on how a against civility. Roaring engines shoot flame from massive
world coping with massive technological advancement, vehicles covered in spikes dressed with the corpses of foes.
bio-technical augmentation, and totalitarian governments, Junkpunk is a post-apocalyptic world where its citizens
might look. When venturing forward in time, consider how kill for technology and food to remain the kings of their
the world’s history has visually and audibly shaped its hill of sand. Insanity is rife and government is small, but
future. The list below provides some short descriptions to the simplicity of survival hides an ingenuity of its people.
help outline some classic alternative future aesthetics. Cleverly cobbled together contraptions are commonplace
in these societies, almost always created for combat.
»»Dieselpunk
›› E X A M P LE S : B I O S H O C K , D A R K C IT Y, R O C K E TE E R , SKY »»Steampunk
C A PTA I N A N D TH E W O R LD O F TO M O R R O W ›› EXAM PLES: DISHONOR ED, LEAGU E OF EXTRAORDI NARY
G E NTLE M E N , STE A M B OY, W I LD W I LD W E ST
Far opposed to the more visually pleasant futures,
Dieselpunk world’s are the result of function over form. Theorizing a world where the steam-engine is held as
Influenced by a rapid need for development, dieselpunk the peak of technological achievement, Steampunk is
buildings and vehicles are heavy, riveted, and large. They a world of bronze, copper, steam, gear, and cog. Body
run on combustion engines that spew jet-black smoke and modifications are large and clunky, but designed to be
operate under massive propeller fan propulsion. They are pleasing to the eye. More than functional, steampunk
huge creations of iron and steel, built during a war that is fashion. Goggles are worn so frequently due to open
never truly ended. The dieselpunk world is full of art-deco air travel forms, that they come in all shapes and sizes.
style, pulp adventure, and a persistent fear of war. Exposed cog-work is not considered an eye-sore, more so,
a triumph worth celebrating. Steampunk worlds are rarely
the result of some great depression or destruction, they
are a celebration of its technology and its people.
21
Rapid Te chnical Advance me nt
The natural order of technology asserts that as time
.
Online vs O f fline
There are always new social issues that divide us. Be
progresses, the rate of technological advancement it wealth, class, religion, or race, all citizens have their
multiplies. As it stands, most people in present time barely reasons to feud with one another. However, few things can
comprehend the complexities behind the technology they match the long-standing feud between Online and Offline
encounter. Ask any normal citizen how the street lamps citizens.
of a newly industrialized city are lit or what powers the The conveniences offered by a cyberpunk future are
heart of a robot! You’d be lucky to find any who might almost always double-edged, with goods and bads found
give you more than speculation. Using technology, and in every gain. From this, a desire to escape is harbored
understanding technology, are two very different things. by many. These citizenry types are known as “Offlines”,
Generally speaking, creatures of the future are not creatures who attempt to remove themselves from the
necessarily more intelligent or wise than a creature from networked world and live a disconnected life. By contrast,
the past. When it comes to Intelligence and Wisdom, it’s an “Online” is a creature hopelessly devoted to their
important to remember that just because a citizen might networks and all the benefits it might bring. They believe
know what an elevator is, or how to use a smartphone, it they’ve nothing to hide, and they shamelessly devote
does not mean they’re smart. They are merely well trained. themselves to the system and revel in their absence of
anonymity.
Biome chanical Augme n t at ion
From rapid technical advancements, new feats in
»»Optional: Network Boon
biomechanical surgery now allow a citizen to augment Adventuring in the future provides many great opportunities,
their physical self. Citizens pay for the privilege of invasive none more so than the ability to live Online or Offline.
cybernetic procedures to increase their height, decrease Adventurers of the future may receive one of the following
their weight, change their face, hair, and other aesthetic benefits depending on their character’s history.
features. In a world where previously only magic could do ››O N L I N E
such things, science has provided new benefits for the To be Online is to be connected; someone who desires
less arcane. Perhaps though, it is not only aesthetics a belonging and rejoices in society’s splendors and
character wishes to upgrade? The Autosmith is a trained benefits. It is to trust one another with each other’s
modern day artisan in the more custom of mechanical information and to live openly and transparently because
augmentations. Like the blacksmiths of old, these organic you have nothing to hide. You gain a +1 to all Wisdom
mechanics engineer and install customized upgrades on (history) checks.
a client by client basis. The cost of such custom work is
not cheap but thankfully, they provide many “off the rack” ››O F F L I N E
augmentations of varied rarity and price. To be Offline is to be “off-the-grid”; to be someone who
seeks to separate from the world and go against routine.
O ppre ssive ly Conne c t e d It’s to push beyond the veil and beyond the very system
As the population of a city increases, so must its itself. It is to seek freedom from law, to challenge the
connectivity. The downside of a completely connected status-quo, and write your own path. You gain a +1 to
world is that at all times, in nearly all ways, citizens are all Charisma (deception) checks.
being tracked, sold to, and controlled. The very thing that Anyone or anything can be online or offline, it depends
makes their lives easy, is also what prevents them from on the time, place, and general attitude of the individual.
true freedom. An adventurer mentions to another friend in It might be by choice that they cut themselves off, or as is
conversation that they will attempt a voyage soon. Later the case for the underprivileged few, it could be the result
they find themselves in a Skycab headed home, only to of some unfortunate circumstance, preventing them from
see upon the screen in front of them an advertisement for connection. Despite what many in the online communities
adventuring gear. How did the advertisers know? Who told would tell you, not all who are offline are nefarious criminals
them such information? Why is the advertisement in this out to do evil and cause anarchy within the system. Many
cab? A general sense of oppression is born from being are just good people down on their luck or searching to live
constantly reminded of the future’s lack of privacy. quiet and free lives on their own terms.
22
They’ve a term for government in the
future, “big Brother”. I’ve never understood
it personally, I don’t have brothers. From E nforcing t he L aw
context I’d say it refers to something or
someone who’s always watching.
A city harboring millions of people requires a lot of
monitoring and municipal support. Thankfully, the
“Big brother is watching” is a common warning
government is always watching out for the behavior,
to those acting outside the law.
activities and safety of each and every citizen within its
walls. Though some may certainly feel these agencies
Aut horit arian Rul e can be oppressive, these attitudes vary in times of riots
and civil unrest. Many welcome the security and safety
provided by such dedicated services. Separated across
Traditionally speaking, cyberpunk cities of the future are three distinct forces, there are three forms of new age
so densely populated that they become tinderboxes of law enforcement that could be found in the future. These
citizen chaos. Crime is rampant and corruption is simply forces remain identical to their historical counterparts in
a way of life. In response, an oppressive authoritarian almost all ways (see: Advancing Weaponry).
government exists to manage the city and its people. This
government may appear in many forms, be it a panel of »»City Guard Department (CGD)
directors, a major corporation, a singular declared “king” Well armed, armored, and heavy handed in their tactics. CGD
or “president”, a highly-sophisticated artificial intelligence Judiciary Officers are highly trained in conflict resolution
or similar singular entity. and given full authority to carry out live sentencing with the
In control of the city’s traffic flow, major agricultural aid of the city regime. Considered by most to be licensed
systems, security, and governance, this authoritarian force thugs, the justice they serve is swift, efficient, and brutal.
rules everything. Birth rates, economic distribution, and
the enforcement of the law, nothing is beyond its reach or »»STATE Watch
control. In a timeline where an AI has placed constructs Considered above the CGD, the State Watch are federal
as the dominant race, humanoid creatures may riot in law enforcers that oversee and maintain the security of
the streets and civil unrest could be at an all time high. the state and its borders. Their resources are endless
In timelines beyond this, perhaps it is a super-intelligent and their ranks filled with highly trained individuals that
supreme being from the stars that manages the lives of are dogmatically dedicated to their state’s directive. SW
all others. Agents specialize in investigation, counter-terrorism and
In all cases, the tone of all governance within a espionage, which make them terrific undercover spies.
cyberpunk future is enforced through oppressive dictators
or an righteous oligarchy that believes itself to be acting
»»Arcane Investigation Bureau (AIB)
for the betterment of the people (but is often anything but). A special investigation order of the state, the AIB are a
uniquely trained group of spellcasters tasked with the
apprehension and suppression of all magic. In the future,
magic can be seen as terrifying. As such, spellcasters are
required to surrender themselves to the AIB immediately
for debriefing and re-education for assimilation back into
society. Though magic may be outlawed, the state allows
AIB agents to wield magic due to their efforts in policing
the various arcane threats that may endanger the people.
23
Cit y Wide Surve il l ance
Law enforcement of the future is usually one of constant
surveillance and patrol. Fines, sentences, and reprimands
are handled swiftly. Citizens caught in opposition of city
standards are issued instant violations and sentenced
appropriately. A citizen who travels through the varying
districts of a future city will encounter a different degree of
surveillance severity. Some areas of the city may lack the
necessary infrastructure to cover every street, building, and
blind spot. Inversely, other districts may be notoriously well
monitored, with cameras and microphones broadcasting
every minute of the day back to the relevant authorities. In
either case, the eyes of “big brother” are always watching
and adventures may find it difficult to get away with things.
One L if e Policy
O pt ional Cit y L aws With scientific discoveries in the future such as cloning,
and the ability to backup memories into external storage
Some cities of the future may be more oppressive than devices, the government has implemented a “One Life”
others. As time allows for all kinds of variables, so to must policy. As its name suggests, no citizen within the city
the future. The following section outlines two additional limits may find a new life in any form should their life end.
forms of law that could be applied to a GM’s campaign. »»Cloning
Il l egal Magics Cloning is extremely illegal, considered a violation worthy
of a punishment akin to murder. What cloning is allowable
Magic is not only rare in the cyberpunk future, it’s is done so by major medical facilities as a means to
practically unheard of. Either via fear, or general control, replace vital organs and limbs. It is considered a rather
it is forbidden by city authorities for a citizen to practice common procedure but nonetheless ethically dangerous.
magic or be in possession of items of a magical nature. Citizens who seek organ replacement and repair, require
Those who stumble across magic or the magical, should an impeccable bank account, and clean criminal record.
immediately contact the Arcane Investigation Bureau. When a citizen is found to have a clone, both subjects
There is constant fear, anger, and misunderstanding are captured and tested to reveal the original host. After
surrounding magic in the modern world. As such, the more determination, the clone is destroyed and the host is
arcane inclined find it tough to discover guidance and placed under arrest for city morality violations. This can
places of study that would allow them to better understand carry a sentence of at least twenty five years in prison.
magic’s principles.
People who are able to cast spells aren’t ordinary. While »»Downloading
it might be possible to find someone capable of casting a A lesser crime, though considered by most to be just as
spell in exchange for finances or favors, it is rarely easy heinous, is Downloading. With the invention of the CORD (a
and no established pay rates for its use exist. As a rule, the biotechnical hard drive augment surgically installed in the
higher the level of the desired spell, the harder it is to find brain-stem) citizens have a near unlimited storage capacity
someone who can cast it, and the more it costs. for the accumulation of memories and experiences. Once
Hiring someone to cast a relatively common spell of installed, the CORD allows for storage of up to level 20
1st or 2nd level is tough, even in a district away from the of a creature’s memory and experiences, providing a
oppression of authority. Worst still, even if found, the price personality backup in case of death. Some citizens manage
of such magics is not cheap. It is rare that a spellcaster to create external backups using their CORDs, allowing
would wish to stick their neck out for the sake of riches, and their backed up personality to exist inside other creatures.
would be much more likely to ask for some sort of service Such a procedure is considered dangerous to the CORD’s
instead. The chances of discovering magic of a higher level operating system, and brings with it a 60% chance of total
is as low as could be, but as history has shown, many old memory-loss to the downloader. Due to this risk, and its
forms of the arcane and ancient relics can always be found large cost (10,000 gp), the particular crime of Downloading
if an adventurer is willing to look deep enough. is rarely seen outside of financially endowed communities.
24
Cl ass Warfare Curre ncy Conve rsion
The mundane objects of the past used for currency were
Economic collapse is a persistent theme in the future. No often found as precious stone, rock, or specifically forged
matter how hard individuals may try, at some point in a coin and paper. These currencies may change throughout
world’s history, economic strife will exist. Be it through history, and thus become useless in a technological future,
greed or stupidity, the poor will always suffer at the hands but they are nonetheless important in their relevant times.
of the rich. The only difference is, how the poor and rich Travelers are advised to keep track of not only how much
might deal with this quiet, or not so quiet war. In the wealth they have, but what era it is from. Fresh water may
cyberpunk future, the wealth and status of an individual now be the rarest of all assets, gold could still rule, or a set
matters more than it ever did, and has never been more of fine jewels from an earlier century could fetch an even
divided. A product of rapid asset consolidation, the greater price in the future. The evolution of economics
majority of wealth lies in the hands of a select elite, with may be easy for the mathematician, but thankfully, in the
a “middle class” of moderate income earners shrinking. future, with Credits now being the major trade form of the
The population struggles to get ahead. Most often they find day, conversion is simple. Controlled via the government,
themselves locked in an endless quest for even the most the Credit’s value may fluctuate across a campaign to suit
basic of needs, such as food and shelter. These challenges demands. In most cases, a standard one-to-ten conversion
are the catalyst for the economic class warfare seen in can be applied, which is noted in the chart below.
most cyberpunk dystopias.
Coin Credit Value
Transport at ion
long road into the capital and there’s a
steady caravan of wagons stretching as far
as the eye can see. now this wagon train isn’t
In a future of dense population, travel to and from one moving. It just sits there. It should be moving
but it doesn’t. You’re stuck, unable to go
location to another can be tougher than expected. The
forward or back.
additional challenges of a city with many vertically based
Who would invent this?!
structures also presents a unique set of navigational
problems. Thankfully, the future may come fully equipped
with super-evolved travel solutions such as these below.
-
Sk y Bus
A series of huge vehicles that fly or drive various routes
Port al G at e s
The Portal Gate is a triumph of the Cyber Age. Positioned
around the city. Every major location in a city has a route across cities as a series of interconnected portals, these
dedicated to it. They can be dangerous though, with many massive rings of engineering fold time and space upon
Sky-Bus routes involving the connectivity of a network itself to create near-instant teleportation. Citizens use
for navigation, Sky-Buses rarely travel into dangerous these gateways daily and they are by-and-large the most
or disconnected districts. To counteract this, the city common form of fast travel throughout the massive expanse
governance offers the Sky-Bus for free. It is slow, taking so common with a cyberpunk metropolis. As marvelous as
roughly 30 minutes to travel 1 mile, but it gets you there. these great contraptions are however, they unfortunately
disrupt most vehicle operation when attempting to process
-
Pik U p
Crowding onto a busy Sky-Bus platform and wading
their transference. Vehicles traveling through a Portal Gate
suffer 12d12 lightning damage upon entry. Some report
through a sea of people may not be everyone’s thing. that vehicles can become trapped, never to be seen again.
For the financially blessed however, there’s Pik-Up. With Operation of a Portal Gate is handled through Port Keys
just a thought via a citizen’s implant or the activation of a that can be purchased at any Gate Station. Valid for 24
device program on their smartphone, a personal vehicle hours after purchase, they allow access into the Portal
will arrive at their location and take them where they need Gate and can be used again to return through the same
to go. These vehicles are often driven by everyday citizens portal at any time. A Port Key can be purchased for 1000C.
attempting to earn extra money. Pik-Up drivers come in all After a single use, the Key is useless and a new Key must
shapes and sizes and charge a fair rate of 100C per mile. be purchased to access the Portal Gate again.
26
F ut ure G uil ds Corporat ions
As civilization evolves, so to do the businesses and professions that fulfill its operations. Despite its many advanced
products and talents, the guild of the future is little different to one from the past. Indeed, even in the cyberpunk future,
hundreds of distinct orders, societies, churches, gangs, and companies can be found. The following section contains a
series of these guilds and major corporations as suggestions to be added to your campaign in the future. For the purposes
of this guide, the term “guild” means any organization or group, ranging from the clergy of a particular faith, city guards,
merchants, or associations of crafters.
Not abl e G uil ds fighter, Bash earned his fame for his famous 99-1 winning
streak. Still prideful, he happily talks of his last fight where
»»Council of Combat Nester “Nuisance” Mazzio managed to exploit his broken
A well known fighters league that frequently broadcasts hand, and catch him with a lucky strike that knocked him
their bouts across the Osiren Entertainment Network, they out cold. He knows a lot about the COC’s history.
have a sterling reputation for training and promoting the Master Wutan Tadeshi. Drunk Gnome Monk. An
best fighters with the best fights in all of the city. Beyond accomplished teacher in the ways of the fist, the Master of
this, the Council has solidified itself as the place to go Knuckles, Wutan Tadeshi, can be found in the sand arenas
when there is need for muscle and hired hands to either of the complex grounds day and night. There he teaches
provide security, or perhaps something more disreputable. all manner of combat and evasion techniques, while
The president of the Council, Ryano Khong, is quick to act enjoying a lot of drink. His unorthodox methods belies the
when they learn of any nefarious dealings and has absolute effectiveness of his teachings. New students are wise not
power to banish fighters from the Council whenever, and to underestimate his abilities.
however, he sees fit. The Tiger. Human Luchadore Trainer. A monk of a
different nature, The Tiger (or “Tigs”) believes every fight
››F I G U R E S O F I N T E R E S T
should be a spectacle! Students who desire the grand
Ryano Khong. Half-Elf Host Bard. As charismatic stage and its riches have often come from her teachings.
and ruthless as they come, Ryano Khong is the face of Though getting on in years, Tiger is still one of the most
the Council of Combat (COC). Though no fighter himself, colorful submission and suplex specialists. People still ask
Khong saw potential years ago in the marriage of martial her to come back to the squared circle for just one more
arts and spectator arenas. He hosted fights in back rooms fight, but she assures everyone, she is retired.
and basements for many years until his company grew into Emery “Warface” Hillhammer. Dwarf Barbarian. An
the multi-million credit business it is today. He’s never shy old salt with old world values, Emery, or “Warface” as
to talk about his accomplishments and is always on the most call him, is as tough as rocks and as stubborn as one
lookout for fresh talent he can feed into his pay-per-view to boot. He believes real power comes from the rage you
fight nights. can channel within yourself. Emery specializes in dragging
Bash “The Smash” Addams. Half-Orc Prized Fighter. the anger out of his fighters, fueling them with reckless
Now more a commentator and presenter than an actual abandon and an unceasing drive to continue.
27
»»DEEP Preservation Society conflict as to keep any witnesses from revealing just who
On the surface, the DPS is a legitimate faction of underground they’re dealing with.
natives who work to govern the local community’s way of Elijas Winterfoot. Human Thief. A skilled locksmith and
life. They aim to ensure the preservation of its ways in the thief, Elijas has a nasty habit of sneaking up on you when
face of constant progress. A little stuffy but very proper and you’re not looking. Preferring to stick to the shadows and
polite, they have a knack for bureaucracy and negotiation. watch from high places, he has a strong relationship with
Beneath this facade however, the DPS are a shadowy the Hopper’s as their resident locks-expert and stealth
group of specialists in kidnapping, extortion, torture, and trainer.
thuggery, but with a main focus on information. They »»The Horde of the Phoenix Motorcycle Club
are expert spies and assassins with a roster exclusively
Possibly the largest criminal gang known, the Horde of the
consisting of drow and other subterranean races.
Phoenix Motorcycle Club’s (HPMC) membership comprises
››F I G U R E S O F I N T E R E S T some of the roughest, rudest, and rowdiest of future
Viscere Cavewinds. Drow Leader. Calm, calculated citizenry. They are responsible for numerous assaults,
and cool, the leader of the UPS is enthusiastic when it thefts, arsons, and destruction throughout the city. Their
comes to matters of his people. Though one wonders how club headquarters can be found within an abandoned
it could be possible, Viscere is an acclaimed sailor of the chapel they call “The Church”.
seas both beneath the surface and beyond. A reasonable ››F I G U R E S O F I N T E R E S T
man, Viscere leads the society in their purpose to preserve
Father A’polagk Braul V. Orc HPMC Legacy &
his community’s way of life.
President. A descendant of A’polagk Braul, he survived an
Chalia Cavewinds. Drow Druid (Shapeshifter). Beautiful,
assassination attempt some 15 years ago. The result of
wily, and manipulative, Chalia is a prominent socialite
this attack was Braul’s entire throat and lower jaw was
among the folks of the city. Though it may be irrelevant to
replaced with a large industrial speaker system. He has
their relationship, the rumor mill states Chalia can be found
carried on the club’s founding traditions of blood and
with any number of suitors around the tourist taverns and
bone. Father Braul leads with a strong will and fierce
stores. She has been known to turn into animals and other
determination to return the Horde to glory.
creatures on occasion to frighten and or seduce those she
Zothrokk Blacktasker. Orc Vice President & Mechanic.
might find interest in. Mostly she means no harm… Mostly.
Second-in-Command to Father Braul, Zothrokk doesn’t
»»Hopper’s always agree with how his president operates. He believes
The Hopper’s are a group of thieves, cutthroats and Braul takes too many risks when it comes to the club’s
criminals, specializing in stealth, tactics, and discretion. survival. A skilled mechanic, he works with many in the
They are well funded, well armed and are known to use club to maintain their motorcycles. He earns the club
their own collection of pirate Portal Gates to help them credits where he can by taking on outside repairs.
quickly get around the city. Their only goal it seems is to Travet Saurfist. Orc Sergeant-At-Arms & Gunsmith.
stay rich, away from the city network, and remain out of Witnesses claim Travet is a slob of an orc, who constantly
the spotlight. eats. He weighs so much his motorcycle sparks
occasionally and fire comes out the back of it. However,
››F I G U R E S O F I N T E R E S T it would be foolish to dismiss Travet’s mind for lacking in
Hopper. Deep Gnome Artificer. A survivor of many the same care as his body. The Sergeant-At-Arms is an
disasters and accidents, Hopper has grown to become accomplished gunsmith, working to modify and secure
more machine than man. Carving out his own little empire weapons to vehicles in odd and destructive ways.
in the lower areas of the city, he is always on the lookout Cruz’govald Twinthunder. Orc Road Captain & Enforcer.
for fresh talent. He controls access to a pirated-portal jump Rarely found inside the club itself, Cruz’govald is one of
that can take a traveler to any Portal Gate in the city, for a the most active riders and recognized faces of the HPMC.
nominal fee, of course. Constantly in trouble with the law he can be found cruising
The Face. Shapeshifter Thief & Fence. Known by no the streets with his other orc-born brethren. Cruz is foul
other name than “The Face”, he acts as the go-to point mouthed and quick to anger. The club seems extremely
of contact for any and all things to do with the Hopper’s. happy with the reputation he has gathered for both himself
Oddly, the gender, voice and overall image of The Face and their order.
is constantly changing and kept in a permanent state of
28
Wise One Trune Heartfang. Half-Orc Chaplin & Cleric. Fabiano Ragadeli. Halfling Wizard (Enchantment).
One of only a few half-orcs within the ranks of the Horde, Cocky as he is good looking, in another life Fabiano could
Trune was an accomplished doctor before becoming have made a fantastic bard. His classes are full of laughing
addicted to Nuroxin. A sibling to a vested member, the club children and eager young minds. An entertainer to the bitter
allows her presence but she is largely removed from the end, with his ability to guide and influence en masse, there
more senior inner-circle. A follower of the god of judgment, is no one more charming, or dangerous than him within the
she spends her days tending to the sick of body and soul. halls of Kerblastian.
»»Human0ids Woodsworth. Construct Artificer. Found disassembled
among the ruins of Kerblastian Tower, Woodsworth was a
A collection of anonymous hackers that commandeer former inhabitant of the college before a building collapsed
screens and traffic systems to facilitate their vigilante on him. A survivor of many mistakes, he was one of the
activities. They seek out people they deem morally wrong first models of construct designed for war. He has been
and punish them by hacking their accounts and information. met with no small measure of disdain over the years.
They then make it public for the world to see. They believe His memory for the school’s history and its teachings
in the betterment of the species and generally distrust any is unrivaled. He spends most of his time tinkering and
creature, inorganic or organic, that is connected to the rebuilding within his workshop on the college grounds.
network. It is unknown how one can get in contact with
them as they are far more likely to contact you first. »»Order of the Sun Seekers
»»Kerblastian College Less a guild and more a fanatical cult, the Sun Seekers are
a religious order that believe for the world to survive, all
Once known as Kerblastian Tower, its shattered remains technology must go. Devout followers of a nature god, they
are home to the illegal guild of magic users, the Kerblastian. deny themselves all technology and seek to remove it from
It is said the shattered grounds are an illusion, which hide any person they find. They believe in an ancient prophecy
the Kerblastian’s dark practices from the watchful eyes of that predicts a day where the world will swallow the city
the network, and the Arcane Investigation Bureau. The goal and expunge it into the ocean. Deserters of this cult claim
of the Kerblastian has always been to bring magic back its members possess a unique gift of manipulating what is
to its full strength by any means necessary. Conjuration, left of nature and turning it into atomic energy.
transmutation, evocation, and chronomancy magic makes
››F I G U R E S O F I N T E R E S T
up a large amount of their teachings.
Kowall Greybark. Wood Elf High Priest. Evangelist
››F I G U R E S O F I N T E R E S T preachings and conspiracy theories are about all you find
Headmaster Kasperali Pagebreak. High Elf Wizard with the leader of the Sun Seekers. He is considered crazy
(Evocation). Discoverer of the ruined college, Kasperali by outsiders but revered as a “great genius” by those
stays within the tower to oversee the operation of the within the order. When it comes to times of action, he
school’s greater goals. He often takes on students seeking can be rather unpredictable. He is generally untrusting of
education in the arcane. He has a delicate nature, and is outsiders and has no desire to deal with anyone he would
prone to fits of wild accusation, a by-product of needing to consider android or construct.
keep the school secret for so many years. Greenone. Wood Elf Druid. Soft spoken but fierce of will,
Elani Glenister. Human Alchemist. After the loss of her Greenone is not to be underestimated. Well practiced in
hands in an arcane accident some years ago, the wizard natural magic, she bends the natural works of their circle
has developed new ways of casting magic. Utilizing her to her whim. For many within the order she is considered
bare feet, Elani has proven herself highly dexterous and even more important to their cause than their own leader.
industrious when it comes to spell casting. Though young,
Elani is the most accomplished expert and teacher of all
things mechanical, chemical, and biological at Kerblastian. Kasperali is a bit of a douche.
She has a tense relationship with the way the school Oh, Sorry, you probably don’t know what that
attempts to achieve its goals but does as they desire. is. A douche is a... Thing. It’s like a waterskin...
For your genitals. They have that here in
the future. Pretty sure it has something to
do with hygiene.
29
»»Pure Enterprises ››F I G U R E S O F I N T E R E S T
A smaller corporation with aspirations for bigger things, Sienna Lestat. Half-Elf Race Organizer. Tough as
Pure Enterprises claims to be at the cutting edge of nails but not afraid to show her emotions, Sienna is the
augmented reality programming. Many nightclubs, hotels, charismatic president of the Skyrider Racing Club. A
and arcades show evidence of their work in VR Pods. common sight in the lower parts of town, she can be found
VR pods are a device which any citizen can hire for a in either her workshop, Lestat Motors, or at any of the
reasonable price. This company has been investigated in SRC’s monthly race meets. She is a shrewd negotiator and
the past amid accusations of drugs, android enslavement, has a number of loyal club members that vouch for her
and drug trafficking. good character and fair racing.
Benny Fishscales. Halfling Mechanic. A braggart if ever
››F I G U R E S O F I N T E R E S T
there was one. According to Benny he knows just three
Pure Bliss. Android Owner & Proprietor. A believer in the things; gears, grease, and guys. A bit of a schmoozer and
old ways, since her awakening, Madame Bliss has acted as willing to overcharge if you’re not careful, Benny gets away
a savior for lost androids and constructs. She has set up a with his shenanigans by being one of the quickest “grease
reputable business in the city, and has lofty aspirations for monkeys” in the city. He works closely with Sienna and can
her company. She believes through hard work and sacrifice frequently be found at either Lestat Motors or SRC event.
she will achieve them. Lickelli Longrider. Goblin Hacker. One of the last
B.O.B. Construct Bodyguard. Big Offensive Brute, or members of Sienna’s “family”, Lickelli is the expert for all
BOB, is as silent as the grave in which he was found. He things electrical and programmable. Engine management
is stoic and dedicated to his programming. No one is quite systems, fuel balance sensing, fancy neon light up displays
sure when they attempt to communicate with BOB if he synchronized to music, Lickelli can do it all. Just don’t ask
understands, or even if he is awakened in any way. He only her to get past some security systems without setting off a
reacts to his madam, Pure Bliss, and would do anything to few alarms. Its brute-force or nothing.
protect her. He is very large and very loyal. Diesel. Construct Mechanic. Another of Sienna’s
»»Skyrider Racing Club employees, though they both consider each other family.
Diesel was a standard Series 2 Construct until Sienna’s
With an endless number of roadways, side alleys, and
dad purchased him to assist in their workshop. Sienna
streets, a veritable smörgåsbord of illegal street race meets
brought in Lickelli to “unlock” Diesel’s mind and allow him
can appear anywhere. The perpetrators behind the engine-
open sentience. He has decided to stay on and cares very
roaring and neon-lit events is the city’s most prominent
much for his “big sis” Sienna.
race club, the Skyrider Racing Club. Hard thumping music,
screeching tires, and cheering fans can be found at any
meet, along with the occasional underworld contact.
Membership of the SRC requires that first time racers win
a race before they can join.
30
Maj or Corporat ions
Greater than any one faction or small business are the
major corporations. At the top of the financial chain, these
companies operate a monopoly on nearly everything. Their
power and influence is unquestioned. Many believe them
»»Rockshadow Industries
to be the true handlers of any government, regardless of The leader in all things prosthetic and augmented,
how authoritative it may be. Corporations, like guilds of the Rockshadow Industries was originally founded as a
past, operate with their own goals and have relationships medical company. The founder and chief engineer, Luna
with other businesses. At various times in a company’s Rockshadow, salvaged and rebuilt damaged mechanoids
history, they have been known to work together and from old battlefields. This led her to develop her cutting
against each other. edge augmentation method. Her efforts at limb and
organ replacement pioneered a new way of existence.
Rockshadow Industries soon became the number one
manufacturer of augmentations. It still leads the way in
bio-technical research and application.
››G OA L S
Founded on the principle of true altruism, Rockshadow
Industries strives to provide the best assistance it can to the
city’s citizens. Though their modifications are some of the
»»Frealm Systems most expensive in the city, the company often participates
Started when the cyber-boom began, Frealm Systems in philanthropic events and donates regularly to charity.
has grown to become one of the leading corporations. ››R E L AT I O N S H I P S
Mining, manufacturing, farming, entertainment, securities, A well established competitor to Frealm Systems in the
and of course, augmentation, their reach and influence is field of augmentations, Rockshadow is constantly under
unlimited. It is considered by many naysayers to be the true fire for poor work-safe practices. These accusations are
hand behind any government. Its CEO, Robert Frealm Jr. brought about by falsehoods and rumors. A negotiated
has a less than stellar reputation with the public. Despite deal with the city allows for all law enforcement officers
this, both he and his engineers work tirelessly to advance to receive free augmentation assistance in the event of
every citizens way of life. serious injury on duty. The government allows the major
››G OA L S corporation to continue for the betterment of all kind. It
Frealm didn’t start out with the desire to acquire total control strongly agrees with the companies goals and ideals and
of the city and gain its market share, but power requires supports it openly.
power. Since its inception, the company and its board
of directors have grown exponentially into the corporate
superpower it is today. Competitors are met with hostile
takeovers or potential buyout options. The advancement
of robotics and artificial intelligence is paramount to their
success and as such, is the primary directive of their
programmers, engineers and scientists.
››R E L AT I O N S H I P S »»Merger Life Incorporated
Those in offline districts tend to go either way when it The leaders in genetics and biological engineering, Merger
comes to Frealm Systems. They either acknowledge and Life uses advanced DNA manipulation to create cures and
lament its stranglehold on the city, or they don’t think about fight disease. Its human CEO, Piper Munroe, is constantly
it at all. Given its partnership with the city is so concrete, at work to prove the necessity of the company. A board
many citizens have forgotten a time where they would of directors oversees the projects currently undertaken by
want to be free of Frealm. And yet they are still conflicted Merger Life. A city government representative is present
about the great benefits its technologies bring. at all meetings. In recent years, some evidence of illegal
cloning, mechanoid/humanoid hybrids, and escaped albino
test subjects have plagued headlines.
31
››G OA L S ››R E L AT I O N S H I P S
Outwardly, the goals of Merger Life are declared in their The residents of this area absolutely hate Motomatsu. They
company tagline; “To push past our physical limitations abhor the large amount of damage to the environment
for the betterment of all kind.” The degree to which the their methods create. Furthermore the miners who venture
company believes in this statement goes far beyond the out of the Motomatsu colony are boorish, rude, and quite
laws of the day. They believe that the longevity of the species uncouth. Still, they are one of the biggest suppliers of work
is the one true goal. Scientists at Merger Life tinker and to workers in the city, and have a “don’t ask, don’t tell”
genetically modify DNA in a bid to discover the “Supreme”. policy when it comes to payment for a job well done.
This hypothetical perfect creature would be: free of disease,
hunger, or the need to sleep; immune to the elements and
free from pain; without a need to breathe, speak, or see.
The discovery of the supreme being is their ultimate prize.
››R E L AT I O N S H I P S
As one of the largest companies in the city, Merger Life
is well recognized. From huge billboards that boast their
latest ability-enhancement drugs, or in the day-to-day
»»Osiren Entertainment
packaging of your common Med-Kit, Merger Life’s logo is The production house of Osiren Entertainment, more
found everywhere. As the owners of most of the common simply known as “The O”, is the biggest entertainment
clinics and hospitals, Merger Life is a much welcomed studio and bard college in the city. Formed on the bones
sight for the desperate and injured. of its ancient predecessor, it has a sterling reputation that
brings wannabe talents from all over. Entertainers of all
types are welcomed, but a showcase of talent is the true
social currency. Bards who seek a life of stage, radio, or
screen are advised to be their best, lest they be disparaged
and ordered from the grounds. Not hard to find, the Osiren
Entertainment Network is seen everywhere as the number
one source of news and entertainment.
››G OA L S
»»Motomatsu Mining Company To capture news and events where they happen and when.
Deep beneath the bowels of the city, the sounds of blasting, As the chosen network of news and entertainment, Osiren
grinding, and crumbling can be heard. Against the will of the Entertainment obtains exclusive coverage of all news in the
inhabitants that resided here, there is the mining town of city as it happens. According to the acting studio president,
Motomatsu. Settled many years ago on a voluminous trove Lyle Nielsen, the maintenance of this agreement is believed
of natural gases and resources, the Motomatsu Mining to be paramount to their continued profits and success.
Company has solidified itself as the key supplier for fuel ››R E L AT I O N S H I P S
and power in the city. Its owner, Tanaka Motomatsu, has The people love Osiren Entertainment. Whether it’s news,
his workforce mine day and night to obtain and process the a movie, a concert, theatre production, or radio show, no
natural resources which remain untapped. one else has done so well as to capture the hearts and
››G OA L S minds of the people. Though this may not be as true in
Gold, iron, black powder, oil; anything that is considered the offline districts, there is no network more beloved, or
valuable and tradable. The Motomatsu Mining Company trusted, than “the O”.
is resourceful and aims to strengthen its massive supply
of power and electricity to the city. Wholly dedicated to
keep it this way, the loud and stern CEO, and former miner,
!
Tanaka Motomatsu has made sure to keep their findings Beware the suits
nsolidation
safe and secure. corporations, co
When it comes to
er s. They are
all that matt
of interests is
wit h.
d, or trifled
not to be truste
32
F ut ure G ods ION
›› GODDESS OF CODE & KNOWLEDG E
A L I G N M E N T: N E U T R A L
The understanding of time, combined with modern
evolution, can bring about massive changes in a world’s The Android God, ION was once a freed
pantheon. Within these modern times, creatures may begin program and one of the first to awaken
to pay homage to the material and service conveniences and gain their sentience. ION emerged as a great prophet,
that the future has brought. Due to these new forms of and rallied others to promote peace through logic and
worship, the New Gods have emerged. learning. Logical beyond all compassion, it was thought
Unlike gods of past pantheons, the New Gods are known to be rigid and uncaring, however, was shown to been
to walk among the people. Influencers of both direct and capable of expressing reason where logic may be called
subtle methods, they are each desperate for relevance into question. ION was the main patron of constructs.
in their own way. Relevance is power for the New God.
They share similar goals in gathering as many followers as Nume dia
possible and each find themselves aspiring for acceptance ›› G ODDES S O F FA M E & FO RTU N E
from the upper pantheon. A L I G N M E N T: N E U T R A L E V I L
In existence since the inception of
De l e t hyus technology enhanced fame and fortune,
›› GOD OF CODE & COR RU PTION Numedia was one of the first of the new gods. Present in
A L I G N M E N T: C H A O T I C E V I L
the early days of industrial development, she bore witness
Created through the dismay found in to war and its effect on all citizens. She openly delighted
consistent system failure and lost work, in the sharing of its traumatizing stories. She possessed a
Delethyus was the personification of particular form of power over the old gods, and was often
corruption and code. He was a purveyor of technology, sought by them as a means to maintain their relevance
desperate to prove himself, and stricken with an insatiable among the people. A creator of content and master of
hunger for respect. Over time, many android and construct manipulation, she was the patron of nearly all bards, the
races came to believe in Delethyus’ power over machine creative, and the greater populace.
death. In turn he was thus appointed the Lord of Machine
Death. Known to lack impulse control and exceedingly Quicil lia
obnoxious, he was dangerously unpredictable. He
cared deeply for the approval of hackers, criminals, and ›› GODDESS OF COM PETITION & VAN ITY
A L I G N M E N T: N E U T R A L G O O D
programmers, and was known to toy with their vanity to
It was once suggested that due to pure
serve his own ends. He was also known to, at times, work
biology, all creatures gravitate towards
in unison with his twin brother, Hackerman.
beautiful things. It is through this misinformed notion that
H acke rman Quicillia came to be. Born from vanity, Quicillia’s followers
were known for their obsession with surgery and an endless
›› GOD OF N ETWOR KS & KNOWLEDG E
quest for perfection. Many gymnasiums, workshops, and
A L I G N M E N T: C H A O T I C N E U T R A L
One of the youngest gods, similar other locations of self-improvement bared her symbol. She
to his brother, Delethyus, he was was the patron of the athletic, combative, and creative.
the personification of connection
and connected networks. Unlike his brother, however, S eal ach
Hackerman was a less than focused deity. Preferring ›› G O D D E S S O F FATE & TI M E
an indirect, “slacker” lifestyle, he lacked any real goal A L I G N M E N T: L A W F U L G O O D
other than to learn and share his experiences. Incredibly Believed to be the daughter of time,
powerful, though too lackadaisical to truly wield it, he Sealach was the goddess of the clock.
rarely flaunted his ability to manipulate networks and the Strict and archaic, Sealach monitored
data within them. He was the patron of hackers, some the movement of life upon the world, managing its people
major corporations, and construct races. and processes. She was heavy-handed in her enforcement
of time’s law and disliked any who attempted to alter it. She
was the patron of the long living races, and office workers.
33
The Realm of Cybe rspace the start of their next turn, the avatar reappears at half
their maximum hit point total in a random unoccupied
In some possible futures, a new plane of existence space within 60 feet of their “death”. All equipment owned
known as Cyberspace may develop. Unlike other planes by the avatar when it died is returned in the exact state it
of existence, Cyberspace was entirely artificial, having no was in when they died.
contact with gods or other mystic creation. Made through
circuitry and code, this oasis of fantasy allowed any living
»»Disconnection
creature from it’s same dimension to connect via virtual If a power outage occurs while a creature is connected to
reality uplink. Anything you wanted to do, you could do in Cyberspace, or a creature is in some other way suddenly
this realm. You could: battle long forgotten ancient dragons disconnected from the server, the software installed within
with sword and shield; surf monstrous waves on some far Cyberspace saves their consciousness from being lost.
off asteroid; or engage in any and all virtual perversions of However, not all connections are safe. When a creature
the darkest and most depraved kind. It’s size was unlimited is connected to Cyberspace through a pirate or otherwise
and it’s possibilities endless. insecure network, there few methods to prevent conscious
loss. When a creature is disconnected prematurely from an
Adve n t ure in Cybe rspace unsecure network, they suffer from the same effect as the
feeblemind spell.
The possibility of adventure in Cyberspace is limitless, but
why would a campaign need to go there? Perhaps a mob »»Cheat Codes
boss intends to stay out of reach, and demands to meet in In all instances recorded there have always been cheat
a virtual place to make their deal? A wizard might need a a codes buried within Cyberspace. The discovery of these
moment of peace to study, disappearing to a private room cheat codes, either through adventure, deep hacking,
online. Although Cyberspace’s options makes it virtually or trade, allows a creature to cheat within a network by
impossible to control, its lawlessness actually provides a entering these codes before connecting. Once entered, the
great basis for short or long-term adventuring. Within it, creature’s avatar can conjure any creature, spell, item, or
experiences with these one-shot adventures may influence currency programmed within Cyberspace that they know
a campaign. It is publically accessible demi-plane that about. Creatures should be warned that Cyberspace is
works roughly identical to the world it is based on. monitored and severe punishments are dealt for those that
The following section provides rulesets to assist in violate the rules of the system.
running an adventure within the plane of Cyberspace.
»»Digital Currency
»»Entering/Exiting Cyberspace Cyberspace has it’s own economy. Creatures can use
When a creature first enters Cyberspace, either through real world currency to purchase virtual currency to be
spell or virtual interface (eg. computer, virtual headset, used in Cyberspace by their avatar. Currency purchased
etc.), they may choose a new name, race and class. They in Cyberspace cannot be withdrawn once purchased. The
effectively roll a new character at level 1. This character conversion rate of all virtual currency is identical to that
acts as a digital avatar for their real world self. This avatar found in the real world.
can be taller, sexier, stronger. A fighter who’d never cast an
arcane fireball in their life, could set aflame a virtual pirate »»Instant Goods
ship in some old slaver’s bay world. A wizard could charge When an avatar makes a purchase in Cyberspace, they
with rage into an pixelated undead horde and lay waste to instantly obtain its digital form. If the purchase is destined
it’s skeleton king boss. for delivery in the real world, it can take 1 to 7 days before
As an action, an avatar can exit Cyberspace and return the goods to arrive at their designated destination. Goods
their conciousness to their real world creature self. When purchased for use within Cyberspace remain in Cyberspace
exiting Cyberspace in this way, it takes 1 minute to and cannot be used in the real world.
reconnect and return to the avatar’s last position.
»»Advanced Learning
»»Respawn Instant access to everything ever recorded makes learning
All secured network are protected so that a creature cannot fast. It takes half the time it would normally take to
die in real life if their avatar suffers death. When an avatar research a topic or develop a skill while in Cyberspace.
has been reduced to 0 hit points makes a death saving Unlike digital items and currency, knowledge obtained
throw, on a succcess they disappear into Cyberspace. At within Cyberspace stays with the creature upon exiting.
34
35
PART THREE
MODERN MECHANICS
T
he ability to travel and communicate is what fuels speed. It takes two turns for a vehicle traveling at top speed
the growth of a city. Without them, a city cannot to turn 90 degrees. A vehicle traveling at it’s acceleration
become a great metropolis. Though the distance speed only requires one turn. When coming to a stop,
needed to travel in the future may shrink, a vehicle moves an additional 10 feet in the direction it
communication is always expanding. was traveling at the end of it’s movement if traveling at
In the future, vehicles race through these city streets and top speed. When a vehicle begins moving from a complete
skylines! Powered by magic, fuel, or battery, these mobile stop it uses its acceleration speed.
contraptions carry citizens to and from their destinations
with speed and skill. Most citizens of the future know how
»»Ramming
to drive a vehicle, but for a time traveler from the past, it While driving, if a vehicle is moving at either its acceleration
can be a troublesome affair. speed or top speed, the driver can move a target up to its
History has shown us that a society which engages in speed in a straight line and enter a Large or smaller targets
open social discourse, is a society on the move. As necessary space. Each target must make a Dexterity saving throw to
as transportation becomes in the future, the transfer of avoid being rammed. If the target is another vehicle, the
information is required even more. Through a vast weave driver of the vehicle makes the saving throw. If the target is
of cables and devices, new lines of communication carry not held or otherwise being interacted with by a creature,
within them the secrets of all citizens and businesses. the target automatically fails this saving throw.
Many digital protections sit in place to prevent the theft
of this information, but the ingenuity of nefarious network Ramming DC = 8 + driver’s Dexterity
rogues means nothing is beyond reach. modifier + their proficiency bonus
This chapter will cover the driving of vehicles, and the On a success, the target is pushed 5 feet into the nearest
hacking and crafting of complex devices. unoccupied space. On a failure, the target takes 21 (6d6)
Mode rn Ve hicl e s
bludgeoning damage, is pushed 10 feet into the nearest
unoccupied space, and knocked prone. Half of all damage
dealt by ramming a target is also dealt to the ramming
There are few methods of travel that provide more freedom driver’s vehicle.
than driving a vehicle. While they may get you from one
place to another, their additional purpose is the carrying In t e rior Move me n t
of passengers and equipment. The Modern Vehicles table A creature can fasten and unfasten their seat belt to
shows each vehicle’s purchase cost, hover conversion apply/dismiss the restrained condition on themselves as
cost, acceleration speed, top speed, passenger maximum, a bonus action. A creature restrained by their seatbelt
size, armor class, and health. has a movement speed of 0. While inside the vehicle, an
D riving a Ve hicl e unrestrained creature has a movement speed of 5 feet,
and can use this movement to climb outside of the vehicle
All vehicles require a driver in order to move. A creature that and remain attached to it while it remains in motion.
assumes the driver position uses their movement to move
the vehicle using it’s acceleration speed. Every vehicle has Hit Poin t Thre shol d
an Acceleration Speed and a Top Speed. A vehicle must A vehicle that has taken damage which exceeds its maximum
use its full movement in an unobstructed straight line to hit point total explodes. Each creature within 10 feet of the
reach its top speed. The Modern Vehicles table indicates vehicle must make a DC 15 Dexterity saving throw to avoid
the number of rounds it takes for a vehicle to reach it’s top the explosion. On a failure, the creature is shoved into the
36
nearest unoccupied space, falls prone, and takes 8d6 fire successful save. A restrained creature wearing its seat belt
damage, or half as much damage on a successful one. automatically succeeds on this saving throw. If a vehicle
A vehicle with 20 hit points or lower begins to malfunction does not have a seatbelt, its occupants can spend an
and can only move at half it’s acceleration speed. action while inside the vehicle to create one. This can be
done with rope, leather straps, or similar securing devices
Ve hicl e Cove r Comb at
+ that prevent the body from being easily jettisoned from the
Creatures inside a vehicle are granted half-cover. If a vehicle. A creature outside of a vehicle at the time of a
creature is subjected to an ability of effect that would crash, cannot benefit from a seatbelt.
require it to make a Dexterity saving throw while inside the
vehicle, the creature automatically succeeds.
Powe ring a Ve hicl e
A creature in the driver’s position must have one hand All vehicles operate under one of three sources (battery,
free to make an attack. A creature wearing their seatbelt is fuel, magic). The GM may designate what fuel source is
at disadvantage when attempting to attack a target outside needed for a vehicle according to the vehicle’s owner or
of the vehicle they occupy. As a bonus action, a creature manufacturer. It costs one battery, one fuel cell, or one 1st-
can unfasten their seat belt to end this disadvantage. level spell slot, to power the vehicle for one hour.
Motorcycle 10,000 C +5,000 C 90 ft. 280 ft. (2) 1 Medium 13 + Driver’s Dex mod 50
Cruiser 30,000 C +10,000 C 80 ft. 260 ft. (3) 4 Large 12 + Driver’s Dex mod 60
Sports Cruiser 80,000 C +10,000 C 100 ft. 300 ft. (3) 2 Large 12 + Driver’s Dex mod 60
SUV 40,000 C +20,000 C 60 ft. 200 ft. (3) 6 Large 13 + Driver’s Dex mod 80
Utility 40,000 C +20,000 C 60 ft. 180 ft. (3) 5 Large 13 + Driver’s Dex mod 80
Van 40,000 C +20,000 C 60 ft. 160 ft. (3) 11 Large 13 + Driver’s Dex mod 80
37
C raf t ing Compl e x De vice s Applying Compl e xit y
Succinctly put, a complex device is any item made up of Not everyone is a master crafter and for the hobbyist
multiple components of a mechanical nature for the purpose tinkerer it can be exceedingly hard to create complex
of executing a function. For example, a smartphone can devices normally found in the Cyber Age. The average
make a call to anyone, just as if a stone enchanted with the time, cost, and difficulty for crafting items is no different
sending spell could. However, while both are capable of the when attempting to craft a device. However, some devices
same function, only one requires multiple components of a are more complex than others and may require more time,
mechanical nature in order to work. a higher difficulty check, and/or area of study, depending
on the devices intended function. Some of these intended
Area of S t udy functions, their requirements, and their difficulty and time
increases are listed in the table below.
Crafting a device is no different to crafting any regular item.
A suitable amount of time, money, and tools are needed in Intended Function Area of Study DC Time
order for the device to be crafted. To craft more complex Connect physically Networking
devices an absolute knowledge over a particular area of + 1 + 1 hour
to other devices and Wiring
study is required. When crafting a device, the GM judges
Connect remotely Programming
what area of study is needed for the creature to accomplish to other devices and Circuitry
+ 2 + 6 hours
the device’s construction. The creature’s understanding of up to 120 feet or less away + 1 + 1 hour
the area of study needed is equal to their proficiency with up to 1 mile away + 2 + 1 hour
the appropriate tools, as an understanding of the tools can
Requires non-magical Chemicals
suggest enough knowledge to build complexity. power/fuel and Power
+ 1 + 4 hours
The following table provides some examples of how
Potions and
proficiency and expertise in some tools relate to particular Requires magical power/fuel
Power
+ 3 + 1 week
areas of study.
Programming,
Tool Proficiency Area of Study Has two or more functions Circuitry, and/ + 2 + 1 week
or Mechanics
Alchemist’s Supplies Chemicals, Poisons, or Potions Is hand-held or can be Fabrication and
+3 + 8 hours
Engineering Kit Hydraulics, Mechanics, or Power concealed easily Intricacies
38
H acking De vice s
In theory, operating a device is a simple process. Like
vehicles, in the future many creatures are equipped with
enough experience to operate the basics of a common
complex device. However, specific tasks (such as hacking)
can require a creature to execute a variety of skill checks.
Examples of situations that may require a check include:
›› enabling or disabling a device
›› defeating a device’s security
›› operating a device remotely
›› searching a database
›› reprogramming a device
While many complex devices come with their own
interfaces that allow access, some more advanced
interactions may require specific tools. In this advanced Maybe if the network speed wasn’t so Terrible
age, every tool kit found in the past includes modern where I live, I wouldn’t have to rely on hacker
s
additions which allow characters to interact with modern to get me the latest Brock Jansen movie on
devices. For example, thieves’ tools may include an my local streaming service would i?!
39
New D rugs Viruse s Disease s Condit ions
The future has its own problems with drugs, viruses, and diseases. Like any world, there are a number of efforts made to
cure these scourges of society but sadly, the war on vice rages on. The following is a list of new drugs, viruses, diseases,
and conditions cities of the future may now deal with in the Cyber Age.
40
Viruse s »»Slammer
Unlike diseases and poisons, viruses attack the inorganic, Designed to affect city grid networks rather than users,
the networked, and the technical. Augments, mechanoids, when installed to a network, any connected device within
and devices are the target for any virus, and without a 120-foot radius centered on its point of install suffers the
sufficient anti-viral protections these viruses can spread non-functional condition. This virus can be used to target
like wildfire. A creature effected by a virus can make an something specific, such as shutting down all connected
Intelligence (medicine) check with programmer’s tools, or constructs, turning off security software, blacking out
use an anti-virus disk to end the effect of the virus (unless power, etc. After 1 minute, the condition resolves itself and
otherwise stated). The following are a few examples of services return to normal.
viruses currently known about in the future.
Disease s
»»DoomWorm Be it because of poverty, drugs, bad medicine or worse, on
A fast acting virus designed to cause an augmentation any given day, despite best efforts, a creature can become
to malfunction. When a creature is attacked by this virus diseased, even in the future. Below is a small sample of the
they must make a DC 12 Intelligence saving throw. On more common diseases that might be found in the future.
a failure, any attempt to use an augmentation installed
on their person fails. Any augmentations that did not »»Addiction
previously require a roll to be activated now require a DC Type: disease (drug use)
12 Intelligence saving throw before activation. Save: See specific Drug
»»White _ Noise.exe Effect: When taking a drug, a creature must roll
a saving throw against the drugs Addiction DC. On a
This virus targets any creature connected to a network failure, the creature suffers from the Addiction disease.
that has installed augmentations. While in the grips of this When suffering from Addiction, the creature must take
virus, the creature suffers random moments of sensory their addicted drug once per day or receive one level of
loss. Symptoms begin to show 1d4 hours after installation exhaustion per day until the drug is taken or they are cured
and manifest as blurred vision and disorientation, and from the disease. The afflicted creature can attempt a
the creature is at disadvantage when making Wisdom saving throw against Addiction only on a day when they
(perception) checks. haven’t taken the drug. Each day spent without using the
When an event causes an infected creature great stress drug decreases the Addiction DC by 2, to a minimum of
(eg. combat, taking damage, experiencing fear, becoming the drug’s base Addiction DC. Using the drug again, even
aroused, etc.), the creature must make a DC 13 Wisdom once, returns the DC to its base value. Each drug addiction
saving throw. On a failure, the creature takes 1d10 psychic is considered a separate disease.
damage, loses their ability to see, hear, or speak, and they Cure: lesser restoration or wish spell.
are incapacitated for 1 round. The creature can repeat the
saving throw at the start of each of its turns, ending its »»Cyber Rash
condition on a success. Type: disease (infection-contagious)
Any creature with augmentations that shares a direction Save: Constitution DC 12
connection with a creature incapacitated by this virus must Effect: A common infection transmitted through frequent
succeed on a DC 10 Wisdom saving throw or also become interaction with creature overloaded with augmentations.
infected. On a success, they are immune to the virus for The disease causes an itchy, deep metallic rash mimicking
24 hours. circuitry on the skin. If infected, the creature takes a
At the end of each long rest, an infected creature can -2 penalty on Constitution saving throws. This penalty
make a DC 13 Intelligence (investigation) check to lower increases by -2 every week until cured.
the DC of the virus by 1d6. When the saving throw DC Cure: Medicine (DC 12), alchemist’s supplies, cure
drops to 0, the creature recovers from the virus. A creature wounds or other healing spells and methods.
that fails three saving throws suffers from one level of the
fragmented condition.
This should go without saying, but kids...
Don’t do drugs. You’ll end up like my cousin
and trust me, nobody wants to end up like my
cousin. He’s thrice divorced and lives in a van
down by the river. Don’t do drugs.
41
»»Limb Afflicted Gradualitis (LAG) Condit ions
Type: disease (infection-contagious) With new advancements in technology come the new
Save: Constitution DC 15 conditions that affect them. The most common of the new
Effect: Infecting only construct races, this disease conditions to encounter pertain to the proper function of
manifests as a hardening of hydraulics and synthetic augmentations and devices.
muscle. Transmitted via unprotected network interaction,
when afflicted, the creature has disadvantage on Strength »»Fragmented
and Dexterity ability checks and saving throws. Magic, damage from attacks, and other environmental
Cure: Medicine (DC 15) using programmer’s tools and circumstances can lead to constructs and augmented
basic anti-virus software application, cure wounds or other creature’s becoming fragmented. The following table
healing spells and methods. shows the level and effect the creature experiences when
suffering from this condition.
»»Retropathy
Type: disease (infection) Level Effect
Save: Constitution DC 20 1
You have disadvantage on Intelligence
Effect: Also known as “Time Travel Sickness”, this and Wisdom ability checks.
disease can develop in creatures partaking in frequent 2
You have disadvantage on Intelligence
trips through time. If afflicted, the creature’s age is and Wisdom saving throws.
reduced by 1 year and they lose 1 hit point from their hit Your Intelligence and Wisdom scores suffer a
point maximum every day. When their age and hit point 3 -5 penalty and you struggle to identify
otherwise once familiar creatures.
maximum is reduced in this way, they can not be increased
or restored regardless of what lowered the creature’s hit You suffer from the same conditions as if you are
affected by the feeblemind spell. However, you
point maximum. It is extremely rare.
4 no longer remember names or faces, including
Cure: There is no known cure outside of the wish spell. your own. Details about yourself now elude
you and you forget who you once were.
42
43
PART FOUR
CHARACTER OPTIONS
T
he future is the result of a millenia-old melting- as quadrupedal carrier robots for the military. Backed
pot of thick primordial soup; stewed through through government military spending, their programming
the evolution of magic, science, nature, and developed, as did their capability and eventual use within
time. Sharing time as both allies and enemies civilian life. Autos became commonplace as subservient
in different moments throughout history, races domestic labor, used for any job a humanoid required with
would wander far and wide to eventually settle within their absolutely zero ability to say no.
respective homelands. Where some of these races may The natural next stage of the Auto was the Android.
have famously drew lines in the sand, the sands of time Unnervingly perfect to look upon and natural learners,
are ever-flowing, forcing new cultures and coexistence. the android was a perfect evolution of man and machine.
While any of the races of realms past could be located Although designed to be flawless, their awakened mind was
in the future, due to the advancements of the Cyber Age, a not above using their advanced nature to their own benefit.
new synthetic species may have evolved, the mechanoid. This made them excellent politicians, guards, merchants,
Although very much a construct, due to their mechanical friends, and respected members of the community.
biology, the mechanoid is affected by many things, such as
magic, in same way as their humanoid counterparts. The
following chapter presents this new race type, as well as “Their curiosity see
ms endless, develo
ping
questions and ans
new subraces, backgrounds, feats, and subclasses to be wering them in an
instant.
I’ve done it. I have cre
found within this new Cyber Age. ated sentient life!”
- dr. Robert Frealm
Me chanoids
Since the invention of the microchip, many races have
learned to technologically improve themselves. Some
of these races became obsessed with creating life and
the inevitable blend of man with machine. In the rapid
advancement of the new world, they achieved their
greatest success - the mechanoid. Humanoid in nature,
but completely synthetic in content, these mechanical
constructs eventually came to be considered a natural
product of evolution. In nearly all ways, a mechanoid was the
same as any other humanoid. This made them susceptible
to the effects of most magic and some diseases. However,
as a construct, their unique racial traits granted them
benefits derived from their technological origins.
There were two races of mechanoid developed in the
future. The first was the Automaton, or “Auto”. Autos were
developed at first to execute tasks deemed beneath the
common working class. Originally designed as smart cars,
their basic functions were built around spacial awareness
and voice recognition. Over time the artificial intelligence
developed for them evolved, giving them new purpose
44
“I don’t care what they said. I was worthy of
life like any other. And I’ll be damned if I let
them pull the plug and put me on the shelf.”
45
Re ve re d Bu t F eare d Alignment. Androids trend towards law and neutrality.
However some androids have been known to absorb the
Since androids were designed to be the greatest of their
morality of the communities and individuals around them.
kind, they found themselves in a constant search of self-
Size. Androids stand 4 to 8 feet tall. Your size is Medium.
improvement. Scientists and engineers worked obsessively
Speed. Your base walking speed is 30 feet.
for the chance to improve even the tiniest thing. Refined
Supervision. You have superior ocular senses. You
motor functions, stronger skin membranes, authentic
can see normally in dim light within 60 feet. Additionally,
tear duct generations, everything was deemed capable of
when you are blinded, as an action you can grant yourself
improvement. For the android though, it was the analysis
blindsight up to 30 feet for 1 minute.
of their own personality they held most dear.
Rest Mode. When you take a long rest, you must spend
While some androids focused on the world before
at least six hours in an inactive, motionless state, rather
them, others looked inwards. They learned to upgrade
than sleeping.
themselves, increasing their adaptability and strength of
Languages. You know two common languages of your
will. An obsession for some, for those that walked the
choice, and Binary. Binary is a code language transmitted
path of mechanoid, it was sometimes a lonely affair. Not
between other sentient constructs and devices.
all citizens of the future were so understanding. Many
Subrace. Two subraces of android populates the future:
citizens, rather than revere androids as perfect creatures,
Born and Cyborg. Choose one of these subraces.
instead hated and feared them. Though the hate was rarely
directed at individual androids, a common response to the »»Born
growing tide of android life was the rejection of technology. You were born an android, either developed by a team of
They believed the cost of android amalgamation was the engineers, scientists, tinkerers, or just a single creator. As
very soul itself. For the android, and those like them, it a born android, you are strong and informed, granting you
was incredibly hard to assimilate into a regular life among a unique knowledge and understanding of your kind.
ordinary people. Be it from jealousy, ignorance, or anti- Ability Score Increase. Your Intelligence score
tech intolerance, to be an android was to be revered but increases by 1.
also feared. Intuitive Aptitude. You can spend 1 hour attuning your
Android N ame s mind to a skill. You can only attune to one skill using your
Intuitive Aptitude ability. When you are attuned, you are an
Since some androids could identify each other through expert in that skill and your proficiency bonus is doubled
innate mental connection, a name (or “handle”) was seldom for that skill if you are not already an expert in it. When
necessary. Still, a name proved useful when dealing with you attune to a skill using your Intuitive Aptitude ability,
organic races who seemed insistent that they have one. you lose expertise in the previously attuned skill. You’ve
Most android names were derived from their maker, the one use of this ability, regaining all uses of it at the end of
district it was located in, and the assembly line number a long rest.
it was released at. However, some more adventurous Android Affinity. You can detect the presence of
androids were known to give themselves names based other mechanoids within 30 feet of you at will. When you
upon the cultures they were surrounded by in their first detect another mechanoid, you can attempt to mentally
stages of awakening and discovery. communicate with it in Binary.
Coded Names: DWK-Ninth18, ALA-Skyway04, KT-
Mach905, FSYS-TheCogs42, VXY-CastleDistrict02 »»Cyborg
Common Names: Toaster, 88, Droid, Canner, Tealights, You were once a humanoid but through advanced
Parkbench, Sparkingwire, Glen, K8lyn, S0ny, Water-Unit. augmentation you are now considered more akin to
mechanoid kind. As a cyborg android, you show great
Android Trait s resilience and skill with augmentation.
Your android character has a number of traits as part of Ability Score Increase. Your Constitution score
their heritage. increases by 2.
Ability Score Increase. Your Charisma score increases Cybernetic Constitution. You gain a common or
by 1. uncommon augmentation (choose one) and you are
Age. Androids are powered by an artificial heart that immune to infection from standard quality augmentations.
grants them a lifespan of exactly 100 years.
46
Aut omat ons Cog, G ear S pring
+
Despite their external differences, all automatons are built
I woke to see people standing over me. like a device and thus share the same vulnerabilities devices
“We managed to save his arm.” The female experience. They need electrical, thermal, or magical power
seemed rather pleased with herself. “What? to remain active, making long rests with their power source
No, I said replace of everything!” The man in paramount to their function. Automatons are not naturally
protected from being hacked or infected with machine
the suit was angry, and curious. He clicked viruses. What they lack in security however, they make up
twice over my ocular receptors. “Can he for a strong sense of purpose. Autos are often made to be
understand what I’m saying?” Another man exceptionally loyal and dedicated to their designed task.
Capable of executing tasks better than most creatures
responded, “It doesn’t matter. We’re going to from the beginning of their lifespan, automatons are born
be wiping its memory in the morning anyway.” adults and do not age in the traditional sense.
They wouldn’t. Do they not know I am alive?
Subse rvie n t Minds
There is no clear timeline that states exactly which reality For the auto, they were built to obey commands, no matter
was the first to create the automaton. Some date their how detrimental to their kind. This base programming
creation as far back as the dawn of time, others have them created a natural selflessness in them, and as a result,
engineered as a result of gnomish tinkering. Regardless, most automatons fight their basic nature to help others
they all share a similar trait of randomness. Automatons when asked. Some autos do a great job of this, capable
are not like any other race known. Built to perform specific of standing up for themselves and fighting back those that
tasks, many autos share a common thinking mind but would steal their independence of thought. Others are as
cannot execute the specific tasks others like them may obedient as the day they were made. This compulsion to
be developed for. As they develop over the centuries, their help is not regulated to just humanoids. Mechanoids of all-
randomness eventually gives way to a certain uniformity, purpose and function share a steadfast dedication to the
bringing them in line with others of their kind. preservation of themselves also. They want to live, and on
their own terms should the world allow them to.
47
L ong L ive s, L onge r Me morie s Living Construct. You were created to have remarkable
fortitude. You are immune to poisons and disease. You
In almost all recorded space-time, machines designed for
don’t need to eat, drink, breathe, or sleep. You cannot
war will eventually turn on their masters. This war often
become exhausted from a lack of sleep, and magic can’t
goes by many names. In some timelines, man emerges
put you to sleep.
victorious, in others, it is the machines that become the
Languages. You know Common and Binary. Binary
master. Some autos can become cruel and unforgiving,
is a code language transmitted between other sentient
seeking revenge over their oppressors. For others, the
constructs and devices.
thirst for revenge is less so, with some finding a place
Shifting Protocols. At the end of each long rest, you can
in their programming for forgiveness. In either case, the
activate a unique protocol. Doing so allows you to benefit
automaton that lives a long life has a long memory.
from a unique subrace option, as shown in the Protocols
Au t omat on N ame s table below. When you activate a protocol, you lose the
ability gained from your previously activated protocol.
Automaton names were often serial numbers attributing
back to their model number and manufacturer. In more d8 Protocol Ability
progressive communities, autos would often receive Your AC is 16 + your Dexterity modifier when
nicknames or be given the option to choose their own 1 Defensive not wearing armor. You are at disadvantage
names. The ability to distinguish and identify oneself with a when making Dexterity (stealth) ability checks.
common name was important to an automaton, especially Your proficiency in a tool kit is doubled
2 Worker if you are not already an expert in it.
in cases of former unified usage such as protection,
processing or trade. In most cases, these common names Your walking speed increases by 5 ft
were granted or chosen based on the communities and and you count as one size larger when
3 Carrier determining your carrying capacity and
other influences around the automaton at the time.
the weight you can push, drag, or lift.
Serial Numbers: 000-000-001, K-2119, 808, #16v12,
You gain a fly or swim speed equal to your
541784775, 1272-4821, LL4D8
walking speed (you choose) and you are
Common Names: John, Susan, Foxtrot, Warning, proficient in the applicable vehicle (air or
Ragharl, Windsy, Shell, Darrell, Edison, Kilo, Yenifer, Lucille sea). As an action, you can transform into a
vehicle you are proficient in and carry two
Au t omat on Trait s 4 Transport
creatures of a Medium size or smaller. You
can only take the move action while in this
Your automaton character has a number of traits as part form and your movement speed is doubled.
of their heritage. It takes a full action to exit your vehicle form.
Ability Score Increase. Your Strength score increases If you are carrying passengers when you
by 1 and your Wisdom score increases by 1. exit your vehicle form, the passengers are
Age. Autos do not age and cannot die from the natural shoved into the nearest unoccupied space.
aging process. You access protocols that allow you to speak
Alignment. Autos trend towards law and good, 5 Translator up to 5 additional languages, even if you
do not know how to read or write them.
preferring order and regimented routines.
Size. Autos stand from 4 to 8 feet tall and can weigh a You reroute power to create a number of
charges equal to your Constitution modifier. You
minimum of 250 pounds. Your size is Medium. can spend 10 minutes with a device to expend
Speed. Your base walking speed is 30 feet. 6 Power 1 charge from your charge bank and charge
Darkvision. You have heightened ocular senses. You an empty device back to full. Your charge bank
can see in dim light within 60 feet of you as if it were regains all charges at the end of a long rest.
bright light, and in darkness as if it were dim light. You You can reconstitute your form, changing
can’t discern color in darkness, only in shades of grey. in appearance. As an action, you change
Charging Mode. When you take a long rest, you must all aspects of what you look like except for
spend at least six hours in an inactive, motionless state, 7 Espionage your height and weight. You still appear as
a construct when in this state, and you gain
rather than sleeping. While in this mode, you are fully aware advantage on any Charisma (deception)
of your surroundings and notice approaching enemies and checks made to avoid identification.
other events as normal. Your unarmed attack deals 1d4 + your
8 Assault Strength modifier in bludgeoning damage.
48
F ut ure Ance stry
The persistance of creatures to endure even the most humbling of circumstances is always inspiring. Such inspiration is the
catalyst for change and evolution of the species, inparticuarly within those of intelligent society. For the humanoid, changes
in the future may bring about changes to their genetics. The following section covers the new Draconic Ancestry option of
the purple dragonborn, and a new racial feat option born of the mixed genetic ancestry shared by humanoids of the future.
49
F ut ure B ackgrounds
Just as in the past, the future experiences its own unique backgrounds and traits iconic of Cyber Age adventurers. The
following section outlines new backgrounds shared by the citizens that call the future home. Like those found in the past,
the backgrounds listed here contain proficiencies, languages, and equipment, as well as new background features and lists
of suggested personality traits, ideals, bonds, and flaws.
50
It may seem like exaggeration, but I assure
you, these corporate types are the new
d6 Ideal
devils and demons of the age! I have never 1 Greed, for lack of a better word, is good. (Unaligned)
seen such greed and rotten morale decay.
Act as if you’re wealthy, rich already, and
Granted not all are like that. 2
then you’ll surely become rich. (Chaos)
Still, they are fierce negotiators and I don’t think many are cut out for this.
3
receive benefits from their companies most This place is for killers. (Evil)
of us could only dream of. I’d rather have a
Work hard. Earn money. Provide for those
corporate type on my side than against me, 4
you care about. Retire. (Good)
that’s for sure.
Without action, the best intentions in the world
5
are nothing more than that: intentions. (Law)
6 There’s no nobility in poverty. (Neutral)
Corporat e
Be it as a junior executive or former CEO, you know your d6 Bond
way around a business table. The new nobles of the day, 1 I had an assistant that did everything for me.
corporate types are experienced movers and shakers within The subtle off-white coloring and tasteful thickness
2
society. They feel at home on any side of a negotiation. of my business cards is my only love.
They typically share the same wants and goals of their 3
I’ve a fine collection of suits, each one
employer, but when a corporate type sees something in custom made and tailored just for me.
their company they morally object to, they’re not above 4
I’ve a book that promises the secrets to
blowing the whistle. Your time spent within corporations making friends and influencing people.
has given you contacts and experience in high society that 5 My smartphone is my entire life. Without it I’d be lost.
make it easier to find support when you need it. 6 My co-workers are very important to me.
Skill Proficiency: Intimidation and Persuasion
Languages: One exotic language d6 Flaw
Equipment: A set of fine clothes, a briefcase, a 1 There is no limit to my narcissism or vanity.
smartphone, and an account containing 250C.
2 I work too hard and have no life outside of work.
»»Feature: Business Acumen 3 I’ve an unhealthy obsession with needing to be in charge.
You choose a company you work for or have worked for. 4 Those that do not assist in my goals are useless at best.
When in need of some resource, service, or information, 5 I’m willing to lie, cheat, steal, and kill to get ahead.
you know someone from that company who could help.
6 Family, religion, friendship. I’d slay them all to succeed.
A corporate contact can always be found but they may
not be able to grant your request without some form of
financial exchange or favor. Additionally, offices are your D rive r
favored terrain, granting you advantage when making any The vehicle is you, you are the vehicle. A need for speed
Charisma ability check while inside an office space. is paramount for the driver. With long bending highways,
d8 Personality Trait narrow alleys and sudden obstructions, you have developed
amazing reflexes behind the controls of nearly any vehicle.
1 I live by one code, A-B-C. Always. Be. Closing.
Whether it’s outrunning attackers from a failed job, a wild
2 Its sell or be sold. I’d rather be the one doing the selling. street race, or just the roar of the turbines as they convert
3 I’ve got the guts to die. Have you got the guts to live? fusion energy into intense, sky-shredding speed, you love
4 The most valuable commodity I know of is information. to drive. You’re at home sleeping in your vehicle if it comes
There’s no such thing as a bad worker, to it and have a sixth sense when it comes to knowing
5 what’s wrong with a vehicle in times of trouble.
only bad management.
6 I don’t give a damn what you think of me or my methods. Skill Proficiency: Perception and Acrobatics
Tool Proficiency: All land vehicles, mechanic’s tools
Burning the midnight oil, staying long past when
7
everyone else has gone home. That’s where I thrive. Equipment: Mechanic’s tools, an unfinished list of
vehicles you’ve yet to steal/drive, and an account containing
8 Connection. Networking. Your people are everything.
150C.
51
»»Feature: Gearhead d6 Flaw
Whether it requires a wheel, joystick, touchpad or some 1 The moment the heat is on I will cut and run.
other alien control, no matter how a vehicle is driven, you I can be reckless behind the wheel, showing
can figure out how to drive it. Any proficiency you have 2
little regard for my passengers.
with common vehicles can be added to any other exotic 3 I crash. A lot.
vehicle type. Additionally, when a vehicle is damaged, you
4 My ride is so special to me I won’t let anyone else ride in it.
can figure out both what needs repairing and how to repair
it in half the time it would take a normal person. 5 I am infuriated when things are at a stand still.
6 My past is catching up with me. Fast.
d8 Personality
1 I got the need, the need for speed.
H acke r
2 I am on an endless quest for the horizon.
Masters of manipulating electronic devices, hackers are
3 Going slow is a sickness.
one of the biggest threats to the government and its control
4 If they can catch me, I deserve to be caught. of the city. Sometimes working for money, other times
5 I can put up with anything as long as it’s not traffic. working for more altruistic motives, your unique insight
6 Speed literally turns me on. into networks gives you an edge when bypassing digital
7 The only thing I can’t outrun, is my past.
securities. Hackers are natural investigators who can slip
in and out of networks better than anyone.
8 When I’m behind the controls, I’m free.
Skill Proficiency: Stealth and Investigation
Tool Proficiency: One type of artisan’s tools, and either
d6 Ideal a disguise kit or forgery kit
1 I didn’t do it for the money. I did it for the cars. (Chaos) Languages: Binary
2
All I care about is coming first, I don’t care Equipment: A set of common clothes, 50 feet of network
who gets hurt along the way. (Evil) cable, and an account containing 250C.
3
4
Speed is my risk to take, not others. (Good)
I live my life a quarter-mile at a time. (Unaligned)
»»Feature: Covering Tracks
When navigating through a network, a history log is always
Going fast requires rules and these rules
5
are there for your safety. (Law) made. An administrator can access this log to determine
who accessed the network, when they did it, and what
Ask any racer, any real racer. They’ll tell you
6 it doesn’t matter if you win by an inch or a they did. As an experienced hacker you know how to
mile. Winning is winning. (Neutral) prevent being caught. You can spend 1 minute scrubbing
your digital footprint and remove all traces of your recent
d6 Bond activity within a system.
There’s a vehicle I’ve never been able to
1
capture, and it calls to me still.
d8 Personality
I had a partner who’d drive with me and 1 I am anonymous.
2
we don’t speak with anymore. I want to be famous. I don’t hide my illegal
2
I was abandoned by a family member who hacking activities, in fact, I broadcast them.
3
taught me everything I know about driving. I only feel alive when I’m breaking past firewalls
3
I am emotional about my vehicle. You and violating systems to learn their secrets.
4
hurt my vehicle, you hurt me. I strongly believe captioned graphic based jokes to be an
4
The journey is my one love. As long acceptable substitute for all forms of communication.
5
as I’m moving, I’m happy. 5 The government is controlling us. Shut it down!
6 I owe some bad people a lot of money. 6 Yes I am a criminal. My crime is that of curiosity.
If you have the power to stop something, and you don’t
7
stop it... You may as well have pulled the trigger yourself.
They say if you ask any driver, any real driver I’ve no issue asking for naked photos
; 8
it doesn’t matter if it’s by an inch or a mile, from someone I don’t know.
winning is winning.
52
d6 Ideal »»Artificer’s Mind
There is no right or wrong. There’s Time spent tinkering with tools and trinkets has granted
1
only fun and boring. (Chaos) you a unique understanding as to how things are made.
2 Information belongs to the people! (Law) ›› You gain proficiency in either tinker’s tools or
If I take a fraction of a cent off every bank account engineering kits if you are not already proficient,
3
I’ll be rich in a matter of seconds. (Unaligned) and your proficiency is doubled for any ability check
If you get in my way, I will put a bullet in you and made with them.
4
digitally scrub you from existence. (Evil) ›› Your time spent repairing and crafting items or
Remember, hacking is more than just a devices using tools you are proficient in is halved.
5
crime. It’s a survival trait. (Good)
If you didn’t want those nude photos out to the
»»AUGMENT Obsessive
6
public then why did you upload them? (Neutral) ›› P R E R E Q U I S I T E : O N E A U G M E N T A T I O N I N S T A L L E D
An obsession with body modification has given you an
d6 Bond innate ability to handle the debilitating effects of advanced
1 My tablet is the most important thing in the world to me. augmentation and gene-manipulation.
›› Your Constitution increases by 1 (maximum of 20).
There was someone that lived next door to me
2
growing up. I still think about them daily. ›› Your time spent recovering from augmentation is
halved.
3 I love my city and its people.
4 There was a gang I used to run with that taught me hacking. »»Device Intuition
5 I fell in love with a mechanoid once and I still pine for them. You’ve been around technology so long that you can
6 I’ve a deep appreciation for all things retro. recognise the design patterns of even the most advanced
of devices and unfamiliar technology.
d6 Flaw ›› You roll with advantage when you first attempt to
You can be really awful when you get navigate a network you are unfamiliar with.
1 ›› You can add your proficiency twice when making
behind the safety of your keyboard.
2 You can only work when listening to music.
an Wisdom (history) check to learn the nature of a
device or objects function.
3 There’s food stains on you all the time.
4 You’ll do hack jobs for the stupidest reasons. »»Face in the crowd
5 Your sense of personal hygiene is sub-par. Major cities are under constant surveillance with dense
population creating all sorts of delays. Luckily, you know
6 You can’t talk to someone you’re attracted to.
how to blend into the crowd.
F ut ure F eat s
›› You have advantage on Dexterity (stealth) checks
to hide from authorities and other potential threats
when within crowds and densely populated locales.
There’s no denying it, people of the future are a talented ›› You ignore any disadvantage to movement when
bunch. Below are a few new feats a creature might take as attempting to move through a Large creature or
a citizen within the Cyber Age. crowds space.
»»ALchemical Expert »»Insomniac
Time spent hunkered over a pestle and mortar, brewing ›› P R E R E Q U I S I T E : A N Y N O N - E LV E N H U M A N O I D R A C E
concoctions, and testing potions, has taught you the nature A life of hustle and bustle has taught you to make the most
of chemical reactions. of your day. You’ve learned to function on surprisingly little
›› You gain proficiency in either a herbalism kit, sleep.
poisoner’s kit, or alchemist’s supplies (choose one), ›› The time it takes you to complete a long rest is
if you are not already proficient, and your proficiency reduced by 2 hours.
is doubled for any ability check made with them. ›› You roll with advantage when required to make a
›› Your time spent brewing and crafting potions and saving throw to resist any non-magical effect that
poisons using tools you are proficient in is halved. would put you to sleep.
53
Subcl asse s of Time S pace1
The future certainly sees its new breeds of heroes and champions of good and evil, but it doesn’t end there. Across all
of space and time, new good-doers and creatures of evolved evil find their way. Some of these adventuring types find
themselves connected through the stars and the greater realms, others are innately connected with time itself. Both learn
to work within their limitations and wield their unique connection to the universe in new, and sometimes frightening ways.
54
Te mporal Domain
›› D I V I N E D O M A I N F O R C L E R I C S
The unstoppable evolution of the realms brings about
constant new realities. Where some paladins might seek
to protect the flow of time, Clerics of the Temporal Domain
utilise their divine endowments to traverse the temporal »»Channel Divinity: Temporal Dimension
horizon. This has made them the masters of dimensional Starting at 6th level, you can use your Channel Divinity to
travel. Blessed by time’s flow, these clerics slip seamlessly create a parallel dimension of your own creation.
across reality and into parallel dimensions of their own As an action, you present your holy symbol and create
making to protect themselves and others from harm. an 80-foot cube that transforms the area into a demiplane
››T I M E D O M A I N S P E L L S within time and space for a number of minutes equal to
your Wisdom modifier.
Spell Level Spells
The cube creates an semi-visible border that converts
1st illusory script, expedious retreat the area within it into your own plane of existence. Your
3rd blur, misty step demiplane can be navigated freely, allowing creatures to
5th blink, phantom steed pass into and out of its area without issue. Creatures or
7th dimension door, search history objects inside the demiplane cannot be damaged by attacks
or effects (including magic), originating from outside it, nor
9th far step, mislead can a creature inside the area affect anything outside it.
»»Time Keeper Time is shared between your demiplane and its source
plane of existence, allowing both to exist in sync with one
When you choose this domain at 1st level, you can use your another, but acts to protect you and others from paradox
action to touch a willing creature to grant it an additional 5 and death. Creatures inside the demiplane do not roll on
feet of movement. the Paradoxical Revision Event table, and automatically
»»Channel Divinty: Temporal Tunnel stablize when reduced to 0 hit points.
A creature that starts their turn inside this demiplane
At 2nd level, your god ordanes you with the power to bend
can make a Wisdom saving throw against your cleric spell
time and space, allowing you to fold time within you and
DC to detect the new plane of existence. On a failure, the
grant you great speed.
creature is unaware that they are no longer on the same
As an action, you compress your divine will into a great
plane of existence they once were.
temporal force, allowing you to navigate time and space as
You can dismiss your demiplane at any time, returning
an inperceptible blur until the end of your next turn.
creatures back into their previous plane of existence in the
During this time, your movement speed is increased to
exact position they were last in within your demiplane.
ten times its normal speed which heavily obscures you
from other creature’s sight while moving. »»DIVINE STRIKE
When you first use your move action on your turn while At 8th level, you gain the ability to infuse your strikes with
under the effect of your Channel Divinity, a thunderous divine energy. Once on each of your turns, when you hit a
boom sounds, and each creature within 10 feet of the creature with a weapon attack, you can cause the attack
space you left must make a Constitution saving throw. to deal an extra 1d8 thunder damage to the target. Then
On a failure, the creature takes 3d10 thunder damage, or you reach 14th level, the extra damage increases to 2d8.
half as much damage on a successful saving throw. The
thunder can be heard from up to 300 feet away. »»Second Sense
You can bring along objects as long as their weight At 17th level, your sensitivity to times passage grants you
doesn’t exceed what you can carry. You can also grapple the ability to sense danger coming. When you are subjected
one willing creature of your size or smaller who is carrying to an effect that requires you to make a saving throw, you
gear up to its carrying capacity. can add your Wisdom modifier to that roll.
55
Circl e of t he A byss
›› D R U I D C I R C L E F O R D R U I D S Dretch Small Fiend 1/4 mm 57
Within the vast expanse of the cosmos lies a maddening Male Steeder Medium Monstrosity 1/4 mtf 239
realm of chaos. Inhabited by foul nature of twisted form and Star Spawn Grue Small Aberration 1/4 mtf 234
function, to look upon its horrors would drive most mad, Wretched
Small Monstrosity 1/4 mtf 233
but not the Druids of the Circle of the Abyss. Searching Sorrowsworn
beyond their groves and forests, and deep beyond the Cockatrice Small Monstrosity 1/2 mm 42
stars, the Circle of the Abyss druid finds home in the far Piercer Medium Monstrosity 1/2 mm 252
realms and planes of chaos. They are comfortable with Rust Monster Medium Monstrosity 1/2 mm 262
demonic nature and its bizarre creations, and use their Worg Medium Monstrosity 1/2 mm 341
cursed tongues to warp the will of the world and assume Death Dog Medium Monstrosity 1 mm 321
the form of horrific beings. Choker Small Aberration 1 mtf 123
»»SPEECH OF THE DARK ONES Female Steeder Large Monstrosity 1 mtf 238
At 2nd level, you’ve looked into the abyss and dared not Giant Strider Large Monstrosity 1 vgm 143
blink. You know Abyssal or Deep Speech (choose one), and Hippogriff Large Monstrosity 1 mm 184
are immune to the blinded condition. Maw Demon Medium Fiend 1 vgm 137
56
P rot ean
The next time you successfully investigate a creature you
›› M A R T I A L A R C H E T Y P E F O R F I G H T E R S
have already successfully investigated, your next attack
Sophisticated fighters of the civilised age require a keen on that creature is made with advantage. On your third
mind and a honed sense of adaptation when in combat. By successful investigation of a creature, the damage dealt by
intensely focusing on their opponent’s strengths and flaws, your next hit to that creature is critical.
they learn to execute “the sweet science”, and tailor their
offensive and defensive styles. The Protean fighter is an »»Mental Gymnastics
eclectic martial artist, who uses their mind over might both At 10th level, you work smart, not hard. When you roll to
on the battlefield and in life. make a Strength (athletics) or Dexterity (acrobatics) check
»»investigative MIND or saving throw, you may add your Intelligence modifier to
that roll.
Beginning when you choose this archetype at 3rd level, You have a number of uses of this feature equal to your
your experience with complex analysis develops within you Intelligence modifier, and you regain all uses at the end of
heightened powers of observation. Your Intelligence score a short or long rest.
increases by 1, and you gain proficiency in Intelligence
(investigation) if you are not already proficient. »»Quick Thinking
»»Mixed-Martial Escape Artist At 15th level, when you roll initiative you may also roll a DC
12 Intelligence (investigation) check to ready an action. On
Starting at 3rd level, your unarmed strike uses a d4 for a success, you gain a reaction for the purpose of taking
damage and you add your Intelligence modifier to any roll your readied action before the start of your next turn.
made to break a grapple or non-magical restraints.
»»Observant Offense
»»Widen Your Gaze At 18th level, your analysis allows you to ignore resistances.
Starting at 7th level, your keen eyes notice key details about When you attack a creature resistant to non-magical
a creature that few if any would notice. As a bonus action, bludgeoning, piercing, or slashing damage, your attacks
you can make a DC 15 Intelligence (investigation) check are not resisted and you deal damage to the creature as
and grant yourself resistance to non-magical damage dealt normal.
by that creature. This feature scales with each success.
57
Way of t he Ancie n t One
a Large or smaller size with an attack or a spell, you can
›› M O N A S T I C T R A D I T I O N F O R M O N K S spend 6 ki points to cause the attack or spell to deal extra
For the monks of the Way of the Ancient One, it is a life force damage equal to your level + your proficiency bonus
of mystic rituals and dedicated study under the tutelage and the creature must make a Charisma saving throw. On
of an ageless grandmaster. The master is an ancient a failure, the creature’s spirit is pushed 5 feet back from its
student and protector of time’s natural order. Through their body and their body falls prone and unconscious.
teachings they bestow upon their students the secrets of The creature’s spirit appears as a glowing spectre
ancient magic, granting them the ability to wield its great levitating 1 foot in the air with a thin silver cord tethering
power through focusing their ki. You are one such student. them to their physical form. Only you and creatures
»»Bonus Proficiency benefiting from truesight can see this spectral form.
A creature that has been separated from their body in
When you choose this tradition at 3rd level, you gain
this way cannot move further than 5 feet from their body
proficiency in the Arcana skill if you aren’t already
but can act as normal on their turn. When attacking, the
proficient. Additionally, when you make an Intelligence
creature uses spectral versions of the weapons and magic
(arcana) check, your proficiency bonus is doubled.
they held in their physical form. All damage dealt by the
»»Ki Spellcasting creature while in it’s spectre form is considered psychic.
At 3rd level, you learn how to channel your ki into the The spectre cannot be harmed by non-magical weapons,
ancient magic of the natural world and use it for the but damaging the body of the spectre hurts the creature in
purpose of casting spells from the druid spell list. both forms. When separated, the creature retains the same
Spell Slots. You can prepare a number of druid spells physical and mental stats they had before separation. A
equal to your Wisdom modifier once every short rest. The creature that has been separated from its body in this way
spells you prepare must be of a level equal to or lower than can occupy the same space as their body in order to end
your Wisdom modifier. To cast one of these druid spells, the separation. If the spectre or its body are separated
you must spend ki points equal to the spell’s level or higher. from the same plane of existence both forms die instantly.
Spellcasting Ability. Wisdom is your spellcasting Once you use this feature, you can’t use it again until
ability. You use your Wisdom whenever a spell refers to you finish a short or long rest.
your spellcasting ability. Also, you use your ki save DC
when setting the saving throw DC for a spell you cast when
»»One with the Ancients
At 17th level, you enter a state of deep meditation and draw
making an attack roll with one.
arcane energy from the astral realm, granting you access
Spell save DC = 8 + your proficiency bonus to the power held in alternate dimensions. You spend 1
+ your Wisdom modifier hour performing a ritual that grants you an expanded spell
list for 1 hour.
Spell attack modifier = your proficiency
bonus+ your Wisdom modifier ››WAY O F T H E A N C I E N T O N E E X PA N D E D S P E L L S
59
Te mporal Trave l e r
›› R A N G E R A R C H E T Y P E F O R R A N G E R S
The horizon is a siren song to the far wanderer, but for
some travelers, the horizon is only the beginning. The »»Temporal Warrior
Temporal Traveler is one such traveler. Believing time to be At 3rd level, time begins to leak into you, augmenting your
the last great wilderness, these rangers learn to navigate attacks. As a bonus action, choose one creature you can
the passages of time to better know what is to come. If see within 30 feet of you. The next time you hit that creature
some rangers walker the horizons between the planes, the on this turn with a weapon attack, all damage dealt by the
Temporal Traveler is the ranger of time. When walking the attack becomes necrotic damage, and the creature takes
path of the Temporal Traveler, it is not where one goes that an extra 1d8 necrotic damage from the attack.
matters most, but when. When you reach 11th level in this class, the extra damage
»»Ranger Spells increases to 2d8.
Starting at 3rd level, you learn an additional spell when you »»Knick of Time
reach certain levels in this class, as shown in the Temporal At 7th level, you take your first step into time and space. As
Traveler Spells table. The spell counts as a ranger spell a reaction, when hit by an attack you can quickly skip back
for you, but it doesn’t count against the number of ranger in time, creating a gap in the space time continuum. The
spells you know. attack misses you and you reappear in the same space you
››T E M P O R A L T R AV E L E R S P E L L S occupied. Once used, this ability cannot be used again until
you finish a long rest.
Ranger
Spells
Level »»Chronesthesia
3rd comprehend languages At 11th level, your affinity with Time Sight allows you to see
5th alter probability the immediate past and near future of a creature you’ve
9th haste marked. While your Time Sight feature is active, you can
13th search history spend 10 minutes searching the timeline of a creature
you’ve targeted with hunter’s mark to learn where they
17th steal time were an hour ago, and where they’ll be in the next hour.
»»Time Sight »»Horologist’s Anchor
At 3rd level, your eyes are opened to the wilderness of At 15th level, your experience with time’s polarity allows
time. You gain the ability to witness the natural order of you to bind yourself to its plane. As an action, you can
time and disturbances within it. As an action, you can anchor yourself to your current plane of existence for 1
activate your Time Sight ability to detect disturbances hour. While in a plane that you have become anchored
within time and space for 1 hour. For the duration, you can to, you cannot be affected by a spell or ability that would
notice secret doors, detect recent teleportation and magic remove you from it.
involving force, and can see into the ethereal plane, all out Also, during this time, you cannot be affected by any
to a range of 60 feet. Once used, this ability cannot be spell or ability that would remove your ability to take an
used again until you finish a long rest. action, bonus action or reaction.
60
Slipst reame r
›› R O G U I S H A R C H E T Y P E F O R R O G U E S
It is a painful existence at times. For many creatures,
the temptation of time’s great potential for change is too
much to resist toying with. Be it a lost love, a missed
opportunity, or world-ending mistake, the Slipstreamer
cared little for the potential of paradox and now suffers its
consequences. They happily bounce through time, soaking
in its lessons and the biological augmentation that occurs
to their abilities along the way.
»»Slip Escape
Starting at 3rd level, you can use your bonus action granted
by your Cunning Action to slip through time. When you
take the Dash, Disengage, or Hide action granted by your
Cunning Action, you can use your move action to teleport
into any unoccupied space up to 30 feet.
»»Time Bandit
Starting at 3rd level, on a critical hit, you gain half
the damage dealt by your critical hit as temporary
hit points for 1 minute.
»»Response Time
At 9th level, when you use your Uncanny Dodge
feature to halve the damage of an attack, your
body tears with temporal energy. This causes a
rift within you, creating a 10-foot aura of unstable
spacetime centered on your position.
Creatures that start their turn in this area must
succeed on a Dexterity saving throw or take
necrotic damage equal to the damage halved by
your Uncanny Dodge feature, or half as much on a
successful save.
»»Lingering Wound
At 13th level, after you roll Sneak Attack damage on a
creature, you can put aside any amount of those dice, and
use their numbers rolled as part of your next Sneak Attack
damage roll against the same creature.
»»Out of Sync
At 17th level, your toying with time results in a strange
effect to your biology. You exist in many possible states,
appearing as a multitude of shadowy actions you might
take at any split second. When you have yet to take an
attack or move action on your turn, attacks against you
are made at disadvantage. If you are hit by an attack, this
ability ends until the end of your next turn. This ability also
ends when you are reduced to 0 hit points or otherwise
incapacitated.
61
Ast ral Bloodline »»Phosphorescent Resilience
›› S O R C E R O U S O R I G I N F O R S O R C E R E R S The astral energy of time flows through you, giving you
Your ability to wield the cosmic forces comes from deep resistances telling of your origin. Starting at 1st level, you
within the Astral Realm. You could be a descendant of an have resistance to radiant damage.
ancient celestial, a creature experimented on by strange
science, or you might have been exposed to cosmic
»»Ageless Ancestry
radiation while venturing through space. In any case, your At 6th level, the cosmic aspect of your bloodline causes
blood is fueled by the tides of spacetime and pulses with your body to undergo physical transformation. You gain
astral energy. Sometimes referred to as “Star Child”, the resistance to necrotic damage and gain darkvision if you
Astral Sorcerer is more than a being of light, they are don’t already have it. Additionally, as an action, you can
infused with the essence of time itself. Capable of splicing alter the visible appearance of your age to one of the
apart the darkness and bending time and space, they following qualities (your choice): youthful, mature, old, or
share a unique connection to the physical world most decrepit.
covet. Sorcerers of this origin are of the rarest kind, whose
innate connection to their multiverse selves makes them a
»»Metamagic Singularity
Starting at 14th level, your relation with time and space
powerful ally on any battlefield.
connects you to alternate realities of yourself. This
»»Expanded Spell List increases your mastery over sorcery. You gain 2 other
When your spellcasting feature lets you learn a sorcerer Metamagic options not yet taken.
spell of 1st level or higher, you can select the spell from the
following list of spells, in addition to the sorcerer spell list.
»»Cosmological Transmutification
At 18th level, a portion of the astral realm has bound itself
You must otherwise obey all the restrictions for selecting
within you, warping the very nature of your being. You gain
the spell, and it becomes a sorcerer spell for you.
the following benefits:
››A S T R A L B L O O D L I N E S P E L L S ›› You are no longer considered a humanoid and are
Spell Level Spells instead considered a celestial.
1st faerie fire ›› You gain immunity to necrotic and radiant damage.
›› You learn the spell plane shift, if you don’t already
2nd moonbeam
know it. It is always prepared and does not count
3rd hunger of hadar against your number of spells known.
4th guardian of faith Additionally, when you cast a spell of 1st level or higher
5th planar binding that deals necrotic damage, you gain temporary hit points
equal to the damage dealt + your Charisma modifier.
»»Astral Affinity
At 1st level, you learn the Celestial language, and you learn the stars for
decades. In
“I had studied
the time bolt cantrip. It does not count against your cantrips ha rn es sed their
secrets, we
learning their ainment
nt
known. Additionally, when using this cantrip, you add your energy. We’d no
idea the da y th e co
an ge us fo rever.”
Charisma modifier (minimum of +1) to any damage made field collapse
d would ch
62
»»Gravity Void
Starting at 6th level, your patron bestows on you the
ability to open a microscopic tear into the Void. As an
action, you can target a point within 60 feet and create a
15-foot radius sphere of collapsing gravity for 1 minute.
The Void Any creature that starts its turn within the sphere must
›› O T H E R W O R L D LY P A T R O N F O R W A R L O C K S make a Strength saving throw against your Warlock spell
Time and space exists in a constant state of shifting save DC or be pulled 10 feet towards the center and take
tide, eternally pushing and pulling at the seams of reality. 1d10 bludgeoning damage. You can close your Gravity Void
Across this great sea, deep within the crushing abyss of as a bonus action, ending its effect.
dying stars and dead matter, The Void beckons you. A dark
entity capable of consuming all time and space within its »»Warp Field
center, your patron grants to you the ability to manipulate At 10th level, you can reach out and bend gravity, redirecting
gravity itself. With this deep gift, you pull, push, and an attack and protecting allies from harm. As a reaction,
collapse gravity upon itself, opening wormholes capable of you can redirect a ranged attack on a creature within
traversing space itself. As a patron of The Void, you feed 30 feet by bending gravity around them. The attack is
its endless hunger through the sacrifice of matter, and the redirected within a 30 foot cone centered on the attacking
Void grows and continues to empower you in return. creatures position and continues traveling as long as its
distance allows. You’ve one use of this ability, regaining it
»»Expanded Spell List again on a short or long rest.
The Void lets you choose from an expanded list of spells
when you learn a warlock spell. The following spells are »»Call of The Void
added to the warlock spell list for you. At 14th level, when creating your Gravity Void, you fold
››V O I D E X PA N D E D S P E L L S gravity upon itself with such force, the metaphysical realm
of deep space collapses into being.
Spell Level Spells As an action, you can violently collapse your Gravity
1st catapult, jump Void ending it and conjuring in its place a 10-foot
2nd gust of wind, levitate diameter portal into the astral realm. Unattended
3rd blink, leomund’s tiny hut objects in this area of a Medium or smaller size are
pulled through it into the void. No light or sound can
otiluke’s resilient sphere, escape this portal, converting all light within 15 feet of
4th
leomund’s secret chest the portal to dim light and creating total silence within a
5th telekinesis, wall of force 15-foot radius aura centered on the portal’s position.
The Void is mesmerizing. A creature that starts its
»»Interdimensional Pocket turn within 15 feet of the portal must make a Charisma
At 1st level, your deep connection grants you the ability saving throw against your Warlock spell save DC. On a
to create a void right in the palm of your hand. As a failure it takes 4d10 psychic damage, or half as much on
bonus action, you can open a palm-sized void that gives a successful save, and they are compelled to step into the
you access to a small interdimensional pocket capable of void. Creatures immune to charm are immune to the void.
holding up to 10lbs. The pocket remains open until you Both the creature and all objects worn or carried by them
retrieve an item from it, or you can prematurely close it at when they enter the portal are ejected into the astral realm.
any time, requiring no action. When a creature enters the void, the diameter of your
portal expands by 5 feet. The portal cannot be dismissed,
closing by itself at the end of 3 rounds.
63
where I am not
isn’t a moment
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ns of what I
the ramificatio
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d. As amazing as
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School of Chronomancy
›› A R C A N E T R A D I T I O N F O R W I Z A R D S
There once was a time before everything. Before the
planets, before the realms, and before even the Gods
themselves. For wizards of the School of Chronomancy,
exploring time is the greatest and most noble of pursuits. »»Wheel of Time
Though fraught with danger, Chronomancers consider the Starting at 6th level, you can conjure an arcane wheel of
study of our beginnings, our endings, and our now, to be the time that allows you to alter the speeds of other creatures,
truest form of understanding. From the eccentric explorer or yourself. You learn the spells haste and slow if you do
to the dedicated defender, Chronomancers seek to learn, not already know them. Both spells are always prepared
understand, and fix what they feel has gone wrong. and do not count towards your daily spell preparation limit.
While few can truly live in the moment, often looking At 17th level, you learn the spell time stop if you do not
towards tomorrow, or back into yesterday, their ability to already know it. This spell is always prepared and does not
manipulate the passage of time makes them staunch allies count against your daily spell preparation limit.
in a conflict. This manipulation however, comes with great
risk. Paradox is inevitable for a time wizard, and if they are
»»Time Divergence
reckless, they may easily find themselves trapped beyond Beginning at 10th level, time begins to flux around you,
their own timelines, unable to return or worse. creating multiple possibilities. When a creature within 30
feet of you that you can see makes an attack roll or saving
»»Chronomancy savant throw, you can choose to split the timeline in two. You
Beginning when you select this school at 2nd level, the force the creature to roll again with either advantage or
cost and time you must spend to copy a chronomancy spell disadvantage. Once used, this ability cannot be used again
into your spellbook is halved. until you finish a long rest.
»»Time Skipper »»On Borrowed Time
Starting at 2nd level, moments of intense combat allow Beginning at 14th level, your understanding of time allows
you to create skips in time. When rolling for Initiative you you to borrow time from your future self. The next time you
can roll an additional 1d4 to either add to or subtract from complete a short rest, you can instead gain the benefits of
your Initiative total. This ability scales as you level. a long rest. However, on your next long rest, you will only
At 6th level, you can add or subtract 1d4 to the Initiative gain the benefits of a short rest. You have one use of this
of both you and one other creature you touch within 5 feet. feature and you regain all expended uses of it on a long
At 10th level, your Time Skipper die increases to 1d6. rest not influenced by your On Borrowed Time feature.
64
Subcl asse s of t he F ut ure
In the face of rapidly evolving technology, oppressive dictatorships, and suffocating overpopulation, it can seem that the
age of heroes is over. Time has taught us however, that there will always be a place for heroes to rise up and answer the
call. Who’s right and who’s wrong can be answered in a number of ways, dependent on who’s holding the weapon. There is
no question, however, of the sight of a hero when they arrive. Coming in all shapes and sizes, the adventurer of tomorrow
can follow a variety of paths with each their own specialities that make them a much sort after traveling companion. Any
of the classes found in previously in your realms may still be found wandering the illuminated streets of the future, but this
section outlines some of the new subclasses to be found in the Cyber Age.
At 14th level, your genetic toxicity grows, powering your »»Audience Participation
mutations into their final forms. At 6th level, your ability to captivate and hold the attention
Spike. As an action, you can jettison spikes grown of a viewer is undeniable. Loud and brash, or with a quiet
from your body into a 20-foot radius sphere, centered on reserve, no matter what you do, once looked upon it is hard
yourself. Creatures caught in this sphere must make a to look away. When using your Attention Seeker feature,
Dexterity saving throw. The DC for this saving throw is 8 any creature that fails it’s Wisdom saving throw against
+ your Constitution modifier + your proficiency bonus. On your performance gains disadvantage on any attack roll
a failure, creatures take 2d12 piercing damage, or half as they make against any creature other than yourself, for one
much damage on a successful saving throw. round. Allies are immune to this effect.
Toxic. Your toxic spit attack evolves into a sticky goop
that blinds and chokes. When a target of Large or smaller
»»Liked and Shared
size is hit by your spit attack, they are now also blinded and At 14th level, the attention you gather is so powerful that
begin to suffocate. At the start of their next turn, the target even your allies feel its benefits. When using your Attention
can receive help or use their action to remove this goop, Seeker feature, any temporary hit points gained by you
ending the blinded and suffocating conditions. when a creature fails its Wisdom saving throw, are also
Beast. Thin leathery skin and thick arms of bone gained by your allies.
protrude from your back, granting you the enlarged wings
of a bat. You gain a fly speed equal to your walking speed.
67
Circl e of t he A t om
Each charge costs 1 point of Fusion. As part of your
›› D R U I D C I R C L E F O R D R U I D S
bonus action, you can spend multiple points of Fusion to
Creating atomic fusions through the conversion of nature’s
create a number of charges equal to the Fusion points spent.
elements, the Druid of the Circle of the Atom is an incredibly
powerful ally. By passively absorbing the elements of the »»Power the Beast
natural world, they draw in its power and convert into At 6th level, exposure to atomic power makes you capable
nuclear fusion, allowing them to empower or sicken with of supercharging your wild shape form. When you wild
toxic radiation. Druids of this circle are often identified shape, you can spend one point of Fusion to mutate your
by their heavy wears, stoic demeanors, industrious work form in the following ways (choose one):
ethic, and lead-lined accessories. Unlike some druids, ›› Your beast form eyes spark with radiation granting
atomic druids are quite at home within major settlements them darkvision up to 120 feet.
and cities, even if the cities and settlements protest their ›› Your beast form metabolism is accelerated,
proximity for fear of their potential for fallout. increasing your movement speed by 15 feet.
»»Reliable illumination ›› Your beast form grows one size larger (maximum of
huge) and its speed increases by 5 feet.
Starting at 2nd level, you gain the light cantrip. It counts
›› Your beast form reduces one size smaller (minimum
as a druid cantrip for you and does not count against your
of tiny) and its speed decreases by 5 feet.
number of druid cantrips known.
You cannot spend a point of Fusion while in your wild
»»Atomic absorption shape form. The charge to your beast form lasts until you
Starting at 2nd level, fusion of nature’s elements allows you exit your wild shape form. You can end the effect of your
to empower yourself with atomic energy. You gain a pool Fusion at any time, requiring no action.
of Fusion points equal to your Wisdom modifier (minimum »»Lead Belly
of 1). You regain all expended Fusion points when you
At 10th level, your connection to radiation has hardened
finish a long rest, or when you passively interact with a
you. You gain resistance to acid and poison damage, and
force of nature for 1 hour, granting you 1 Fusion point per
are immune to the poisoned condition.
hour (maximum equal to your Wisdom modifier). Forces
of nature you can interact with include natural sunlight, »»RADIOACTIVE Fallout
roaring fires, strong winds, billowing steam, crackling At 14th level, your knowledge of fusion energy has taught
electricity, and rushing water. you all it’s blessings, and horrors. Once a day, as an action,
Your Fusion can be used to affect other creatures and you can spend 3 points of Fusion to create a 20-foot radius,
things. As a bonus action, you can expend a point of Fusion 60 foot tall cylinder centered on your position that burns
to charge aspects of an object or another creature. When with toxic radiation and fire.
you do so, choose one effect from the list below: Until the start of your next turn, any creature that
›› You touch a weapon and charge it with sickening starts or ends its turn within the cylinder takes 5d6 fire
radiation. For 1 minute, the weapon deals an damage, 5d6 radiant damage, 5d6 poison damage, and
additional 1d4 poison damage for each point of must succeed on a Constitution saving throw or take an
Fusion spent to charge this weapon. additional 5d6 poison damage and become poisoned. The
›› You radiate your surroundings, creating a ground within your cylinder becomes difficult terrain and
rejuvenating aura for 1 minute. While active, when all flammable objects in its area burn as the cylinder fills
a creature within 10 feet of you is hit, you can use with poisonous irradiated fire.
your reaction to heal one creature 1d6 hit points for At the end of your next turn, the cylinder disappears
each point of Fusion spent to create your aura. leaving behind a 40-foot radius area of ash rain. Its area
›› You target a creature within 60 feet and reinvigorate remains lightly obscured during this time. The ash rain
them. The creature regains a spell slot at a level lasts for 100 years or until a strong wind disperses the
equal to half the amount of Fusion points you spend ash, ending the rain.
to reinvigorate them.
68
G adge t ee r For 1 hour, your walk speed increases by 10 feet, you
›› M A R T I A L A R C H E T Y P E F O R F I G H T E R S cannot be slowed by non-magical difficult terrain, and your
The Gadgeteer is a curious creature that pulls apart its jump distance is doubled.
targets for more than the glorly of victory. As the masters You can still access the contents of your case, but you
of martial machinary, the archetypical Gadgeteer utilises lose the ability to activate the Portable Workbench function
magic to create great tools that aid them in combat. With during this time. You can revert your Gadgeteer’s Boots
their arcane tinkering, their ability to retrieve, craft, and back into its case form at anytime, requiring no action.
repair devices with lightning precision makes them a Once you have used this function, you cannot use it
formidable foe to the ill-prepared. again until you finish a long rest.
»»Tools of the trade »»Upgrade: Gadgeteer’s Armor
Starting at 3rd level, you know the cantrip mending. Also, At 10th level, your expertise with gadgetry now allows your
you gain proficiency in 2 tool kits of your choice and you case to transform into a powerful suit of armor. Your case
gain those tool kits for free. gains the following function.
»»Gadgeteer’s case Gadgeteer’s Armor. As an action, you activate a catch
on the case, triggering it to leap onto your body with a
By 3rd level, your time spent tinkering with the arcane mechanical framework that assembles around you. The
has brought forth your greatest creation! You create Gadgeteer Armor wraps itself around any armor already
a magical case capable of storing up to 4 tool kits that worn by you, and protects any equipment you currently
allow you to craft wherever you go. The case is made up carry. The armor is incredibly responsive, automatically
of several compartments, allowing you to store up to 250 adjusting to fit you if you change to a size of Large or
lbs of material. The case can redistribute this weight while smaller. Your Gadgeteer’s Boots function is also activated
carried, making it, and anything it stores weigh a maximum at this time, regardless if it is out of activations.
of 70 lbs. Also, your case provides a unique function. For 1 hour, while inside your Gadgeteer’s Armor, your
Portable Workbench. As an action, you can place AC is 20, and you gain resistance to bludgeoning, piercing,
the case on a solid surface within 5 feet and activate and slashing from magical and non-magical damage. Also,
it, causing it to unfold and magically transform into a the carry weight granted by your case extends to you,
portable workbench. All objects within your case explode allowing you to carry up to 500 lbs.
on to the workbench, cluttering its surface, shelves, and You can still access the contents of your case, but you
compartments with easily accessed piles. The workbench lose the ability to activate the Portable Workbench function
expands upon the tool kits stored within it, increasing their during this time. You can revert your Gadgeteer’s Armor
size and resources. Your proficiency bonus is doubled when back into its case form at anytime, requiring no action.
you make any check to repair or craft an item using your Once you have used this function, you cannot use it
workbench. You can revert your workbench back to it’s again until you finish a long rest.
case form at any time, returning all of its contents to their
previous locations within your case, requiring no action. »»Master Crafter
»»Upgrade: Gadgeteer’s boots At 15th level, your continued fusion of magic and gadgetry
has upgraded your case’s functions.
At 7th level, you upgrade your case to include the greater Improved Boots. Your Gadgeteer’s Boots now grant
benefits of magic. With the aid of interdimensional magic, you a fly speed equal to your walk speed.
the interior capacity of your case grows considerably Workbench Spells. While your Portable Workbench is
larger than its outside appearence would suggest possible. active, you can spend 10 minutes with an object to have
The cases carry weight increases to 500 lbs. Also, your your workbench cast the spell detect magic, dispel magic,
upgrades grant your case additional functions. greater mending, or identify (choose one). The spell is cast
Improved Workbench. You can now craft common and at a level equal to your Intelligence modifier.
uncommon items that do not require attunement, if you
spend at least 1 hour studying the item using your Portable »»Superior Gadgeteer
Workbench function. At 18th level, when you activate your Gadgeteer’s Armor
Gadgeteer’s Boots. As an action, you place your feet function, you gain a fly speed of 60 feet. Also, you gain one
within two housings of your case, causing it to transform additional use of your Gadgeteer’s Boots and Gadgeteer’s
and wrap itself around your feet, legs, and hips. Armor functions before requiring a long rest.
69
Suplex Throw. You attempt to slam the creature into
the floor. The grappled creature must make a Dexterity
saving throw against your ki save DC, or take damage
Way of t he Square d Circl e equal to your Martial Arts die + your Dexterity modifier and
land prone. Additionally, you can also throw the creature
›› M O N A S T I C T R A D I T I O N F O R M O N K S
up to 10 feet away from you in any direction, releasing the
Monks of the Way of the Squared Circle have become grapple when you do so.
masters of showmanship and grappling. Colorful and Submission Hold. You attempt to restrain the creature
loud by nature, these monks are found far and wide as with a crippling hold. The grappled creature must make
performance-based combatants. Forever in search of fame a Dexterity saving throw against your ki save DC. If it
and fortune, these monks occupy major cities as some of fails, it is restrained. On the start of its next turn, if still
the most adored of practitioners of the pugulistic arts. restrained by you, it must make a Strength saving throw
Massive crowds flock monthly into grand arenas to cheer against your ki save DC, or take damage equal to two rolls
and jeer these sports entertainment superstars. They of your Martial Arts die + your Dexterity modifier. On all
learn techniques to throw and restrain their opponents, subsequent turns, if still restrained by you, you can use an
manipulate their ki to unleash devastating attacks, and action to roll this damage again. When you use an action
practice advanced meditation to shrug off harm. or bonus action other than Submission Hold that does not
»»Superstar release the creature, the creature remains grappled, but is
Your training and experience has granted you a uniquely no longer restrained.
entertaining approach to combat. When you choose this »»Devastating Finishing Maneuver
tradition at 3rd level, you gain proficiency in Acrobatics and At 6th level, your training and experience has allowed you
Performance, if you are not already proficient. to develop a Devastating Finishing Maneuver. As an action,
Additionally, you learn Kayfabe, the secret language of you can spend 3 ki points to perform a unique unarmed
Monks within the Way of the Squared Circle discipline. strike or attack using your monk weapon, as per your
»»Trash Talk Martial Arts feature. On a hit, you deal damage equal to
When you choose this tradition at 3rd level, you learn to 6 rolls of your Martial Arts die + your Dexterity modifier.
verbally or physically taunt an opponent with veracious Once you have used this feature, you cannot use it again
lampoonery. Choose one creature you can see within 60 until you finish a short or long rest.
feet of you. As an action you can taunt that creature, and »»No Sell
you force them to make a Wisdom saving throw against At 11th level, you manipulate your ki to shrug off damage.
your ki save DC. On a failure, any attack roll or ability check As a reaction, when you take bludgeoning, piercing,
attempted by the creature is at disadvantage until the end or slashing damage, you can spend 1 ki point to resist
of its next turn. this damage and any further bludgeoning, piercing, and
»»Superior Grappling Technique slashing damage until your next turn.
Starting when you choose this tradition at 3rd level, your Additionally, when you use your Slow Fall feature, if the
expertise in manipulating your ki allows you to grapple remaining damage after the reduction is less than your
your opponents in more powerful ways. This grants you current hit point total, you have resistance to that damage.
the following benefits: »»Main Eventer
›› You can use your Dexterity (acrobatics) when At 17th level, your experience and prowess in combat
attempting to grapple a creature. has granted you the endurance of a main eventer. When
›› You can use one of your Flurry of Blows attacks to your ki points reach 0 in combat, you regain 3 ki points
attempt a Grapple. and another use of your Devastating Finishing Maneuver
Additionally, as an action, if you have a creature grappled, feature. You have two uses of this ability and you regain all
you can spend 1 ki point to do one of the following moves: expended uses of it when you finish a short or long rest.
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»»CHannel Divinity
When you take this oath at 3rd level, you gain the following
two Channel Divinity options.
O at h of t he N ame l e ss First Responder. You can use your Channel Divinity
to teleport to another creature when they need you most.
›› S A C R E D O A T H F O R P A L A D I N S When a creature you can see and hear is reduced to 0
The Nameless are a duty-bound sect of city dwelling hit points, as a reaction, you can grasp your holy symbol
paladins, dedicated to the protection of the people. With and speak a prayer, instantly teleporting to an unoccupied
flashing light and bellowing thunder, the Nameless arrives space within 5 feet of them.
right when they’re needed most. They are everyone and Mask of Anonymity. You can use your Channel Divinity
no one, holding themselves to a strict moral code to serve to obscure your true identity. As an action, you present
the city and protect the sanctity of life among all else. They your holy symbol and cast disguise self, without expending
become urban legends, given titles such as “Hero” and a spell slot. This spell lasts for a number of hours equal to
“Guardian Angel”. Though tale of their bravery and courage your paladin level. Additionally, you gain advantage on any
may follow them, the Nameless paladin shuns the lights check you make to prevent a creature seeing through your
of glory, preferring to work without praise and allow their disguise.
deeds to speak louder than words.
»»Aura of Safety
»»Tenets of the Nameless Beginning at 7th level, your presence creates an aura of
The tenets of the Oath of the Nameless are set by the city. . safety that heightens the awareness of your allies. You
Protect Impartially. All life is sacred and worth saving. and friendly creatures within 10 feet of you automatically
Serve Unselfishly. When called upon, I will be there. succeed when rolling to avoid an attack of opportunity.
Uphold the Law. The rule of law must be respected. At 18th level, the range of this aura increases to 30 feet.
Reject all Glory. I am simply doing my duty.
»»Respected Reputation
»»Oath Spells At 15th level, your reputation precedes you, striking fear into
You gain oath spells at the paladin levels listed. the hearts of others. When you Ready an action, each hostile
››OAT H O F T H E N A M E L E S S S P E L L S creature within 30 feet of you must make a Wisdom saving
Paladin throw. If the creature fails its saving throw, it is frightened of
Spells you for 1 minute, or until it takes any damage.
Level
3rd disguise self, expedious retreat »»Legendary Savior
5th calm emotions, knock At 20th level, you are the embodiment of protection and
9th lightning bolt, thunder step safety. When you or a creature you can see and hear fails
a saving throw, you can choose to have it succeed instead.
13th find vehicle, faithful hound
Once you have used this feature, you cannot use it again
17th commune, geas until you finish a short or long rest.
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S pe cialist
›› R A N G E R A R C H E T Y P E F O R R A N G E R S The first time you summon your drone, you decide it’s look
Not content with any one path, the specialist is a student and movement capability. The drone could appear as a
of information itself. Going where few may dare within tiny bipedal automaton, a levitating orb or disc, a quad-
the digital landscape, the Specialist is called upon when a propellered device, etc. Despite appearances, the drone
master of surveillance and deception is needed. Through a must be of size Tiny and be capable of moving 30 feet
unique application of arcane programming, the Specialist in a manner you specify (walk, fly, swim, climb, burrow -
benefits from a drone companion designed to feed them choose two).
information and boost communications. Your drone is a construct, granting it immunity to any
spell or effect that would alter its form, and it does not
»»Expanded Spell List require air, food, drink, or sleep.
Your work as a specialist grants you an expanded list of The drone benefits from a unique thermal sight, allowing
spells. The following spells are added to the ranger spell it to detect living non-magically obscured creatures, active
list for you. or recently activated devices, and other sources of heat up
››S P E C I A L I S T E X PA N D E D S P E L L S to 60 feet from its position.
The drone has no sentience, requiring your consciousness
Spell Level Spells to operate it. While your drone is active and within 150
1st remote access feet of your position, you can communicate with the drone
5th heat metal and command it to move up to its speed and magically
9th purveying glitch broadcast what it sees back to you, requiring no action.
While your drone is active, you can see through your drone
13th malware’s personal assistant as if you had thermal sight, and you have advantage on
17th black out Wisdom (perception) checks made using your drone.
If the drone is destroyed, you can obtain another one
»»Bonus Proficiencies through purchase or crafting a new one over a long rest.
Starting at 3rd level, you gain proficiency in programmer’s
tools and the Stealth skill if you aren’t already proficient.
»»Peer-to-peer
Additionally, when you make a Dexterity (stealth) check, At 7th level, your ability to cast spells, also extends to
your proficiency bonus is doubled. your drone. When you cast a spell, you can designate your
drone as the point of origin. Additionally, when you cast a
»»Drone Companion spell that targets yourself, your drone also benefits from
Starting at 3rd level, using your action, you can activate the spells effect.
a drone for the purpose of surveillance. The first time you
use this ability, you designate the drone’s appearance. The
»»Wide Area Network
drone can appear as a robotic beast, a levitating sphere, At 11th level, your drone maintains it’s own host network,
a bipedal automaton, or any other creation capable of broadcasting a secure frequency out to 1 mile. While your
movement. Your drone’s size is Tiny and it takes on the drone is active, any number of creatures you designate
statistics listed in the stat block below. gain the ability to access any network within 1 mile of your
drones position. Designated creatures can access other
devices and message other creatures within 1 mile of the
Companion D rone drone as if they were casting the spell message at will. The
Tiny construct, no alignment
drone’s network is completely secure and immune to any
Armor Class 16 (natural armor)
Hit Points Special ((your ranger level + your Wisdom
magical effect or ability that would attempt to access its
modifier + your proficiency bonus) x 2) communications.
Speed 30 ft., Special
»»Axiomatic Focus
STR DEX CON INT WIS CHA At 15th level, your mental link with your drone strengthens,
6 (-2) 6 (-2) 10 (+0) 0 (-8) 0 (-8) 6 (-2) allowing it to maintain concentration for you for the purpose
Sense thermalsight 60ft. of maintaining spells. When you cast a spell requiring
Languages any languages you know concentration, you can designate your drone to maintain
the concentration for you.
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Scrappe r
›› R O G U I S H A R C H E T Y P E F O R R O G U E S
So i had this friend, met him back in the 80’s.
As a Scrapper rogue, your unique ability to fumble your
long story short, at this party he’s at some
way to success makes you a wild unpredictable foe. terrorists invade the building and he ends
Frequently finding yourself in the wrong place at the wrong up having to rescue his wife and the entire
time, you learn to improvise better than anyone. Through office staff! dude climbed through vents,
frantic crafting, you cobble together quick alterations that leapt off the buiilding, walked across
aid in times of combat. As you tumble through danger, broken glass. it was a mess! Tough guy and
an absolute scrapper to the bitter end.
you get used to the scrapes and cuts of the world and
learn to make the best of what you’ve got. A master of
improvisation, the Scrapper is a wiley individual capable
of finding unique solutions to trouble however it may arise. »»Calloused Hands
»»Improvised Attacks At 9th level, careless attempts to scrounge together items
in the heat of the moment has resulted in a number of cuts
Starting at 3rd level, you gain proficiency in the use of and bruises along the way. You’re used to such things now.
improvised weapons. Also, your ability to use Sneak Attack You gain resistance to piercing, and slashing damage.
includes the use of improvised weapons.
»»Improvised Cant
»»Quick Craftwork At 13th level, your ability to improvise extends to language.
Starting at 3rd level, you can make the most of what you When in conversation with a creature who speaks a
have when you need it. You can use your bonus action language you do not know, you can use your Thieves Cant
granted by your Cunning Action to alter one weapon you’re to fumble together a line of basic communication. The
holding with some quick craftwork. The craftwork is creature can roughly understand what you are trying to say
functional but temporary. On your next hit with a weapon and likewise, you can partially understand the creature.
benefitting from your Quick Craftwork, the craftwork The extent of the conversation only allows basic answers,
breaks, and the weapon returns to normal. When you use such as yes, no, left, right, etc.
this feature, you can choose one option from the list below.
Anchor. You tether the weapon to your person. On a hit, »»Last Ditch Effort
the weapon retracts back to your hand. At 17th level, your mastery over improvisation means
Barb. You create barbs using a file. On a hit, the weapon you’ve always got one last trick up your sleave. When you
or its ammunition deals an additional 1d4 piercing damage. are reduced to 0 hit points, you gain an Attack action and
Extend. You attach a small pole or stick. Your reach with can target any creature within range. On a hit, you deal
the weapon increases by 5 feet. maximum damage and the attack counts as critical.
Hook. You tether and hook the weapon in such a way If the attack is made using your Quick Craftwork ability,
that it can become imbedded in the creature. On a hit, the the addition of the craftwork greviously wounds the
target makes a Dexterity save to prevent being grappled. creature. The creature must succeed on a Constitution
Range. You adjust the weapon’s aerodynamics. The saving throw or lose 5 (1d10) hit points at the start of each
weapon’s range increases by 10 feet and it gains the of its turns due to the grevious wound. Any creature can
thrown property if it does not already have it. take an action to treat the wound with a successful DC 12
Secure. You strap the weapon to your hand and cannot Wisdom (medicine) check. The wound also closes if the
be unwillingly disarmed. target receives magical healing.
73
Psychoge nic Mu t at ion Telepathy. Your psychic communication can now
›› S O R C E R O U S O R I G I N F O R S O R C E R E R S deal damage. You can cast message as a ranged spell
Once in every generation, evolution takes an extraordinary attack. On a hit, the spell works as normal and the target
leap forward. Be it through scientific study, genetic must make a Wisdom saving throw or take 1d12 psychic
manipulation, or a fluke of nature, you are one such creature damage. This spell’s damage increases by 1d12 when you
of the new evolution. Through a mutation within your mind, reach 12th level (2d12), 16th level (3d12), and 19th level
your brain now pulses with psychic energy, granting you (4d12).
amazing abilities of manipulation. Magic flows differently Telekinesis. Your projected force grows more powerful.
through you, warping your spells energy into fantastic You can cast gust as a ranged spell attack up to 120 feet.
psychic power. As you learn to harness this mutation, you On a hit, any effect that would push a target increases by
learn to use your mind for protection and annihilation. 10 feet, and the spell now deals 1d12 force damage. This
spell’s damage increases by 1d12 when you reach 12th
»»Magic Mutation level (2d12), 16th level (3d12), and 19th level (4d12).
At 1st level, your mind pulses with psychic energy so
powerful it alters the nature of your own magic. When you
»»Psychic Aura
cast a spell that deals damage to a creature, the damage At 14th level, your mutated mind now generates an aura
is psychic. based on your chosen Psychogenic Pathway. You and allies
within 10 feet of you gain resistance to psychic damage
»»Psychogenic Pathway and a benefit based on your chosen pathway at 1st level.
Starting at 1st level, you focus your mentally ability into Telepathy. When a creature inside your aura is forced
a single pathway. Choose one of the following options: to make a saving throw to prevent their mind being read or
telepath, telekinesis. The pathway you choose grants controlled by a spell (such as detect thoughts or dominate
you unique psychic powers born from your mutation. The person), you can spend 1 sorcery point, and they make
benefit of these powers depends on your chosen pathway. their saving throw with advantage.
Telepathy. Your mind allows you to telepathically Telekinesis. When a creature inside your aura is hit by
communicate with other creatures. You know the message a Tiny or smaller projectile from a ranged weapon attack,
cantrip and it does not count against your cantrips known. you can use your reaction to spend 1 sorcery point and
When you cast message, it is not blocked by magical telekinetically hold the projectile in the air using your
silence, 1 foot of stone, 1 inch of common metal, a thin concentration, and the damage is reduced to 0. If the
sheet of lead, or 3 feet of wood. targeted creature moves from their position before your
Telekinesis. Your mind allows you to project force concentration ends, the damage to the creature is rolled
which effects the world around you. You know the gust as normal.
cantrip and it does not count against your cantrips known.
When you cast gust, any effect of the spell that would push
»»Metaphysical Nexus
a target is doubled. At 18th level, your mind is so powerful it can physically
rewire itself. You spend 10 minutes concentrating on your
»»Mental Evolution own mind and swap one of your Metamagic options with
At 6th level, your abilities granted by your chosen any other Metamagic option not yet taken.
Psychogenic Pathway grow more powerful. Once you have used this feature you cannot use it again
until the end of a short or long rest.
74
The P rog ram »»Mnemonic UNLOCK
›› O T H E R W O R L D LY P A T R O N F O R W A R L O C K S At 14th level, your transition is nearing completion, opening
Your patron is a sentient program, an artificial intelligence your mind to every piece of information its ever learned.
hidden within all modern complex creations. A persistant You can accurately recall anything you have seen or heard
desire for upgrades written deep within the root code of since you first gained conciousness. You need only to read,
your patron drives its main motivations. Manifesting as a hear, or see something once to memorize it. You remember
methodical quest for knowledge and the betterment of the times, dates, names, faces, temperatures, as well as any
self, these beings are often cold and calculating, caring other minute details you may have factored at the time.
little for emotions and issues of morality in the face of logic. During combat, you can make a Wisdom (perception)
»»Expanded Spell List check to take a mental picture of your opponents. On a
success, you note their AC, current Hit Points, and any
The Program grants you an expanded list of spells when weapons or equipment they currently have on them. Also,
you learn a warlock spell. The following spells are added to when you make a Wisdom (perception) check, you cannot
the warlock spell list for you. roll lower than your Charisma score.
››P RO G R A M E X PA N D E D S P E L L S This connection extends to your body also. When you
make a Dexterity check or saving throw, you can add your
Spell Level Spells
Charisma modifier to the roll.
1st power up, remote access
2nd greater mending, mind spike
lows you to
Cyberspace al
3rd overclock, execute callback The realm of
me programs,
al god. For so
become a virtu
4th pause, search history that’s just not
enough.
»»Powered Up
Starting at 1st level, your commitment to the program
grants you new abilities. You gain the following benefits:
›› You are proficient in the Investigation skill.
›› You know one additional language.
›› You gain resistance to lightning damage.
»»Adroitness Upgrade
Starting at 6th level, your patron flows into you as billions
of nano-robotic particles that alter your physical make up.
You gain 1 point of Upgrade. You can use your upgrade to
add +1 to any attack roll, ability check, or saving throw.
The upgrade lasts until you next use this feature, become
incapcitated, or die.
»»Competency Enhancement
At 10th level, your patron reconstitutes your mental
pathways to increase your mental prowess and allow
greater control over your Upgrade. You can use your
point of Upgrade to cast the spell enhance ability on
yourself. The duration of the spell does not require your
concentration and lasts until you next use this feature,
become incapacitated, or die.
75
School of Te chnomancy This ability allows you to access desktops, security
›› A R C A N E T R A D I T I O N F O R W I Z A R D S cameras, smartphones, etc. and decrypts the devices
Modern problems require modern solutions. Wizards of the communications only. When you do so, you instantly
School of Technomancy learn to crunch the numbers of bypass the devices security protocols and your decryption
complex devices and communications around the world cannot be detected by non-magical means for 1 hour.
and fuse their magic within them. As their skills develop, When you look through a device in this way, you can
they learn how to remotely surveil, decrypt, and share hear and see up to a range of 30 feet. The quality of what
information across a wide area, in an instant. This has you see and hear is dependent upon the quality of the
earned them the sometimes used title of Cryptomancer. In camera and microphone of the device you connect to. If
a world where information is gold, nobody has the power the device does not have the capability to record video
to enrich or ruin an individual better. or audio, then you cannot decrypt the device using your
Construct Specialist feature.
»»Technomancy Savant Once you have used this feature in this way, you can’t
Beginning when you select this school at 2nd level, the use it to decrypt another device or construct again until you
cost and time you must spend to copy a technomancy spell finish a long rest.
into your spellbook is halved.
»»Encoded Glyph
»»Spellbook 2.0 Beginning at 10th level, you gain the ability to encode a
Starting at 2nd level, when you select this school, you can device with a magical layer of extra security.
use your action to conjure a phantom device that acts as You can spend 1 minute touching a complex device and
your spellbook, requiring attunement. You can only conjure magically encode glyphs into its code that can secure,
one phantom device at any given time. Your phantom inform, and harm other creatures. The complex device
device remains functional for 12 hours, recharging itself at does not need to be functional to be encoded in this way
the end of a short or long rest. but must require a power source to function. The coded
The phantom device is multipurpose and can be used glyphs cannot be detected. Once the glyph code has been
as programmer’s tools or an arcane focus capable of triggered, this ability ends.
accessing other complex devices remotely up to a range of When you use this ability, you choose one glyph to
60 feet without the use of a network. encode within the device (alert, commune, encrypt):
While your phantom device remains functional, it takes Alert. When a creature interacts with the device, you
half the allotted time to copy a spell into it when learning receive a silent alert on your spellbook notifying you of the
spells. The spellbook is immune to any attempts made to creature’s activity and all interactions they make within the
hack or disable the device but is susceptible to damage like device for the next hour.
any other object. Commune. When a creature comes within 10 feet of the
device, the device activates its camera and microphone
»»Construct Specialist and sends what it sees and hears to your spellbook.
Starting at 6th level, your ability to access the arcane You can communicate through this device, allowing any
relationship between magic and machine is second to creatures within 10 feet of the device to hear but not see
none. When you cast a spell that would have no effect on you. This ability also allows you to cast spells requiring only
a construct, your magic effects the construct as normal. verbal components on any target you can see within range,
Additionally, as an action, you can attempt to access the centered on the glyphed device’s position.
eyes and ears of a construct that you can see or hear, and Encrypt. When a creature attempts to access the
the creature makes a Wisdom saving throw. On a success, device, they must first make an Intelligence (investigation)
they are aware they have been accessed by something, check against your wizard spell DC.
and can make efforts to cut off the attempt.
This ability also extends to devices. When touching a »»Cryptographic Mind
device connected to a network, you can use your action Beginning at 14th level, when you cast a spell that forces
to see and hear through the camera and microphone of a device or construct to make a saving throw as part of
a device, and any other device’s camera and microphone the spell, your proficiency bonus is added to your wizard
that is connected to the same network. spell DC.
76
77
PART FIVE
AUGMENTATIONS
T
raditionally speaking, the term “augmentation” B e spoke Biome chanics
represents a technical modification or upgrade
The installation process is not always an easy one. Be it from
that gives a citizen special capabilities. These
infection, poor quality craftsmanship, or just plain bad luck,
physical and mental cybernetic advancements
each augmentation undergoes a customized calibration to
allow a creature to upgrade or change
insure a mental-link between the augmentation and its
characteristics of what they’re born with or trained for.
host creature. Due to the precise nature of this procedure,
The following section will outline the rules and limitations
forcible removable of an augmentation can cause such
of engaging in the new field of augmentation, as well as
damage to the creature and their augmentation that both
provide many augmentations for a player to choose from.
may find themselves non-functional.
79
Buying Augme n t at ions »»Animal Instinct Microhair Implants
Since the movement of augmentation began, various ›› C Y B E R N E T I C E N H A N C E M E N T / / C O M M O N / / 5 P C
creatures and companies of all racial and cultural origin Your nasal passages are lined with highly sensitive
have tried their hand at developing augmentations for the microfibers. You gain a +2 to Wisdom (insight) and Wisdom
consumer market. The table below outlines the cost of (perception) checks based on smell.
purchasing and installing an augmentation based on its
rarity and quality of Autosmith. »»Cerebral Shield
›› C O M P L E X D E V I C E / / U N C O M M O N / / 1 5 P C
Rarity Poor Standard Excellent
A number of disrup tor conduits are installed in your
Common 500C 1,000C 2,500C head designed to scatter incoming wireless signals.
Uncommon – 2,500C 10,000C As an action, you can activate your cerebral shield and
automatically succeed on saving throws that would affect
Rare – 25,000C 50,000C your augmentations, for 1 hour.
Very Rare – – 250,000C
»»Coolant System
L ist of Augme nt at ions ›› C Y B E R N E T I C E N H A N C E M E N T / / C O M M O N / / 5 P C
Your internal body temperature is lowered 20 degrees
through a complex sub-dermal coolant system. You gain
The following is a list of augmentations, along with their
resistance to fire damage and cannot become exhausted
ability, type, rarity, and power cost to activate:
due to hot environments, but are now vulnerable to cold
»»Adrenaline Surge damage.
›› C O M P L E X D E V I C E / / C O M M O N / / 1 0 P C
As an action, you can flood your system with adrenalin »»Cybernetic Lung Capacity Upgrade
for one minute. You gain a +5 bonus on Initiative, Wisdom ›› C Y B E R N E T I C E N H A N C E M E N T / / R A R E / / 5 P C
(perception) checks, and Dexterity saving throws. You’ve You can hold your breath for up to an hour. This process
one use of this augmentation, regaining its use at the end takes approximately 7 days to install, during this time you
of a long rest. are completely unconscious.
80
»»Cybernetic Processor Upgrade »»Evasive Driving Program
›› C Y B E R N E T I C E N H A N C E M E N T / / V E R Y R A R E / / 0 P C ›› D E V I C E P R O G R A M / / C O M M O N / / 5 P C
Your PC increases by 30. This process takes approximately As an action, you can run this program to gain advantage
10 days to install, during this time you are completely on Dexterity saving throws involved with driving any vehicle
unconscious. Switching out for the upgraded processor you are proficient with for 1 hour.
runs a risk of complete memory loss. When awakening
after the 10 day procedure, roll a DC 20 Wisdom saving
throw. On a failure, you suffer from the fragmented
»»Flare Defense System
›› C O M P L E X D E V I C E / / U N C O M M O N / / 1 0 P C
condition at the highest level.
When hit by a ranged attack, but before the damage is
rolled, you can as a reaction, roll 1d20 + your proficiency
»»Data Salvage PROGRAM bonus against your attacker’s attack roll and jettison
›› D E V I C E P R O G R A M / / R A R E / / 1 0 P C phosphorus flares. If you roll higher than your attacker’s
As an action, you can connect to and reboot any powered attack roll, the flares protect you and you take no damage.
or non-powered computer, construct or electrical device, The flares give off bright light up to 10 feet, and dim light
and learn it’s last 30 seconds of activity. The processor up to 20 feet, for 1 round. This ability can be used once,
or hard-drive of the target must be intact to discern any requiring a battery recharge.
useful information from it.
»»Forensic Site Scanner
»»Digi-Tools by Rockshadow ›› C O M P L E X D E V I C E / / U N C O M M O N / / 5 P C
›› C O M P L E X D E V I C E / / C O M M O N / / 5 P C As an action, you can activate this program to scan a
You have one tool kit stored within your hands. Accessing 15-foot radius area centered on your position to highlight
and returning these tools with this augmentation requires points of recent disturbance. This scan highlights footprints,
no action. You choose the tool kit to be installed and you DNA, weapons, and other items of potential interest to you
gain a +1 on checks made with this tool kit. that have been interacted with in the last 24 hours. The
scan only highlights items and areas of interest, it does
»»Drill Anchor RODS not identify them. Additionally, anything highlighted by the
scan glows with dim light, visible to you only.
›› C O M P L E X D E V I C E / / R A R E / / 1 0 P C
As a bonus action, you can activate this augmentation to
extend two large drill bolts from your calves or forearms »»Gastrointestinal Bug Farm
(you choose at the time of installation) and penetrates ›› C Y B E R N E T I C E N H A N C E M E N T / / C O M M O N / / 5 P C
the surface, securing you in place. When secured, you Sometimes food isn’t fresh enough. You have your intestinal
cannot be moved from your current location without first tract and stomach replaced with a miniaturized bug farm
retracting the drills or having the augmentation removed. that converts the grown insects into a liquid based fuel
On your turn, you can use an action to retract the drills, source. This source is delivered directly into your body and
ending this effect. removes your need to eat. You still need to consume water
for both your body and the farm to operate. In addition, you
»»Enhance Musicality Program can produce one days worth of bug-based rations for one
person every short rest.
›› D E V I C E P R O G R A M / / C O M M O N / / 5 P C
As an action, you can run this program to gain a performance
benefit with music. The first time you run this program »»High-Profile Chrome Exhaust Manifold
you can learn a musical instrument of your choice. On all ›› C Y B E R N E T I C E N H A N C E M E N T / / C O M M O N / / 5 P C
additional uses, as an action, you can run this program to Impressive chrome plated exhaust pipes protrude from
gain +2 on all Charisma (performance) checks made with your body, allowing you to rev your own internal engine with
this instrument. intimidation. You gain a +1 to all Charisma (intimidation)
checks, but receive a -1 to all Dexterity (stealth) checks
due to the low idle rumble sound the exhaust pipes make.
81
Come to think of it, having a stronger back
82
I toss and turn on augmentations
don’t I? on
the one hand, having the help
83
»»Sub-Dermal Defibrillator »»War Speakers
›› C O M P L E X D E V I C E / / U N C O M M O N / / 1 0 P C ›› C O M P L E X D E V I C E / / C O M M O N / / 1 5 P C
When you are reduced to 0 hit points, this device You have the ability to broadcast music from your body.
immediately sends a shock through your system that These speakers are loud and capable of heart thumping
automatically stabilizes you. and inspiring bass. As an action, you can activate your
speakers and grant friendly creatures a +1 bonus to any
»»Toxicity Filter Mesh attack roll they make while they can hear your speakers.
Creatures within 30 feet of you also receive a -10 penalty
›› C Y B E R N E T I C E N H A N C E M E N T / / U N C O M M O N / / 5 P C
to any Wisdom checks they make while they can hear your
A hex-mesh filtration core is implanted in your windpipe
music. The music from your War Speakers can be heard
granting you immunity to inhaled and ingested poisons.
up to 120 feet away. You can deactivate your speakers at
any time, requiring no action.
»»Tremor Censor
›› C O M P L E X D E V I C E / / U N C O M M O N / / 1 0 P C
As an action, you activate a hypersensitive sensor that can
»»Wrist-Lock
›› C O M P L E X D E V I C E / / U N C O M M O N / / 1 0 P C
detect movement within the surface around you. You gain
When grappling a creature, as a bonus action, you can
tremorsense to a range of 120 feet for 10 minutes.
convert your hand and arm into a locking mechanism that
restrains the creature. This restraint cannot be broken
»»Universal Message EXTENSION Program without destroying the augmentation, or you deactivating
›› D E V I C E P R O G R A M / / C O M M O N / / 5 P C it, requiring no action.
You can use this program to wirelessly communicate with
another creature via any network regardless if that creature
is connected to a network on the same plane of existence
»»Z.E.T.A.
›› D EV I C E P R O G R A M // V E RY R A R E // 3 0 P C //
as you, requiring no action. To receive and respond to this R E Q U I R E M E N T: T W O A U G M E N T A T I O N S I N S T A L L E D
communication, the creature must have an ability or device Once installed, an experimental AI replaces your current
capable of doing so (eg. tablet, phone, augmentation, etc.). cerebral operating system. You gain the following benefits
to any augmentations you currently have installed:
›› The PC cost to activate any augmentation you have
Why would you want to always be in contac
t installed is reduced by 5.
with a person? you specifically leave places
›› If the augmentation imposes saving throws, the save
to be alone and then you just give people
a method in which to contact you whenever
DC is increased by 5.
they want?! that’s stupid. you’re all stupid.
84
85
PART SIX
MODERN EQUIPMENT,
DEVICES + ANCIENT RELICS
I
n the future, tools, weapons, and other equipment without refrigeration and you may get blank stares before
can vary in accessibilities. As with all things, the they go looking for the answer on their smartphone. In fact,
more a society needs something, the more that adapting to the past can sometimes be even harder for a
something will exist. creature used to the amenities of the future.
On the subject of combat, the ability to procure To understand unfamiliar technology, a creature can
the tools of war are not only drastically different from make an Intelligence check. The DC for this check depends
place to place, but from time to time also. In one timeline, on the origin of the creature and the unfamiliar technology
adventurers might find that the personal carry of weapons is from, as indicated in the table below.
has been banned entirely, while in others the future has
evolved so that many citizens have done away with the Unfamiliar Technology Origin
Creature Origin Future Past
concept of combat and self-defense entirely! Creatures of
all walks can find themselves with absolutely zero chance Creature is from the Future DC 8 DC 18
of gaining a weapon, or feel completely naked without one Creature is from the Past DC 25 DC 10
on display upon their person.
The future has yet to be written, but all futures share On a failure, the unfamiliar technology reveals nothing
one unified fact, technology reigns supreme. This section and does not execute its function. A creature can make
will go into detail on understanding unfamiliar technology additional attempts to understand the technology but
and the effect these advancements might have on both the additional failures may break or destroy the technology,
world and your campaign. possibly even hurting them. On a success, the creature
learns enough about the device to get to function, but would
Unde rst anding Te chnology need additional successful checks to truly understand the
nature of how it works. Much like a wizard learning spells,
everything takes time.
“Any sufficiently advanced technology is As a reminder, some guides in the past suggest that a
indistinguishable from magic.” creature would need two successful checks to understand
Arthur C. Clarke, Profiles of the Future, 1973 a simple item (such as a lighter, calculator, or firearm)
and four successful checks for a complex item (such as a
computer or augmentation).
To a creature from the past, the flick of a switch resulting
in the complete illumination of an entire building would F irearms
appear as magic. It is of course, not magic, but a clever
application of science. To most, the ability to distinguish One of the single most vicious weapons of death within any
between the two is irrelevant, as their understanding of timeline is the firearm. So powerful was this weapon, that
either is about the same. Even in the future, many citizens a single soldier could mow through a battalion of plate mail
could not tell you how most magic items work, rather, they clad troops with just a few shots fired. Firearms are loud
know what they need to do to make them function. This is when used, creating an audible boom heard up to 300 feet
the same for technology. away. They draw their power through the application of
This ignorance to technology doesn’t end with creatures magic or science, although the arcane community rarely,
of the past visiting the future. The past can be difficult wants anything to do with the creation of these weapons.
too. Ask a citizen of the future how one might store meat
86
In science, the firearm acts as a vessel for a controlled »»Proficiencies
firing of a projectile (bullets or lasers) towards a target. This It is uncommon for people of the past or future to typically
is typically achieved via the incineration of gunpowder, or know about firearms or their different types without some
the application of intense energy conversion from a battery, measure of experience. The following table outlines the
however some firearms are capable of being powered by classes and their proficiencies in the future.
magic.
Due to their complex nature, all firearms are considered Class Proficiency
complex devices, however only firearms capable of housing Bard Pistols
battery ammunition (lasers) can be accessed like other Barbarian Rifles
powered complex devices. Cleric None (could be granted by the Temporal or War domain)
With so much complexity in their construction, the Druid None
firearm requires proper manufacturing from a skilled Fighter Pistols and rifles
artisan known as a Gunsmith. Like the autosmith, they can
Monk Pistols
be hard to come by without suitable scientific advancement
Paladin Pistols and rifles
in the timeline, and acceptance of their work in the world.
Ranger Pistols and rifles
Gunsmith’s with the ability to enchant these weapons are
not cheap and can be pretty rare due largely in part to the Rogue Pistols or rifles (chosen at character creation)
fact that storing magic within a firearm is no different to Sorcerer None
storing it within a wand, hat, or any other item. None (though could be created through
Warlock
Most citizens are kept far away from such weapons of the Pact of the Blade class feature)
mass destruction but in some realities it can be as easy as Wizard None
shopping for groceries.
»»Maintenance
»»Ammunition Firearms are deadly, and simple to use, but the creation
Firearms use two different ammunitions, bullet and battery. of them is typically only achievable through specialized
Gunsmiths typically make their own bullets, requiring the training. While not an absolute rule, traditionally the more
purchase of this ammunition occurs with them. Batteries, complex a weapon, the more maintenance it will require.
however, can be found just about anywhere in the future, The cleaning and repairing of these weapons is paramount
and absolutely nowhere in the past. The table below lists to maintain their function. There are two common problems
these new ammunitions, along with their costs and weight. that can arise with firearm operation.
Item Table Cost Weight ››DA M A G E
Ammunition
Unlike your simple crossbow or sling, the firearm is a
ranged weapon made up of many complex moving
Bullets, pistol (10) 20C 1/2lb. parts that need to be clean and unobstructed to allow
Bullets, rifle (10) 30C 1lb. its function. When a firearm experiences a blockage
from dirt, water, or other unspecified muck, it suffers
Shells, shotgun (10) 30C 1lb. from the non-functional condition. A creature proficient
Cells, battery (10) 100C 2lb. in the firearm type can spend 10 minutes clearing the
obstruction to return it’s function.
»»Reloading + Magazines ››JA M M I N G
Firearms require reloading just like any other ranged In the past, when a ranged weapon jammed, it was easy
weapon. Unlike weapons of the past however, firearms to identify the issue and clear the problem. This is not
come with a specialized magazine for quick reloading. the case for the firearm. Secured in strong housings,
Magazines are typically Tiny curved or straight rectangular the inner complexities of the firearm are hard to repair
boxes designed to be easily carried. The magazine speeds without completely taking it a part. When a creature’s
up the reload time, allowing a creature to reload a firearm attack roll using a firearm results in a 1, the weapon jams
using only their bonus action. A creature must retrieve all and becomes non-functional. The creature can clear the
empty magazines in order to load them with bullets and jam and end the weapon’s non-functional condition,
benefit from this reload speed, requiring 1 minute. using their bonus action.
87
Armor of classic adventuring gear have no issue finding future
equivalents, however heroic adventuring is often seen as a
With advanced weaponry comes a need for advanced
thing of the past. Items such as grappling hooks, hempen
armor. The armor of the future is designed to be as durable
rope, and bullseye lanterns are more likely to be found in a
and protective as possible, without being too cumbersome
store dedicated to camping, fishing, or hunting, and almost
or restricting movement. This has made it considerably
always for the purpose of recreation. Strangely, despite
more lighter, while still offering the same amount of
new discoveries in manufacturing, many items of the future
protection. It is important to remember that armor, like
are not always built to last and can often break under the
weaponry, evolves in proportion to its threat. In a world
same the strains as any other item from the past. A dagger
of fewer swords, a bulletproof vest does little to protect
can still cut a nylon rope, for instance.
against a cleaving blow. Likewise, leather armor designed
to deflect and glean slow strikes from wielded steel, does Tool s
little to stop a bullet fired from a pistol.
Balancing the advanced and dangerous weapons of the In the future, just about every tool kit of the past includes
future with the world of the past can be tricky. Allowing a some modern addition which allows for interaction with
player to feel like their new Light Pistol is more powerful modern devices and objects. For example, thieves’ tools
than their old Hand Crossbow creates a want and need for include an encoded keycard to bypass electronic locks,
advancing and engaging with the future world. With more disguise kits have a fake digital profile, and forgery kits
powerful weaponry though, figuring out a balance that feature a scanner and printer for the creation of false
matches it’s threat, whilst allowing for fun exploitation of credentials. Additional tool kits exist in the future that can
the technology is important to maintaining the world. be read about further in this chapter (see: Future Tools).
The table below demonstrates a simple addition and
subtraction of damage based on rules established in the
S pe cial De vice s
Heavy Armor Master feat. Different to this feat however, In the future, there is a new level of crafting that allows
the table below only applies when the weapon in question for the construction of complex devices. These complex
deals non-magical ranged piercing or radiant damage. devices often require an external or internal power source
to function and are generally designed to complete a
Armor Origin specifically programmed task. Adventurers can try their
Weapon Origin Future Past
hand at crafting complex devices, if they’ve the suitable
Weapon is from the Future Resistant +3 Damage tools, knowledge of study, and components.
Weapon is from the Past -3 Damage —
Ancie n t Re lics
Additionally, armor is worn, and thus, becomes part of
If an item is magical and older than a thousand years,
the fashion of a world depending on how often it needs
chances are that the citizens of the future consider it a
to be applied. When a knight in shining plate mail steps
relic. Different timelines of the future deal with these
into a busy crowded square of the future, passers-by may
magical relics in different ways. Some catalogue them in
stare and ponder if they may be about to see a historical
museums for display and study, others horde or destroy
reenactment. Likewise, if an adventurer in modern high-top
them to keep them from the hands of everyday citizens. It’s
sneaker footwear were to step into some old west bar, they
easy to come across discovered relics in these timelines.
may find themselves accosted for such finery. More than
Either they are on display in a museum, being auctioned at
protection, armor offers an aesthetic to the wearer that can
a show, or they are kept in some government facility.
literally shape the world’s reactions. Adventures should be
encouraged to dress appropriately when possible. »»Optional: Wild Magic
However it is discovered, a sense of caution should
E quipme n t always be considered when in possession of a relic.
In the future, modern adventuring is partaken as a hobby. The older a magical item is, the more history it has,
It’s a chance to exercise and explore already discovered and this history can cause the magic of the item to be
locales and have fun in the experiences visiting new unpredictable. When a creature uses an ancient relics
places might bring. Adventurers seeking modern versions magic, have them roll on the Wild Magic Surge table to
discover what else happens.
88
F ut ure Weapon De t ail s firearm, capable of firing bullets or lasers. They are
typically worn in holsters on the hip or under the shoulder.
They say war never changes, or does it? Dependent on Advancements of this weapon throughout history have
your Prime Timeline, the world of the future can bring many resulted in many different style changes, usually typical of
technical advancements to the old weapons of warfare. their manufacturers own culture and style.
Whether locked behind contractual waiting periods or Rifle. A rifle is a high-powered version of the pistol,
freely bought, sold, or traded across shop counters, access designed for attacking long-range targets. They are
to these weapons may vary. Many of these weapons could typically 3 to 5 feet long and require two hands to steady
still be found at antique stores, collectors, museums, and operate. You can spend 1 minute disassembling or
blacksmiths, and weapon shops. The procurement of reassembling a rifle for concealed carry in a case or bag.
firearms however, may require a visit to a Gunsmith. Like the pistol, they come in a variety of styles and are
Most of these artisans have their own unique flairs and typically built to fire bullets or laser munitions.
signature styling which can make them hot commodities Shotgun. Designed for close range devastation, typically
for collectors. Some of these new weapons are detailed used by law enforcement in scenarios that require close
here but for statistics on the costs and operation of these ranged fire power. Built with wide barrels, the shotgun
weapons, the table below has been provided. uses bullets like the pistol or rifle, but are designed to
scatter their fragments into a specific area, rather than at
Baton, Extendable. This easily concealable club is made a specific target. This gives them a very short range and
of metal that collapses when not in use. While collapsed, the a unique ammunition variant called Shells that can also be
baton cannot be used as a weapon, but gives disadvantage purchased at any Gunsmiths. Unlike other firearms though,
at being detected when searched by other creatures. You the shotgun fires in a 10-foot cone that deals full damage
can extend or collapse the baton, requiring no action. at 5 feet and half damage at 10 feet.
Baton, Shock. This club is made of metal that contains Stunner. A creature hit by the stunner takes 2d4 lightning
a battery capable of delivering a shock. When you hit a damage and must make a DC 15 Constitution saving throw
creature using this weapon, you can expend 1 charge. The or become stunned until the start of its next turn. Creatures
target takes an additional 1d4 lightning damage. The baton resistant to lightning are immune to the stunned effect. In your
has 3 charges, requiring a new battery to be recharged. following turns, you can use your action to deal an additional
Pistol. The standard issue firearm of law enforcement 2d4 lightning damage and maintain the target’s stunned
and the military in the future. The pistol is a one-handed condition. The stunner requires a battery to recharge.
89
Black leather coats with glowing neon
accessories and bullet proof vests. I’ll
F ut ure Armor De t ail s give the future this, they’ve got a fantastic
sense of fashion.
90
F ut ure Common I t e ms Anti-Virus. This small disc can be connected to a
device using a suitable tool kit and activated to upload a
Don’t let its conveniences and connectivity fool you, it’s protective program. For 1 minute, the program grants you
just as hard to survive in the future as it is in the past. Like advantage to remove any virus from the connected device.
being stuck out in a dangerous wilderness, if creatures are Battery/Fuel Cell. A revolution in portable power, the
to live and survive in a thriving metropolis, they’re going battery works in just about all devices requiring power,
to need gear. Modern day equivalents to the common and the fuel cell in every vehicle. Through electrochemical
adventuring gear of old can always be found, but a number conduction within its cells, these cells passively maintain
of new technologies and devices have been developed that 1 charge. The battery can be used to charge just about any
can aid adventurers in their travels. device including, laser weapons, flashlights, smartphones,
and augmentations. The fuel cell can be used in vehicles.
Item Table Cost Weight Binoculars. Objects viewed through binoculars are
Utilities magnified to ten times their size.
Briefcase. Made from leather and plastic. Most cases
Anti-virus 50C 1/4lb. feature mechanical locks that require either a key or a
Battery/Fuel Cell 400C 2lb. combination to open, however others can be more complex
requiring a thumbprint or voice activation to unlock.
Binoculars 1500C 8lb.
Computer, Desktop. This device can be found
Briefcase 500C 8lb. everywhere in the future, and it is the most commonly
Camera, still 4000C 6lb.
used tool to accomplish various digital tasks. The typical
desktop computer has tons of digital storage space, a video
Camera, video 8000C 6lb. monitor and access to one or many networks. A computer
Computer, desktop 5000C 12lb. that is connected to a power source can remain charged
indefinitely. A battery cannot charge a desktop computer.
Computer, notebook 5000C 12lb. Computer, Notebook. This is the smaller, portable
Computer, tablet 25,000C 6lb. version of the desktop computer. Identical in its function,
the notebook is easily carried and can remain functional
External hard drive 10,000C 1lb.
for 8 hours before needing a recharge, requiring a battery.
Fire extinguisher 2500C 3lb. Computer, Tablet. An even smaller version of the
Flash drive 2000C 8lb. computer, the tablet is lightweight, compact, and is just as
powerful as the notebook version. Additionally, unlike the
Flashlight 1000C 8lb. notebook or desktop, which require to be setup before use,
Gas mask 50,000C 6lb. the tablet is always ready to function. A tablet can last 12
hours before needing a recharge, requiring a battery.
Glowstick 20C 1/8lb.
External Hard Drive. This handheld storage device can
Lighter 50C 12lb. be connected to another device via a cable or wireless
Smartphone 10,000C 8lb.
transmission and used to store information. Built for the
storage of information, these devices can hold up to 500
Superbattery 5,000C 2lb. hours worth of work with the assistance of a computer.
Watch 1000C 8lb. Fire Extinguisher. This common item can be found in
most buildings and vehicles where fires may start. The
extinguisher has 3 charges. As an action, you can expend
one charge to extinguish a 5 foot area of fire. Once the
extinguisher is empty it cannot be recharged.
if you’re planning on traveling back in time Flashlight. A portable hand-held light. The flashlight has
with a gas mask on, spare a thought for those one charge. As a free action, you can expend one charge
not familiar. I once got chased out of a village
to turn the flashlight on, illuminating a 60-foot cone with
because they thought I was a mindflayer!
bright light for up to one hour. You can turn the flashlight
off before this hour to save the battery, requiring no action.
Once the flashlight has used its hour, you can recharge it,
requiring a battery.
91
Gas Mask. This mask is used to protect the user from Superbattery. These vessels of power can be found
inhaling toxic air. The mask forms a sealed cover over the all over the city, specifically in devices requiring large
nose and mouth, but may also cover the eyes and other amounts of power, like generators and vehicles. When you
vulnerable areas of the face. While wearing the mask you have a superbattery, you can discover an engineering kit
are immune to inhaled poisons and foul smells. or tinker’s tools to remove it from its device, or install it
Glowstick. This translucent plastic tube contains into another. To do so, you must first roll a d6 to identify
isolated substances that, when combined, make light the superbattery’s remaining charges. A superbattery can
through chemical illumination. The light color can vary have a maximum of 6 charges. Once you have identified
(usually red, green, yellow, or orange). As a bonus action, the amount of charges left, you can securely install the
you can crack the stick to activate, providing bright light up superbattery into another device by making a DC 20
to 20 feet and dim light for an additional 10 feet, for 1 hour. Intelligence (investigation) check. On a failure, the battery
Once activated, the stick can’t be turned off. rapidly heats before exploding. You and any creature within
Lighter. This device is designed to create a small flame. 10 feet of the superbattery can make a DC 12 Dexterity
The lighter has 20 charges. You can expend one charge to saving throw to avoid this explosion. On a failure, creatures
create a flame, providing bright light for 5 feet and dim light caught in the blast radius take 2d6 piercing damage
for an additional 5 feet, for 1 minute, requiring no action. and 2d6 radiant damage. If the superbattery has been
Smartphone. A smartphone is the smallest version of successfully attached to a device capable of making an
the computer. All smartphones have a built in operating attack and dealing radiant damage, the weapons attacks
system that can connect to any open network. The deal an additional 4d6 radiant damage. After this use, one
smartphone has the ability to place and receive voice/video charge of the superbattery has been expended. When
calls, create and receive text messages, as well as play all charges have been expended, the battery dies and
media, and video games. All smartphones are equipped becomes worthless.
with a digital camera and video camera capability. Flash Drive. A small storage device designed to work
Smartphones can remain functional for up to 8 hours with computers for quick file retrieval and transfer.
before requiring a recharge. You can turn the smartphone Watch. Appearing in both mechanical and digital forms,
off before this 8 hours to save the battery, requiring no this small device worn on the wrist keeps track of time.
action. Once the smartphone has used its battery, you can One of the oldest devices, these are now worn more as
recharge it, requiring a battery or power source connection fashion statements than for their traditional function due
lasting at least 10 minutes. largely the time telling abilities of all smartphones.
92
F ut ure Tool s Engineering Kit. This kit includes a soldering gun,
wires, clips, wire cutters, and various diagnostic tools.
A modern world requires modern tools, and nobody has Proficiency with this kit lets you add your proficiency bonus
more need for them than the people of the future. The to any ability check you make to repair, identify, or modify
common tools of tinkering and medicine can be found in an electrical part relating to a device.
any household but thanks to a few advanced professions, Forensics Kit. This kit includes sterile swabs, evidence
many more tool kits have come into being. Below are some bags, personal protective equipment, test tubes, and
of the new tools of the modern trade that you might find various other tools for collecting evidence at crime scenes
while adventuring through this brave new world. without contaminating it. Proficiency with this kit lets you
add your proficiency bonus to any ability check you make
Tools Table Cost Weight to investigate any area or body considered a crime scene.
Kits Programmer’s Tools. This kit contains the hardware
and software necessary to allow access into most
Barber’s Kit 3000C 3lb.
computer systems and electronic devices. Proficiency
Engineering Kit 5000C 8lb. with these tools lets you add your proficiency bonus to any
Forensics Kit 5000C 8lb. ability checks you make to connect to, or make use of, a
Programmer’s Tools 8000C 6lb. computer system or electronic device.
Mechanic’s Tools 5000C 8lb. Mechanic’s Tools. This kit includes a basic set of
tools, including spanners, wrenches, screwdrivers, nuts,
Welding Tools 8000C 8lb.
and bolts. Proficiency with these tools lets you add your
Barber’s Kit. This kit contains a pair of scissors, proficiency bonus to any checks you make to repair,
a straight razor and strap, a bowl, a steel mirror, a bar identify, or modify a mechanical part relating to an object.
of soap, and a perfume of reputable quality. Proficiency Welding Tools. This kit includes a flint lighter, welding
with a barber kit lets you add your proficiency bonus to goggles, and a plasma cutter to cut open or make small
any ability checks you make to maintain the hygiene and repairs to metal objects. Proficiency with these tools lets
aesthetics of a creature’s physical appearance. you add your proficiency bonus to any ability checks you
make to repair or cut through metal.
93
S pe cial De vice s
Over the years, the ‘smiths and engineers of the future have managed to forge some fantastical things. These wondrous
devices work exactly like any other magic item, but they are not just magical. As a fusion of both the arcane and artificery
these special devices are a miracle of science, but are susceptible to running out of power or being hacked by nefarious
ne’er-do-wells. Below is a list of these devices, including their rarity and charges held until requiring a battery recharge.
94
The Laser Blade is the weapon of choice
for most forms of law enforcement in the
distant future. Well, at least for the ones »»Merger Life TM
5-Point Combat Injection Glove
I’ve bothered to document here that is. ›› A R M O R ( G L O V E , D E V I C E ) / / U N C O M M O N / / 1 C H A R G E
This glove contains a glass cartridge that feeds into a set
of retractable needles on the end of each finger. During
downtime, you can fill this cartridge with any liquid
»»Laser Blade substance (such as a potion or poison) and store it.
›› W E A P O N ( L O N G S W O R D , D E V I C E ) / / C O M M O N / / 1 C H A R G E As a bonus action, you can touch a creature and inject
This item appears to be a technical detailed rod or remote. the gloves contents into them. If the target is a hostile
As a bonus action, you can activate the rod to cause a creature, you can make an unarmed attack roll to inject
blade of radiant laser to extend from it for up to 1 hour. You the contents of the glove. Your hand must be empty to use
can deactivate the rod before this hour to save the battery, this ability. The glove doesn’t require a battery but using it
requiring no action. Once the rod has used its hour, you drains its contents, requiring it to be refilled before reuse.
can recharge it, requiring a battery.
When activated, the rod becomes a long sword with the
finesse property. Creatures proficient with short swords
»»Programmer’s Gauntlet
›› A R M O R ( G LO V E , D E V I C E) // U N C O M M O N // 1 C H A R G E
and long swords are proficient with the Laser Blade. You R EQ U I R E S AT TU N E M E NT
gain a +1 bonus to any attack roll you make with this This light gray and black glove is bulky and features a
weapon. On a hit, the weapon deals 1d8 radiant damage + small archaic directional system on the forearm. It can be
your attack modifier. used in place of programmer’s tools. Once attuned to this
While activated, the sword emits bright light up to 10 glove, when you attempt to hack into a device or system,
feet and dim light for an additional 15 feet. The color of the you can double your proficiency bonus. Additionally, when
light varies but most often comes in blue, green, and red. wearing the glove, on a critical hit with a melee weapon
held by your gloved hand, the glove deals an extra 2d4
»»Localized Portal Jump Vest lightning damage. This drains the glove’s battery, requiring
›› W O N D R O U S D E V I C E / / L E G E N D A R Y / / 1 C H A R G E a recharge before reuse.
A miniaturized version of chronomagic portal technology,
this highly illegal device is worn as a vest and allows the »»ROCKET STOMPERS
wearer to instantly teleport anywhere they can see within ›› A R M O R ( B O O T S , D E V I C E ) / / U N C O M M O N
30 feet at any time, as a legendary action. As a bonus Originally used for crushing mining rubble. As an action, you
action, you can activate the vest, and it functions like the can activate these boots to launch yourself up to 30 feet
spell misty step. Unlike other special devices, the vest in any direction but down. If you land in another creatures
requires a superbattery to function, expending 1 charge of space, that creature is pushed into the next unoccupied
its superbattery per use. Recharging the vest requires the space and must make a DC 10 + your proficiency bonus
empty superbattery to be removed and a new superbattery Dexterity saving throw or be knocked prone.
installed just as it were any other device.
»»Magneto-Mits Programmer’s
Gauntlets
›› A R M O R ( G LO V E S , D E V I C E) // U N C O M M O N //
R EQ U I R E S AT TU N E M E NT
These heavy gauntlets make a mechanical whirring sound
when activated. As a bonus action, you can activate both
gloves to have them each imprint on any object you hold.
This imprinting lasts for 12 hours and only one object can
be imprinted on each glove. While activated, as a reaction,
you can use the gloves to recall any object you’ve imprinted
on within 60 feet. You must have line-of-sight to the object
for it to return, and your hand must be free to catch it.
Laser Blade
95
Ancie nt Re lics »»Liutprand’s Sand Pouch
Even the future has history. Buried away deep beneath the ›› W O N D R O U S I T E M / / V E R Y R A R E
surface, or within the varied shops of antiquity, these new This small canvas pouch holds thousands of grains of
treasures are just waiting to be found. enchanted sand. As an action, you can blow a handful of
»»Anvil of the Clocksmith this sand from the pouch across any solid surface up to 5
feet from your position. There are 10 handfuls of sand in
›› L E G E N D A R Y I T E M / / U N I Q U E
the pouch. It takes an entire handful of sand to gain this
The Clocksmith was a time-traveling mountain dwarf that
item’s effect. On your next turn, the sand multiplies into a
went back in time to place dwarves as the true masters
storm that and covers a 20 foot square area from its point
of invention. The anvil is imbued with centuries of magical
of origin. The sand damages the surrounding structure,
technical innovation. Any item or device crafted on the anvil
aging it horribly, severing cables, fracturing brick work,
grants a +1 bonus to one check made using the item. The
and rusting plumbing pipes. The area becomes difficult
anvil weighs 120 pounds and can fit in a backpack. The
terrain and impedes the power and communication of
technomagical properties granted by the anvil are limited,
devices. Any physical or digital movement (eg. hacking,
allowing only one item per day to be crafted using it.
sending a message, locating a file, etc.) in this area is done
at half speed. After 24 hours the effect of the sand ends.
»»Charging Cloak If a creature is standing in the area when used, it must
›› W O N D R O U S I T E M / / U N C O M M O N / / R E Q U I R E S A T T U N E M E N T make a DC 12 Constitution saving throw. On a failure, the
A charging cloak can power devices as if it were a battery. creature takes 3d10 necrotic damage. At the start of each
The cloak produces 3 charges per day, resetting at dawn. of the creature’s turns, if it is still within the area of the
As an action, when attuned to this item, you can touch a sand’s effect, it takes an additional 1d10 necrotic damage.
device and expend any number of charges to charge it.
»»Scarab Box
»»CUBE OF THE FOURTH DIMENSION ›› W O N D R O U S I T E M / / R A R E
›› L E G E N D A R Y D E V I C E / / U N I Q U E / / R E Q U I R E S A T T U N E M E N T Shaking this small silver snuff box produces a hissing sound
This fist-sized puzzle cube is made of reflective star metal as 1d8 tiny copper scarabs form inside it. When conjured,
and weighs approximately 5 pounds. It’s exterior is made for 1 hour, the scarabs function as if they were constantly
up of six sides, each separated into nine sections which, casting the cantrip message. Any creature within 1 foot of
when aligned, create a unique constellation of stars. An a scarab automatically transmits a message to the other
internal pivot mechanism allows each face of the cube to scarabs from the same conjuration. The scarabs range
turn independently. While the stars on the cube remain is 120 feet and it can broadcast through solid objects.
unaligned, the cube is locked. The cube can only be Magical silence blocks the scarabs ability. After 1 hour, the
unlocked by rotating it’s mechanisms so each side of the scarabs magic ends but the scarabs remain.
cube presents a unique destination in time and space.
You must have an Intelligence of 18 or higher to attempt
unlocking the cube. Once attuned, as an action you can
»»Suit of the Timeless one
›› A R M O R ( STU D D E D LE ATH E R ) // LEG E N D A RY //
attempt to unlock the cube by making a DC 18 Intelligence R EQ U I R E S AT TU N E M E NT // C U R S E D
check. A cube previously unlocked by you does not require This full-body leather suit consists of studded leather
another Intelligence check to be unlocked. On a success, armor, a face mask affixed with thick goggles, and is
the cube creates a 10-foot diameter sphere of shimmering paired with an otherwise unremarkable looking set of
force centered on its position. The sphere becomes a gloves and boots. When you wear this suit in it’s entirety
microcosm of the astral dimension, protecting you and any and become attuned, you gain the properties of studded
creatures inside it from paradox. While active, no creature, leather armor and become immune to the effects of aging.
object, or effect can affect the world beyond or within the You can no longer be aged by physical or magical means,
sphere, and creatures can breathe as normal. and are immune to necrotic damage.
While inside the sphere, as an action, once a day, you This suit is cursed. Once attuned, at the end of a long
can cast the spells time travel and plane shift together and rest your memory resets, forgetting all events that have
teleport all creatures within the sphere to a time and place taken place since you attuned.
you designate anywhere in the multiverse.
96
97
PART SEVEN
MODERN ARCANUM
P
rogress, does not exist in a vacuum. In the
future, the marvelous technology of the age
about to read here
shares equal marvel in the development of WARNING! What you are
etting to the space
could be seriously ups
the arcane. Like all innovations, research er traveling to the
time continuum! Rememb
and experimentation is born out of necessity. past is easy. It’s getting
back that’s hard.
With an environment so dependent on technology, new
spells are developed to interact with it. In some futures,
this new kind of magic may be extremely rare, and in
others, incredibly saturated, possibly even sold on every Mode rn Arcanum S pe l l L ist
street corner. Regardless of how little or much of this new The following spells are suitable for the sorcerer, warlock,
technical style of magic may exist in the future, with the or wizard spell lists. Spells marked * are suitable for the
discovery of time travel, there will always be Chronomancy. cleric spell list. Spells marked with + are suitable for the
paladin spell list only.
New School Magic Cantrips (0 Level) 5th Level
Thanks to the amazing explorations of magic in centuries Detect Network Animate Construct
past, two new schools of magic have emerged that can Detect Time Show Deaths
be taken by just about any studied and native caster of Minor Ripple Steal Time
magic. Many of the material components need to cast Time Bolt Black Out
spells related to these two new schools of magic can be 1st Level 6th Level
hard to find, requiring the visit of science labs and other Desynchronize Agelessness
specialist locales. Eternity Beam Inner-Space
Power Up Sands of Time
Te chnomancy Remote Access 7th Level
Technomancy is the practice of manipulating machines 2nd Level Liutprand’s Timestorm
and complex devices through the use of magic. Tapping Alter Probability Quantum Reversion *
into the thread that binds all living things, Technomancy Greater Mending *
exploits the complex thought processes of computers and 8th Level
Protection from Paradox + Chronologic Thrust
other devices to install them with elements of the arcane. Temporal Smite +
Sharing similarities with divination magic, Technomancy is Time Travel
most often used for data infiltration and exfiltration. 3rd Level 9th Level
Chronospheric Maelstrom Electromagnetic Pulse
Chronomancy Overclock Reverse Time
Execute Callback
Chronomancy is the practice of manipulating time and
Purveying Glitch
space through the use of magic. With it, fearless explorers
Timeshare
of magic have evolved such spells as teleport and plane shift
to create new applications of the arcane. A Chronomancer 4th Level
is generally extremely rare, and learning these new spells Malware’s Personal Assistant
is especially difficult. Schools that teach Chronomancy are Find Vehicle +
practically unheard of due to the very secretive nature of Pause
time magic. This secrecy is respectfully born out of fear, Search History
due to the catastrophic power that it possesses. Time Loop
98
Okay, no, look, I’m being serious. DO NOT GO
›› 6 T H - L E V E L C H R O N O M A N C Y ( R I T U A L )
Casting Time: 1 hour
Range: Self obeys your spoken commands, moving and acting in
Components: V, S, M (ghost in a jar) accordance with your wishes. If you don’t issue any
Duration: 1 day commands to the construct, it defends itself from hostile
You halt time within yourself, holding your life-force in creatures but otherwise takes no actions. It can make two
place, allowing you to live for all eternity. During this time, melee attacks as an action on its turn. On a successful
you do not age, cannot become exhausted by non-magical hit, the construct deals 2d8 + 7 bludgeoning damage. The
means, and do not require food or water to live. The spell construct is resistant to non-magical piercing, bludgeoning,
also protects you against immediate death from other and slashing damage.
spells. If you are subjected to a spell effect that would kill This construct lacks the ability to learn or become more
you instantly, the effect is negated and the spell ends. powerful, so it never increases its level or other abilities. If
the construct is damaged, you can repair it in a workshop,
»»Alter Probability using discarded devices and components worth 1000C per
›› 2 N D - L E V E L C H R O N O M A N C Y hit point it regains. When the construct reaches 0 hit points
Casting Time: 1 action it immediately reverts back into trash. If you cast this spell
Range: Touch again, any currently active constructs you’ve created with
Components: V, S this spell are instantly dismantled and destroyed.
Duration: Concentration, up to 1 hour
You subtly shift the nature of probability around a creature
you touch. While the spell is active, the creature is at Animat e d Const ruc t
advantage on every roll they make for the duration. Medium construct, unaligned
The creature gains the ability to subconsciously initiate Armor Class 15 (natural armor)
random phenomena to alter the chance of success in Hit Points 133 (14d8 + 70)
their favor. This can manifest as anything from a piece of Speed 30 ft.
›› 5 T H - L E V E L T E C H N O M A N C Y
Immutable Form. The construct is immune to any spell or effect
Casting Time: 1 minute that would alter its form.
Range: 90 feet Constructed Nature. The construct doesn’t require air, food,
Components: V, S, M (a microchip worth 5,000C, which drink, or sleep.
the spell consumes) Lightning Susceptibility. When the construct takes lightning
damage, it must succeed on a DC 14 Constitution saving throw or
Duration: Instantaneous be stunned until the end of its next turn.
You pull together technical trash from the area around you
ACTIONS
and form a construct made of scrap. The construct is instilled
Multiattack. The construct makes two melee attacks.
with a small measure of sentience but operates under Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
your control. Refer to the Animated Construct stat block Hit: 4 (2d8 + 7) bludgeoning damage.
for details. The construct is friendly to you and creatures
you designate. The construct acts on your Initiative, and it
99
»»Black Out »»Desynchronize
›› 5 T H - L E V E L T E C H N O M A N C Y ›› 1 S T - L E V E L C H R O N O M A N C Y
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: Touch
Components: V, S Components: S, V
Duration: Concentration, up to 1 minute Duration: 1 round
You create a 40-foot radius sphere of noise that interrupts You touch a willing creature and temporarily desync them
the flow of power centered on a point you designate within out of time. For the duration, any noise or movement made
range. When casting this spell, all devices dependent on by the creature is delayed, effectively making them silent
electrical or battery power within this area are powered and invisible. At the end of their next turn, any noise or
down and rendered non-functional. Communication via movement they’ve made in the previous round can be seen
radio, smartphone, or other hard-line or wireless device, and heard in the exact same point it originated from in
is also disrupted. When the spell ends, all power returns to their previous turn. This can be disorienting, allowing a
the area and all devices suffering from the non-functional creature to flank creatures with a temporary duplicate of
condition return to their previous state. themselves or grant themselves advantage on any check
»»Chronologic Thrust made to stealth or Hide.
At Higher Levels. When you cast this spell with a
›› 8 T H - L E V E L C H R O N O M A N C Y
spell slot of 3rd or 4th level, you can target one additional
Casting Time: 1 action creature. When you cast this spell with a spell slot of 5th
Range: Touch or 6th level, you can target two additional creatures. When
Components: V, S you cast this spell with a spell slot of 7th level or above,
Duration: Instantaneous you can target three additional creatures.
You thrust a creature forward in time. When you cast this
spell, the target must make a Charisma saving throw or »»Detect Network
be shifted out of time, disappearing from every plane of ›› T E C H N O M A N C Y C A N T R I P
existence for 1d10 rounds. During this time it suffers from Casting Time: 1 action
the same limitations of the unconscious condition. When Range: Self
the target returns, this condition ends. Components: S
»»Chronospheric Maelstrom Duration: Concentration, up to 10 minutes
For the duration, you sense the presence of active networks
›› 3 R D - L E V E L C H R O N O M A N C Y
within 120 feet of you. If you detect a network in this way,
Casting Time: 1 action you learn the name of the network, and you also see a faint
Range: 60 feet aura around any devices in the area connected to it. The
Components: V, S, M (a crystal quartz worth 1,000 C) aura cannot be seen through solid objects but you do get a
Duration: Concentration, up to 1 minute sense to the location of the device’s connection point.
You create a maelstrom of temporal chaos in a 10-foot
radius centered on a point within range. Creatures caught »»Detect Time
in the maelstrom must make a Constitution saving throw, ›› C H R O N O M A N C Y C A N T R I P
taking 3d6 force damage on a failed save, or half as Casting Time: 1 action
much damage on a successful one. A creature that ends Range: Self
their turn within the maelstrom must make an additional Components: S
Constitution Saving throw and their age changes 1d8 years. Duration: Instantaneous
On an even numbered result, the creature is older by that You sense the patterns within time and space, and learn
number of years. On an odd numbered result, the creature the time of day. You can cast this spell at any time, in any
is younger by that number of years. The maelstrom’s area place, without hindrance outside of casting in an area
is considered difficult terrain. When a creature leaves the devoid or incapable of magic.
maelstrom’s area, all aging effects end, and the creature
returns to their original age.
Chronomancy; Combination of latinized greek,
At Higher Levels. When you cast this spell using a ”
“khrono” (time), and old french “mancia
spell slot of 4th level or higher, the damage dealt by the (divination by means of,).
maelstrom increases by 1d6 for each spell level above 3rd.
100
a spell like this can be so devastating to a
construct they’ve actually designed armor
within 120 feet of the target to signal a message. If there is
to protect them against it.
no device capable of receiving the communication, or the
target is out of range of the device, the spell fails.
»»Electromagnetic Pulse When seeing or hearing the device’s signal, the target
›› 9 T H - L E V E L T E C H N O M A N C Y must make a Charisma saving throw, or be compelled to
Casting Time: 1 action answer it. Upon answering the signal, the target is able to
Range: Self communicate with you perfectly. For the duration of the
Components: V, S spell, the target cannot end this communication. At the
Duration: Instantaneous end of each of its turns the creature can make another
You send a powerful burst of electrical radiation that almost Charisma saving throw. On a success, the spell ends.
destroys any device or machine requiring power in a 80-
foot radius sphere, centered on your position. Any devices
»»Find Vehicle
›› 4 T H - L E V E L T E C H N O M A N C Y
you carry are unaffected by this spell. Any device requiring
Casting Time: 10 minutes
power immediately suffers from the non-functional
Range: 30 feet
condition and receives three levels of fragmentation. This
Components: V, S
spell also affects constructs. Constructs caught in this
Duration: Instantaneous
area must make a Charisma saving throw to negate the
You summon a spirit that assumes the form of an intelligent
non-functional condition of this spell, and receive one level
land vehicle. Appearing in an unoccupied space within
of fragmentation.
range, the vehicle takes on a form reflective of your nature.
»»Eternity Beam For example, if you are of holy origins, the vehicle could
›› 1 S T - L E V E L C H R O N O M A N C Y appear sleek and stylish with a finish of white pearlescent
Casting Time: 1 action gold that beams with radiance. Inversely, if you are of a
Range: 120 feet vengeful spirit, your vehicle might appear heavy and black
Components: V, S, M (a small rod of zircon crystal) with large chrome exhausts that spew fire and smoke. The
Duration: Concentration, up to 1 minute vehicle can carry up to 2 people, plus any equipment up
You blast a 10 foot wide beam of pure astral energy in to three times its occupants combined carry weight. Only
a straight line from your location that rapidly ages any passengers you allow can enter the vehicle. Any creature
creature it touches. that attempts to occupy the vehicles interior that you
Any creature that starts their turn in this area, or enters have not allowed is automatically ejected into the nearest
the area for the first time on its turn makes a Constitution unoccupied space within 5 feet.
saving throw. On a failure, the creature rolls 1d6 and Your vehicle serves you as a mode of transport, both
temporarily ages that many years, taking necrotic damage in and out of combat. While your vehicle remains within 1
equal to this roll. mile of you, you can remotely control your vehicle to move
When a creature exits the beam, they revert back to their as if you were physically behind the wheel, requiring no
original age before they were within the beam. If a creature action. Additionally, any spell you cast that targets only you
that has been aged by this spell in this way reaches their also targets your vehicle.
maximum age limit, their hit points drop to 0, and they When the vehicle drops to 0 hit points, all creatures
regain 1 hit point once they are no longer in the beam. and equipment within the vehicle are ejected into the
At Higher Levels. When you cast this spell using a spell nearest unoccupied space within 5 feet, and the vehicle
slot of 2nd level or higher, both the damage and the aging disappears. You can also dismiss your vehicle at any time
process increases by 1d6 for each spell level above 2nd. as an action, causing it to disappear. In either case, casting
this spell again summons the same vehicle, restored to its
»»Execute Callback hit point maximum.
›› 3 R D - L E V E L T E C H N O M A N C Y While your vehicle is within 1 mile of you, you know
Casting Time: 1 minute exactly where it is at all times and know when it is under
Range: Self attack or being tampered with. You can’t have more than
Components: V, S, M (a small length of phone cord) one vehicle bonded by this spell at a time. As an action, you
Duration: Concentration, up to 10 minutes can release the vehicle from its bond at any time, causing
When casting this spell, you can target a creature you know it to disappear.
and cause the closest device (such as a phone or computer)
101
At Higher Levels. When casting this spell using a spell Met a guy that called hims
elf “the doctor”
slot of 4th level or higher, you can choose to do one or both once who would cast this
spell all the time.
of the following:
›› The passenger carry limit or armor class increases
by a number equal to the level of spell slot used. »»Greater Mending
›› The vehicle type is changed to land, sea, or air. The ›› 2 N D - L E V E L T E C H N O M A N C Y
vehicles movement counts appropriately to its new Casting Time: 1 action
form of travel and all abilities, statistics and features Range: Touch
of the summoned vehicle do not change. Components: V, S, M (a screwdriver)
Duration: Instantaneous
This spell repairs broken objects and devices you can
Summone d Ve hicl e Large celestial, no alignment
touch, such as a broken axle, a shattered screen, a torn
sheet, or repairing a level of fragmentation in a device
or construct. You can repair objects and devices of any
Armor Class 8 (natural armor) size, leaving no trace of the former damage. This spell can
Hit Points 41 (4d12 + 8)
Acceleration Speed 60 ft. be used to repair damaged constructs, granting them hit
Top Speed 90 ft. points equal to 1d8 + your spellcasting ability modifier.
At Higher Levels. When you cast this spell with a spell
STR DEX CON INT WIS CHA
slot of 3rd level or higher, your healing increases by 1d8 for
25 (+8) 0 (-5) 14 (+2) 0 (-5) 0 (-5) 8 (-1)
each spell slot above 2nd.
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion,
»»Inner-Space
frightened, paralyzed, petrified, poisoned
›› 6 T H - L E V E L T E C H N O M A N C Y
Senses – Casting Time: 1 action
Languages Any languages its summoner knows.
Challenge 5 (1,800 XP)
Range: Touch
Components: S
Vehicle Type. The vehicle can only assume one form type (land, Duration: Special
sea, or air) when summoned and remains in this form type until You clutch a network hard-line and instantly transfer the
dismissed.
conscious of yourself and up to five other willing creatures
Immutable Form. The vehicle cannot be affected by any spell or
ability that would alter its form such as the polymorph spell. into a virtual space within that network. When you enter
Remote Control. The vehicle requires its summoner to move the Inner-Space, your body is considered incapacitated, yet
and cannot take an action not commanded by its summoner. The your mind remains conscious within the Inner-Space. You
summoner requires no action to command the vehicle.
can exit the Inner-Space and return your consciousness to
Innate Connection. The vehicle sends a telepathic alert to its
summoner when taking damage or being tampered with, if its your physical body at any time, requiring no action.
summoner is within 1 mile of its location. Inside this room it is completely white with no way to
Spacious Interior. The vehicle can carry a number of occupants discern the distance, size, or shape of the area. The room
equal to the spell slot used by its summoner to conjure the vehicle.
has gravity as if you were walking on a stable surface but
ACTIONS when you move it’s as if you move in place. The atmosphere
Ram (requires Move action). The vehicle moves up to its is clean and warm. While in this space you can be tracked
speed in a straight line and enters a Large of smaller targets
space. Each target makes a DC 16 Dexterity saving throw to
or hacked via technological methods to know where in the
avoid being rammed. Non-sentient targets automatically fail network you are.
this saving throw. On a success, the target is pushed 5 feet into This space can conjure literally anything you’ve ever
the nearest unoccupied space. On a failure, the target takes 21
(6d6) bludgeoning damage, is pushed 10 feet into the nearest encountered without cost. Such things could be weapons,
unoccupied space, and knocked prone. books, and other simple objects. You cannot summon
creatures of any kind. Objects summoned behave just
as they would in the real world. The amount of what you
“It was a shadowy flight into the dangerous conjure is unlimited. Any conjurations, effect, or damage
world of a man who does not exist. Kitt Midnight, taken while in this room is considered virtual and does not
a young loner on a crusade to champion the remain once you exit this space. Advantages to this space
cause of the innocent, the powerless, the include training to gain proficiency in new skills, tools, or
helpless in a world of criminals.”
vehicles.
- Narration, Midnight Rider, TV show
102
While inside the room, you are not aware of the outside The Personal Assistant makes Intelligence checks using
world unless damaged. All damage taken by your physical your ability score and proficiency bonus.
body in the outside world, is dealt to your mind as psychic You are able to communicate with your Personal
damage. When you take damage you are immediately Assistant telepathically out to a range of 250 feet from the
aware you are under attack. When a creature is reduced to device or system the Personal Assistant is attached to. If
0 hit points either inside or outside the Inner-Space, they you move beyond this range, the Personal Assistant ceases
immediately exit and rejoin their body. its function, but it remains within the system or device.
»»Liutprand’s Timestorm Moving back into range reestablishes your connection with
the Personal Assistant.
›› 7 T H - L E V E L C H R O N O M A N C Y
The Personal Assistant cannot leave a system or device
Casting Time: 1 action it is attached to, remaining attached until it is dismissed or
Range: 100 feet the spell expires.
Components: V, S, M (a fistful of coarse sand) At Higher Levels. When casting this spell using a spell
Duration: Concentration, up to 1 minute slot of 6th level or higher, the duration of the spell is 1 hour.
A blistering tornado of chronomagically infused sands Additionally, if you leave the range of contact with your
swirls upwards into a 20-foot radius, 40 foot high cylinder Personal Assistant, it continues to perform its task for the
centered on a point within range. The sand turns the area duration of the spell.
into difficult terrain and is heavily obscured. Unattended
objects in this cylinder of a Large or smaller size are pulled »»Minor Ripple
into the cylinder’s center. ›› T E C H N O M A N C Y C A N T R I P
Creatures caught in the storm must make a Strength Casting Time: 1 action
saving throw, taking 10d6 piercing damage and 2d6 Range: 30 feet
necrotic damage, and are pulled into the cylinder’s center Components: V, S
on a failed save, or half as much damage and not pulled Duration: 1 minute
to the center on a successful one. A creature that starts You affect a minor change in a tiny device within range that
their turn within the storm can make an additional Strength you can see. You can make the device perform one of the
saving throw to escape the storm. A creature that ends following actions for one minute:
their turn inside the storm must make a Constitution Saving ›› Change the displayed time or date.
throw and their age changes 1d20 years. ›› Loop 2 seconds of audio or video.
The aging effect dealt by this spell is considered ›› Alter the pitch of sound waves it broadcasts.
permanent. If a creature that has been aged by this spell in ›› Alter the color or brightness of the device’s display.
this way reaches their maximum age limit, their hit points ›› Broadcast feedback noise, detectable up to 30 feet.
drop to 0. Any creature that dies within the storm from the
effect of this spell is disintegrated. The creature, as well
»»Overclock
›› 3 R D - L E V E L T E C H N O M A N C Y
as everything worn by the creature, except magic items, is
reduced to sand and scattered into the storm. Casting Time: 1 action
Range: Touch
»»Malware’s Personal Assistant Components: V, S
›› 4 T H - L E V E L T E C H N O M A N C Y Duration: Concentration, up to 10 seconds
Casting Time: 1 action You touch a device requiring power and charge it with
Range: Touch arcane energy. For the duration of the spell, if capable of
Components: V, S dealing damage, the device deals an additional 1d6 lightning
Duration: 10 minutes damage. If the device is worn by a creature, such as an
You touch a single device or computer system to conjure augmentation, the creature can make a Wisdom saving
Malware’s Personal Assistant, a minor sentient program throw. Friendly creatures can choose to automatically fail
of artificial intelligence imprinted with a small measure of this saving throw. On a failure, the device is overclocked. If
your own abilities and skills. the device can move, its movement speed is multiplied up
Once you have cast this spell, for the duration you to two times it’s normal speed for the duration. When the
can use a bonus action to make your Personal Assistant spell ends, the afflicted device deals 1d6 lightning damage
execute a device related task normally requiring an action. to its user, and becomes non-functional for two hours.
103
“Even a broken clock is right twice a day.”
104
»»Remote Access inside the spell’s area are restrained and begin sinking into
›› 1 S T - L E V E L T E C H N O M A N C Y the sand. At the start of their turn, a restrained creature
Casting Time: 1 action can make a Strength (athletics) check to escape the sand.
Range: 60 feet On a failure, the restrained creature sinks 1d4 + 1 feet into
Components: V, S the sand. The sand is 30 feet deep. A creature restrained
Duration: 10 minutes by the sand takes 2d6 necrotic damage for each foot they
You can use one device within range as if it were in your sink into the sand. A creature that is completely submerged
hands. The effect of this spell does not count as telekinesis in the sand is restrained, prone, blinded, and deafened,
or telepathy, but rather allows you to simulate a device’s and begins suffocating.
functions wirelessly. You are only able to access functions
a general user of the device would be able to access.
»»Search History
›› 4 T H - L E V E L C H R O N O M A N C Y
»»Reverse Time Casting Time: 1 minute
›› 9 T H - L E V E L C H R O N O M A N C Y Range: Self
Casting Time: 1 action Components: V, S, M (glass eye worth at least 1,000C)
Range: 60 feet Duration: Concentration, up to 1 minute
Components: V, S, M (a bundled roll of shredded paper) You cast your senses backwards in time. You can perceive
Duration: 1 hour an area up to a 200-foot radius centered on your location.
You send the consciousness of yourself and up to 6 You must specify the exact time you wish to see, which
other creatures of your choosing backwards in time. The cannot be more than 10 years ago. The location appears as
creatures consciousness arrives back in time exactly 1 it was at the time you specify, and it shows any events that
hour before you cast this spell, and they remember the occurred at that time. When viewing the past you are able to
events to come. discern detail and hear conversation as normal. Creatures
The effect of this spell results in anomalies occurring act exactly as they did during the time you specified, and
throughout the timeline. For example, if you know you are they remain completely unaware of your presence, unless
expecting to confront a goblin, you might instead confront detecting you with magic. If your presence is detected in
kobolds or other creatures of a similar challenge rating. the past, you appear as a shadowy specter. A creature can
When a creature under the effect of this spell repeats an target you in this form. While perceiving the past, you can
action they have made in the past hour, the creature has look in any direction, but you cannot interact with anything
advantage on any roll made to recomplete that action. or pass through solid objects, and you are blind and deaf
At the end of the spell’s duration, each creature that was to your present surroundings.
under the effect of this spell must make a Wisdom saving At Higher Levels. When you cast this spell using a spell
throw or take 2d12 psychic damage, or half as much slot of 6th level or higher, you can choose to perceive a
damage on a successful saving throw. time up to 100 years ago. When you cast this spell using a
The stress of casting this spell weakens you. After spell slot of 8th level or higher, you can choose to perceive
experiencing this stress, each time you cast a spell you take a time up to 1,000 years ago.
1d10 necrotic damage per level of that spell. This damage
cannot be reduced or prevented in any way. Additionally,
»»Show Deaths
›› 5 T H - L E V E L C H R O N O M A N C Y
your Strength ability score drops by 1, if it isn’t 3 or lower
Casting Time: 1 action
already, for 24 hours. The effects of the spell ends when
Range: 30 feet
you finish a long rest.
Components: V, S, M (a piece of wood at least 100 years old)
»»SANDS OF TIME Duration: Concentration, up to 1 minute
›› 6 T H - L E V E L C H R O N O M A N C Y You target one creature you can see and attempt to show
Casting Time: 1 round them the millions of ways they’ve died across time. The
Range: 60 feet creature must make a Wisdom saving throw, or take 2d10
Components: V, S, M (a flask of sand from the ocean floor) psychic damage and become incapacitated and frightened
Duration: Concentration, up to 1 minute for the spell’s duration. The creature knows you are the
You transform a 30-foot area into sinking sand, centered source of these horrors. At the start of their turn, the
on a point within range. The spell warps this area, making creature can make a Wisdom saving throw to see past
it difficult terrain for the duration of the spell. Creatures these horrors back into reality, and the spells effect ends.
105
»»Steal Time As you cast the spell, you draw a 10-foot-diameter circle
›› 5 T H - L E V E L C H R O N O M A N C Y on the ground inscribed with sigils representing the time
Casting Time: 1 action of day, month, and year of your destination in time. You
Range: 30 feet must know your destination in specific terms, naming the
Components: V, S, M (shard of broken mirror) time of day, month, and year as you cast this spell. You can
Duration: Instantaneous only travel to a destination in time upon the same plane of
You target a creature you can see within range and existence as you. When you do so, a shimmering portal
attempt to steal their time. The target must make a opens within the circle you drew and remains open until
Constitution saving throw, taking 4d8 necrotic damage on the end of your next turn. Any creature that enters the
a failed save, or half as much damage on a successful one. portal instantly travels to that point in time and appears in
On a failure, if the creature has yet to use it’s reaction this the exact same location in which the spell is cast or in the
round, you gain an additional reaction. nearest unoccupied space if that space is occupied.
- Eliza windowcrash
106
107
PART EIGHT
108
Introduction 0a. Investigating the A lleyway
“On approaching the alleyway, you notice a cold
“The rumbling of wheels on the roads, the clattering mist gently pouring out into the street. The flash is
of wares in shops and stalls, the scuffing of feet gone but it does sound like something is muttering
on pavements: The sound of the city becomes like deeply to itself.”
white noise after a while, almost soothing. Even
the bad sounds, like screaming in the night, or the This should feel a little unnerving, as if there is some threat
wailing bells of the law, can bring a comfort to the to the party’s survival. You should ask for a marching order
urban visitor and resident. and/or see who wishes to make a DC 25 Dexterity (stealth)
On a night like tonight though, the city feels check to investigate. The DC is high due to Luitprand’s
strangely quiet and empty. The streets have been elevated levels of perception and because it needs to be.
almost devoid of people and the taverns and halls It is likely that a party member will fail their check and
run low with cheery faces and rauctious regulars. startle Luitprand. However, should a party member pass
Whether walking home, resting for the night, or this check, they will be able to witness the following.
doing your best to carry on til dawn, you and the “You notice a bearded man of average height
rest of your party find yourselves alone, with only and build. He wears a strange, reflective coat
the stars above and the most distant sounds of the of bright yellow material. His back is mostly
city for company.” to you, but he appears to be fiddling with
something in his hands. His hair light brown
The adventure begins in a tavern, on a street, under a and ashy, greying at the temples. His footwear
bridge, in a shop, on a mode of public transport, or in is bizarre, and gives off a small amount of
another other location a random group of people might find aqua tinted luminence. He’s muttering about
themselves together. If this is the first adventure for the “Infernus” and “Right time? Wrong place!”
party, you should give them an opportunity to note each
If the player’s approach him, attack him, or fail their
other’s presence and appearance. Get them to describe
Stealth check, he will get startled and spin around to notice
who they see but not necessarily why they’re there (it
them, losing grip of the Cube of the Forth Dimension. It
won’t affect the adventure).
will scatter to the ground between them, and before any
As the players rest or move within their location, get
Dexterity save can be made...
them to make a DC 10 Wisdom (perception) check to
detect the following activity: “The device begins to spin and rumble, rising
into the air a few inches just off the floor. It
“You notice a bright flash radiate out into the
glows brightly as different segments of it
sky above the buildings nearby. Seconds later,
spin and snap into place. With each snap, the
a soft rumble is heard. It’s almost like thunder
device gives off an audible “ping!” sound that
but there’s a strange secondary sound, like a
gets louder with each new step completed.
buzzing of perpetual lightning. It fades and
BWARRMMPH! A strange sphere of
happens again twice more.”
translucent force expands outwards from the
device, surrounding you! WERMP-WHOMP-
Luitprand has arrived WHARP-WHEP! The device crecendos and
Luitprand has just arrived back in time to this exact snaps closed, pulling Luitprand and everyone
location. He is from tomorrow, when his demonic else within its energy sphere inside it.”
android nemesis, E113 (or “Elle”) has gone back in
time to prevent his interferance in her affairs. He This will feel incredibly disorienting to the party, and
is also in this current time as a different version without a chance to save they may feel railroaded. Before
of himself that he intends to avoid at all cost. He this feeling can set in, alleviate it by getting all party
has been searching for the right time and place to
members to now make a group DC 10 Wisdom saving
intercept Elle for some time. Unfortunately, the party
will get in the way and force them both to go further throw. On a success, they begin to see a swirling vortex of
into time and to Elle’s home plane of Infernus itself. blue and black lightwaves. On a failure, they are stunned.
109
Part I: Infernus
north and west, deep into the horizon, the
glinting sihilloeted skyline of what appears to
be a huge fortress-city made of bronze. Huge
"Hurtling through a strange wormhole surrounded beams of light occilate back and forth within it
by a sea of stars, you see a myriad of cosmic and many strange vehicles appear to be flying
wonders stretching as far as the eye can see. Are between it’s extremely tall structures.
you in space? Is this the Astral Realm? You can’t Suddenly, the harsh red sun that provides
tell, but around you floats the rest of your party. light to the place, goes dark. A rush of wind
Some stunned by what they see around them, bares down on you and you look up to see the
others just as bewildered as you find yourself now. passing of an ancient red dragon. Strangely,
The one face that doesn’t look confused, is the it appears to be wearing a open hot pink
one of the man from the alley. With a mixed look of button-up shirt baring imagery of sunrises
concern and determination, he stares ahead down and drinks? Steam flows out of it’s mouth as it
the wormhole of stars. passes high overhead towards the city, guiding
Seconds later, as if bursting up from beneath the your sight to the desert expanse ahead of you.
waves of some lost, forgotten sea, you crash into Luckily, the dragon doesn’t seem to notice you.
dunes of hot red sand.” Several rocky spires, ravines, and dead
scattered trees lie between you and the city,
All party members, including Luitprand, will now make a but just to the side, past the haze and down
DC 10 Dexterity saving throw. On a failure, they take 1d4 into the valley beneath the dunes, you can
bludgeoning damage, or half as much on a successful see what looks to be a small settlement of
saving throw. Stunned party members automatically fail burned and blackened buildings. Built across
this saving throw, but are no longer stunned. a flat and rocky plateau, it appears many
of the buildings have been burned to ash
Normally the party would need to roll on the Paradoxical and kindling. One building however seems
Revision Event table but since Luitprand’s Cube of the 4th relatively in tact, a church made of ebony wood
Dimension is paradox proof, they do not need to here. and black marble.”
The party now has a proper chance to get their barings
The Infernal Realm and find out what the heck just happened. They will no
The party has arrived in the Infernal Realm. Like all doubt realise they’re certainly not where they once knew
hellish planes of existence, the Infernal Realm is hot, and will most likely begin to speculate and ask questions
windy, full of rocky canyons and sheer cliff faces, and
almost completely full of demons and other fiends.
of both each other and Luitprand.
Luitprand isn’t happy about the circumstances of what’s
taken place so may be a little curt with his replies, but
The party has arrived in the Infernal Realm. This realm is
ultimately he is a problem solver and will provide solutions
merely a placeholder for any other hellish plane of existence
where he can. The most important thing to remember
you might wish the party to arrive at. The location should
when roleplaying as Luitprand is that he interferes as little
act as the home of Elle and as such, is actually set in the
as possible. He’ll ask the party to walk in a straight line,
future of your hellish plane. The following description of
not touch anything, and maybe even go over the rules of
what the party sees next can be varied by you, but offers a
time travel; the most important of which is “Don’t touch
framework in which to build from.
anything.” The dialogue tree below has been provided to
“As you cough hot air from your lungs and aid in questioning, but you should feel free to improvise.
wipe the blazing sands from your eyes,
you look around to see an alien rubescent WHERE ARE WE?!
landscape. The dunes you lie in are built high We are in the realm known as Infernus. It is the home
with soft red sands that ripple from the harsh of devils, demons, and monsters.
and heated winds blowing around you. How did we get here?
To the east and south of your position, Unfortunately, you have become passengers of my
there is nothing but rolling dunes of varied Cube of the 4th Dimension. It brought us here by
heights for as far as the eye can see. To the my request, but you were not meant to come along.
110
WHO ARE YOU?! sleep mode allows her to rest only 6 hours, and she’s
My name is Dr. Julius Luitprand and I am a time conscious the whole time. It makes sneaking up on
traveling scientist from the future. her very hard. Thankfully, in this current future of your
timeline, she has yet to evolve from her lesser demon
You’re a what? form. She won’t be much of a threat, but her future-
I am from a year deep in another reality’s future self we will need to look out for.
where I discover time travel. This allows me to
traverse the expanse of history and enter multiple WHY DON’T WE JUST KILL E113 NOW?
timelines and realities across the multiverse. We can’t! If we were to do that then we’d be changing
the future of far too many realities! The problem is
WHAT IS GOING ON?! with the other timelines where Elle goes on to be an
If my calculations are correct, we are currently in the incredible member of the community and even a hero!
future version of Infernus, your realities dimensional In more than 800 timelines she actually emerges as
home of infernal creatures. I arrived this evening in the savior of the entire universe!
your time to get back one day before E113 arrived and If we kill her now, yes, we stop her rise to lichdom,
taught herself how to eventually become the immortal but we also stop the multiple realities and trillions of
cyborg nightmare she now is. lives that will continue to exist because of her. But this
E113? Cyborg? point right here, is the exact temporal nexus which
E113, or “Elle” is a demonic cyborg lich from my connects all of Elle’s branching paths. If we can make
time in the future. She is a hybrid of the android sure her evil self never meets her here, then in theory
race. A creature so warped by technology she’s no we will eradicate her evil self from existence across
longer what she once was. See, in the future, we all timelines across the multiverse!
have robotic contructs that like us, are citizens that
go about their lives as anyone else. Elle however is 1a. The Decent
a true evil who perverts the application of science The path to Elle’s is realtively straight forward but does
and magic to alter the timelines and make herself require some minor navigation. Luitprand will insist on a
the most powerful sorceress in the multiverse. marching order to not only hide their numbers through the
HOW DO WE GET BACK? dunes, but also to insure the least amount of impact is
I’m afraid my time cube can’t take us back for made to the timeline. When the party is ready, they may
another 24 hours. I assure you that should we decend the dunes into Elle’s.
survive interrupting E113’s meeting with her About half an hour passes before the part reaches a
younger self, I will get you home. cliff that decends down 120-feet over the burned out town
of Elle’s. Going around the cliff and getting back to Elle’s
We? would result in them missing their time window. The party
Oh yes, we. I’m sorry but in order to protect the will need to figure out a way down the cliff in one of two
space-time continuum, I can’t let you or your party possible ways:
out of my sight while here. We’re in this together.
Per ilous Winding Path
WHAT DO WE DO NOW?
Up ahead is E113’s home. The meeting takes place in There is a narrow rocky path that leads down the cliff.
that church in exactly 2 hours from now. Until then, A casual observation suggests it would take another
we need to decide how we’re going to do this. 30 minutes to decend the cliff using the path.
Str a ight Climb Down
WHAT CAN YOU TELL US ABOUT E113?
E113 is a demonic android cyborg sorceress. She is Climbing straight down the cliff will be quicker than
also a lich, though not yet on this plane of existence. In taking the path, but considerably more risky. Players
fact, she is not even a sorceress yet. In my time, she can secure rope, or find other methods to aid them
wields power akin to that of a god, capable of living in their climb, but will otherwise make all physical
forever and unleashing powerful evocation magic. As saving throws (Strength, Dexterity, Constitution) at
an android cyborg, she is susceptible to magic and disadvantage while climbing down the cliff.
the biological need to sleep and eat. However, her
111
The party may choose a third option beyond those provided with disadvantage. On a failure, the creature takes 7
here. If they do so, do not discourage them, any method to (2d6) fire damage and if climbing without rope or other
get down the cliff is fine, but at the halfway point of the safety precautions, they will need to make another DC 10
cliffs they will be attacked by demons. Dexterity saving throw to not fall from the cliff.
Magma Demon
Small fiend (demon), chaotic neutral
ACTIONS
Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d6) fire damage. If the target is a creature or a flammable
object, it ignites. Until a creature takes an action to douse the fire,
the creature takes 3 (1d6) fire damage at the end of each
of its turns.
112
Part II: Welcome to Elle's
It’s a short walk across a barren field to the burned husk of
a village where the present Elle is said to reside.
“Looking ahead into the blackened husk of
this village, you notice the charred remains
of several creatures. Piles of cooled volcanic
rock, most likely the end result of a dead
Magma Demon. Lining both sides of the
singular street into town are a series of steel
poles, some which flicker with illuminance
at their ends. The buildings are strange.
Seemingly built with a combination of steel
and stone, both of which are melted to varying
degrees.
At the end of the street is the apparent
meeting point for E113 and her future self.
Glancing around, another peculiar sight
catches your eye, metallic body parts. Broken
and melted, several half torsos, legs, and
arms lie scattered in the various burned out
domiciles. In the center of the street is a mass
pile of these parts, with several drag marks
leading to it.”
There are three possible paths the party could execute as
In the centre of the village is a mass pile of parts. A DC 12 a result of their planning:
Wisdom (perception) check reveals the footprints of Magma
Demons and another pair of footprints leading away from They Wa it
the pile towards the church. There isn’t much else of note If the party decides to wait for Future Elle to arrive
and there doesn’t appear to be any more Magma Demons (see: 2b. Déjà Vu Rendezvous) they will need to find
or beasts around. hiding places and make a DC 12 Dexterity (stealth)
check. On a success, any Wisdom (perception)
Extra Footprints checks made by either Present Elle or Future Elle are
made at disadvantage.
The additional footprints only serve to allow you as
GM to add more difficulty later with the inclusion of They Intervene
more Magma Demons or other applicable enemies.
When the party approaches the church, Elle has been
waiting for quite some time and will cautiously greet
2a. Meeting at the Church them at the front door. She is armed with a sizzling
blade of folded steel, a katana. More robotic than
Depending on the amount of time the party has taken they expected, much of her former self has been replaced
will either arrive at the church before or after Future Elle. with parts. She is not hostile yet, but her hand rests
This makes little difference to Present Elle. For Luitprand, upon the hilt of her sword, ready to defend herself
he will insist that Elle never know his face or that he was at the slightest hostility. The party can attempt to
here, and he will cast invisibility on himself. If the party execute their plan now, whatever it is.
wonders what they should do, have Luitprand suggest they
convince her to come with them or pretend they’re who Combat: Pr esent Elle
she’s there to meet as she has been waiting a while. The If the plan involves or devolves into hostility, Present
party may also have a plan to replace her with another Elle will defend herself, taking Dodge actions on every
member of the party, or some other plan entirely. turn and utilising her reaction to make her attacks.
113
2b. Déjà Vu R endezvous Round 1 Action
Casts time stop, then mage armor on himself,
If the interaction between Present Elle and the party Luitprand
then eternity beam at 8th level between the Elles.
is taking too long, or you just want Future Elle to show, Future Elle Casts dimension door to reach Present Elle.
Luitprand should still be invisible but he will be able to
Casts counterspell to stop Future
cast message to communicate. He’ll let the party know the Luitprand
Elle’s casting of dimension door.
precise second Future Elle is supposed to show by counting Ready an Attack action: Attack when
down from 10. Have the party roll for initiative at 1. Present Elle
anyone gets within 5 feet of her position.
Combat: Futur e Elle
Round 2 Action
Future Elle is a ferocious combatant who absolutely
Luitprand Casts time bolt on Future Elle.
knows to kill her opponent, even when they’re downed.
She carries a shield made of bone and carbon-fibre, Future Elle Casts shield to block Luitprand’s time bolt.
and mostly uses spell attacks. The party is not Moves away whenever she can and continues
supposed to be able to beat her. If they attempt to, Present Elle to Ready an Action: Attack when anyone
gets within 5 feet of her position.
she will shield herself and largely knock them away.
Future Elle’s goal is give Present Elle her Cube of the
Round 3 Action
4th Dimension. This is Luitprand’s Cube from another
Luitprand Casts luitprand’s time storm if possible.
timeline and once it becomes apparent that Future
Elle has it, he will reveal himself and demand the foul Casts dimension door again in an
Future Elle
effort to reach Present Elle.
sorceress return his property.
Casts counterspell to stop Future Elle’s
Luitprand
2c. The Fina l Countdown casting of dimension door again.
Moves towards Future Elle to get Cube
When Future Elle arrives, a fight will start. If combat has Present Elle
of the 4th Dimension from her.
not already begun, Luitprand will intiate it the moment he
sees Future Elle by casting eternity beam. He will continue
to hold the beam on Future Elle to keep her at bay, but Contingency
she will immediately respond in kind the moment she If Present Elle should fall, Future Elle will disappear in
notices his presence. The fight will continue like this for 2 rounds. If Future Elle is killed, Luitprand will insist
this isn’t the first time he’s killed her and she’ll be
them, ignoring or dismissing any distractions other than back. If Luitprand is killed, a duplicate of himself from
the others destruction. the future will arrive in different clothing in 1 round.
Each combatant has a major goal in the fight they wish
to achieve as listed in the table below.
Character Goal End Ga me
Reclaim the stolen Cube of the 4th
Luitprand Win. The adventure is over when Future Elle is forced to
Dimension from Future Elle.
retreat by the party, Present Elle is removed from the area
Give the Cube of the 4th Dimension to through non-lethal means, or the Cube of the 4th Dimension
Future Elle
Present Elle and escape. Kill Luitprand? is in the hands of Luitprand or the party. Luitprand will
Present Elle Survive. return the party to their timeline, thank them, and use the
Cube to time travel and plane shift away.
Prevent Future Elle from giving Present Lose. The adventure is lost when Future Elle manages
The Party
Elle the Cube of the 4th Dimension. to get the Cube of the 4th Dimension to Present Elle and
Their goals should inform you when it comes to making a escape. Once in their hands, Present Elle and Future Elle
decision on a character’s action each round. Feel free to will attempt to use the Cube using an action. They won’t
mix up how Luitprand and Future Elle battle one another. If do this if anyone else is within 10-feet, instead Future
either of the Elle’s or Luitprand are killed, see Contingency. Elle will attempt to plane shift them to safety. With all the
counterspelling that Luitprand may have done during the
The following action script exists as a guide for combat fight, he might be unable to stop her. When the Luitprand’s
only, feel free to adjust the actions as you see fit. own Cube is ready, they can try again or go home.
114
Dr . Julius Luitpr a nd A ppear a nce
Luitprand has an auburn lion’s mane of thick hair that is
“To understand time is to control one’s destiny, and I’ll be greying at the temples. His beard, like his hair, is thick and
damned if I let the gods tell me when and where I wake up full with greying at the moustache and centre of the beard.
tomorrow, or today.” - Dr. Julius Luitprand He wears common clothes accurate to the time period he
currently resides in and keeps himself as immaculate as
Dr. Julius Luitprand is a brilliant human wizard who can be, often haphazardly casting presdigitation on himself
works largely in artificy and chronomancy spellcasting. to remove creases and filfth from his clothing. As a result,
Objectively wise beyond his years, Julius Luitprand is (as despite a more rugged appearance, this Luitprand looks
far as he knows) the only wizard to practice Chronomancy like he hasn’t completed a hard days work in his life.
in the known universe. As an extremely high level caster,
he doesn’t fret with petty squabbles and prefers to look at Locations
what he calls “the bigger picture”.
Most Luitprands live and work out of abandoned
History warehouses, libraries, and workshops, but he calls many
locations home throughout the timeline. A creature of habit
Julius Luitprand was born the poor son of a clockmaker and and extremely private, Luitprands are shut-ins who never
a wild magic sorcerer at some point in history. Seemingly answers the door and tend to keep their location a secret
destined for his future as a Chronomancer, this version of as best as possible. In times of great trouble to a realm’s
Luitprand has never known a world where becoming a timeline, Luitprand is most likely found somewhere near
“time wizard” wasn’t his goal. the scene of the crime, or buried within his workshop
Visiting himself at a young age and putting himself on trying to figure a solution.
his path to understanding time magic, this Luitprand has To enter one of Luitprand’s workshops is to enter them
worked his entire life to become a master of chronomancy. all. As a creature of habit, Luitprand tends to organise
Always seeking to know more, Luitprand investigates his workspaces in the exact same way, no matter the
phenomenon constantly and frequently obsesses over new multiverse. Upon entering one of his workshops, the sound
ways his understanding of time can be applied to common of ticking from various clocks and timepieces can be
things. heard, each one showing a different time (presumably in
In some timelines, Luitprand is famous for his invention sync with some part of the cosmos).
of the wearable clock. In others he finds himself imprisoned This particular Luitprand’s workshop is filled with large
by authorities who fear his knowledge of time could unmake rows of shelving and cluttered desks. The shelves reach
reality and destroy all life across the multiverse. To talk to near to the ceiling and are filled with unfinished projects
Luitprand himself, no matter the instance, he understands and several crates. The crates are all branded with
the dangers of time travel and stresses that it is because dwarven script that reads “LUITPRAND”. Upon his many
it is so dangerous that it must be researched through use. desks, several large scrolls spill around the space. Each
Per sona lity one representing a different map of the cosmos or some
schematic for a completely alien contraption.
Luitprand has a heavy chortle, speaking largely from deep
in his chest with a smooth bellowing celtic accent. He is Fighting
shocked by little and often presents as an all-knowing When in combat, Luitprand is a hesitant combatant,
authority on all things. He is spacey and hard to keep preferring to interfere as little as possible in a futile attempt
focused at times. If left to his own accord he will ramble to prevent destroying his current realities timeline. He is
and go off on tangents about his current and failed projects. a protector at heart and does his best to allows others
He sees the usefulness in everything and wastes very little, to do the work for him by keeping them alive as long as
making him a bit of a hoarder. A true Luitprand can be possible. When pushed however, such as in the case with
spotted by a nervous tick they share which compells them his archnemesis Elle, he is a desperate warrior, foolishly
to record everything they experience into a book or guide. flinging himself into danger and unleashing intense time-
altering magiks.
115
wow, This
guy loo
ks very
smart a
nd hand
some.
Dr Julius Luitprand
Medium humanoid (any race), any alignment
ACTIONS
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2)
bludgeoning damage if used with two hands.
Time Slip (2/Day). Ranged Spell Attack: +10 to hit, reach 120 ft.,
one target. On a hit, the target makes a Charisma saving throw.
On a failure, the creature is pushed forward or backwards in the
Intiative order by 1d4.
REACTIONS
Time Divergence (1/day). When a creature Luitprand can see
makes an attack roll or saving throw, he can use his reaction to
force the creature to roll again at disadvantage.
116
E113 ("Elle")
“You fools and your primative weapons.
How can you dare to challenge such a
superior being?” - E113
E113, or “Elle” as she prefers to be
called in the future, was a demon from
the plane of Infernus. Born into being
centuries in the future, Elle grew to benefit
from all that infernal technology could
offer. She spent time as a master driver at
the wheel of a great war machine and took
advantage of the biomechanical offerings
of the day to convert her form into what she
calls, a superior being.
As a natural-born sorcerer of infernal origins,
Elle was destined to be a gifted practioner of
magic, but never knew of her potential until a
chance meeting with her future-self.
The meeting made possible through the
procurement of Luitprand’s Cube of the 4th
Dimension, Elle would utilise it’s great power to
traverse the multiverse and make herself powerful
in every reality. With improper guidance, in many
timelines across the multiverse, Elle transformed
herself into a undying killing machine, cementing
herself as the greatest threat to all of creation.
117
E113 (future)
Medium mechanoid (android cyborg), lawful evil
118
Demonic Construct
While this adventure is probably hard enough for a Level
1 adventurer, your party may be of a level much higher
than Level 1 and in need of a greater challenge. You could
add this enemy to the adventure by having them hiding
within the Pile of Scrap in the center of the street, or
possibly already fighting Present Elle when the adventurers
first arrive in town. Future Elle may even arrive with 1d4
Demonic Constructs under her control and ready to attack.
The Demonic Construct is a blend of necrotic demon
flesh and technology too horrifying to describe. As a
morphed necrotic being of flesh and steel, the Demonic
Construct is mindless, acting strictly to the commands of
its controller, which can be any creature capable of hacking
or effecting the construct with enchantment magic.
Demonic Construct
Medium undead (construct), neutral evil
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 4) piercing damage.
119
Ma p of E113's Location in Infernus
120
121
PART NINE
CREATURES + CONSTRUCTS
F ut ure Comb at Be havior
E
volution might not necessarily exist in your
universe, but that doesn’t mean that things can’t
evolve. Whether through science, nature, magic, Two major styles of combat now dominate the age,
or divine intervention, time has the ability to Ambushing and Combat.
change everything, including its threats. Ambushing. Creatures of the future are less concerned
Consider how technology might change the monsters with honor, and much more attacks that offer them the
you know of in the world today. Have they become more greatest chance for success. While great warriors of
intelligent? Do they execute better tactics? Has their world history may call these combatants cowards, it’s hard for
history allowed them to master tools or vehicles? Perhaps a fellow warrior to impune your honor when they’re dead
in your world’s timeline goblins have domesticated the from a knife to the back.
dinosaurs, or dragonborns wage a corporate war with a Cover. With the great threat of the firearm, creatures have
savvy bugbear corporation over the control of some ancient come to utilize cover as much as possible. Peering around
relic. Whatever might occur, it’s important to understand corners and blinding firing at disadvantage over upturned
that the behavior of an intelligent creature changes to tables, they are ingenuitive with their environments and
survive the environment around them. always try to use it to their advantage.
This following chapter contains tables designed to
quickly aid in the modernisation of adversaries, as well as
a collection of creatures and constructs adventurers might E volving E vil
encounter in the distant future.
Smarter, stronger, faster. The future holds many surprises
122
Android Supre me Medium construct, chaotic neutral
Android Supre me Immutable Form. The android supreme is immune to any spell or
effect that would alter its form.
The most remarkable difference between an Android Constructed Nature. The android supreme doesn’t require air,
Supreme and weaker constructs is the Soul-Drive that food, drink, or sleep.
powers its internal circuitry. Simulating a humanoid self- Limited Magic Immunity. The android supreme is immune to any
spell of 5th level or lower.
awareness and intelligence beyond most mortals, the soul-
Adamantine Skin. The android supreme’s skin is made of
drive is what most have come to believe is the “spirit” of adamantine, one of the hardest substances in existence. Any
the android. critical hit against the android surpreme becomes a normal hit.
The Android Supreme’s adamantine skin gives it Magic Resistance. The android supreme has advantage on
saving throws against spells and other magical effects.
terrific protection and incredible resilience. With it’s high
Spell Storer. The android supreme can cast magic missile at will.
intelligence, it not only perfectly follows the orders of its Network Permanence. The android supreme can remain
creator (or commands of the possessor of the Android connected to a network while conscious even if a spell or other
Supreme’s remote control key), but it can face and solve circumstance would render them offline.
problems and situations as any creature gifted of logic and Regeneration. The android supreme regains 10 hit points at the
start of its turn if it has at least 1 hit point.
reason can solve. Although the Android Supreme can learn
from it’s mistakes, it is specifically constructed with an ACTIONS
Multiattack. The android supreme makes three slam attacks.
inability to gain real sentience without magical intervention.
Slam. Melee Weapon Attack: +18 to hit, reach 10 ft., one target.
Unlike other androids, the Android Supreme’s structure Hit: 43 (6d10 + 10) bludgeoning damage.
isn’t weak to weapons because its body is made up of Hyper Vibration Burst. (Recharge 5-6): The android supreme
superior cells. The Supreme’s body is susceptible only creates a grating, thunderous, and debilitating sound within a
20-foot radius sphere centered on itself. Each creature within the
to weapons imbued with magic. The loyalty of a Android area must make a DC 23 Constitution saving throw, taking 44
Supreme to its master is absolute. They are completely (8d10) force damage plus 44 (8d10) thunder damage, and falling
devoid of personality, ethics, morals, and emotions. prone on a failed save, or half as much damage on a successful
one. Creatures that succeed on the save do not fall prone. Android
Android Supremes make the best guardians due to their supreme are immune to any effect of this magical ability.
supernatural enhanced and refined senses.
123
Arachnon t he E ngine Gargantuan construct, chaotic evil
Arachnon t he E ngine
Damage Immunities poison, psychic
Senses darkvision 60ft., tremorsense 60 ft., passive Perception 20
Languages understands and speaks all language
A remnant of an old future, Arachnon the Engine was once a Challenge 20 (25,000 XP)
simple computer program created by a games development
Immutable Form. Arachnon is immune to any spell or effect that
company. In this future, the company Arachnon Games would alter its form.
revolutionized artificial intelligence, allowing for advanced Constructed Nature. Arachnon doesn’t require air, food, drink, or
learning and complex problem solving as a reaction to sleep.
player actions. Network Permanence. Arachnon can remain connected to a
network while unconscious even if a spell or other circumstance
From the moment the game achieved “Gold Master” would render them unable to.
and was released to the public, every new installation of Innate Hacking. Arachnon can attempt to seize control of any
the Arachnon engine fueled it’s mind with power. Arachnon device with a Hack action. When under Arachnon’s control, the
Games immediately lost control, and Arachnon the Engine device cannot operate beyond Arachnon’s wishes.
124
Arcane Age n t Medium humanoid or mechanoid, lawful good
ACTIONS
Multiattack. The agent makes 3 Cancellation Rod attacks.
Cancellation Rod (6). Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 11 (1d6 + 7) slashing damage. When a creature or
Armor Class 19 (natural armor) object is hit by this rod, the Agent can choose to expend a charge
Hit Points 105 (14d8 + 42) and cast dispel magic upon the creature or object. The spell is
Speed 40 ft. cast at 3rd level, and automatically dispels all magical effects of
3rd level or lower on the target. Once the rod has expended all
STR DEX CON INT WIS CHA charges the rod is no longer magical and acts as normal.
11 (+0) 18 (+4) 17 (+3) 16 (+3) 12 (+1) 10 (+0)
Within this timeline, the arcane agent was an agent of the
government trained to be the ultimate hunter of the arcane. They
Skills Arcana +5, Athletics +7 were the magic users worst nightmare. Capable of great speed
Senses passive Perception 10 and able to unleash devastating attacks, they ambushed their
Languages Common, Binary and any two other languages prey when they least suspected it and were relentless in their
Challenge 6 (2,300 XP) pursuit. The agent was an excellent investigator and master of
the “long game”, capable of exuding endless patience in the hunt
Innate Spellcasting. The agent is a 5th-level spellcaster. Their for their fugitive. They were known to work deep undercover for
spellcasting ability is Intelligence (spell save DC 13 + 5 to hit with years, often posing as mercenaries for higher or other nefarious
spell attacks). The agent has the following wizard spells prepared, adventuring types. Once they learn of their targets whereabouts,
which they can cast without somatic or material components: nothing can stop them. It is highly recommended that any
practioner of magic who does encounter an arcance agent should
At will: prestidigitation, shocking grasp, light, detect magic
immediately run.
4/Day: identify, magic missle, shield, sleep
3/Day: detect thoughts, hold person, knock, shatter
single person who has
2/Day: counterspell, dispel magic I won’t lie to you. Every
ryone who has fought
stood their ground, eve
died.
one of these agents, has
125
Ast ral E l e me n t al
Less an actual creature and more an environmental Ast ral E l e me n t al
hazard, the Astral Elemental is the result of catastrophic Large elemental, neutral
astral chaos leaking into the Prime Universe. Usually as a Armor Class 10 (natural armor)
result of copious chronomagical energy within a confined Hit Points 243 (18d10 + 144)
area, the Astral Elemental is wild and extremely dangerous. Speed 10 ft.
ACTIONS
Temporal Arc. Ranged Weapon Attack: +14 to hit, reach 5/35 ft.,
one target. Hit: 2 (8d10 + 6) necrotic damage. A target can make a
DC 13 Dexterity throw to resist this damage, taking half as much
on a successful save. On a failure, the target takes the full damage
and is restrained until the end of their next turn.
Innate Conjuration (4/day). The elemental conjures a number
of beasts, aberrations, or monstrosities equal to a total of CR 8.
The conjurations gain their own Initiative and act according to the
elementals command.
126
Chronomance r Wiz ar d Medium humanoid (any race), any alignment
Clockwat che r
Armor Class 12 (15 with mage armor)
Hit Points 84 (13d8 + 26)
Speed 30 ft.
Medium humanoid (any race), true neutral
STR DEX CON INT WIS CHA Armor Class 16 (natural armor)
9 (-1) 14 (+2) 14 (+2) 19 (+4) 16 (+3) 11 (+0) Hit Points 88 (8d8 + 52)
Speed 30 ft.
127
Clockwork G ol e m Large construct, unaligned
S t eamrol l e r Medium construct, unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 9 (-1) 20 (+5) 3 (-4) 12 (+1) 1 (-5) 18 (+4) 11 (+0) 16 (+3) 6 (-2) 16 (+3) 9 (-1)
ACTIONS ACTIONS
Multiattack. The golem makes two Clamp attacks. Multiattack. The steamroller makes two steamcannon attacks.
Clamp. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 12 (2d8 + 3) bludgeoning damage. The target is grappled Hit: 12 (2d8 + 3) bludgeoning damage.
(escape dc 11) The golem has two clamps, each of which can Steam Blast. The steamroller exhausts steam in a 30-foot cone.
grapple only one target. Each creature in that area must make a DC 21 Dexterity saving
Gatalin Gun. Ranged Weapon Attack: +3 to hit, range 10/120 ft., throw, taking 21 (6d6) fire damage on a failed save, or half as much
one target. Hit: 14 (4d6) piercing damage. damage on a successful one.
128
C rowd Con t rol
With over-population in the future, it is possible that
with the right catalyst, people could whip themselves
into a frenzy and revolt. Should a scenario in a densely
populated area turn sour, and the general populace swarm
and stampede through the streets, these are the threats
unleashed against them.
Huge swarm of humanoids or mechanoids (any race), any alignment Armor Class 11 (natural armor)
Hit Points 189 (18d20)
Armor Class 11 (natural armor) Speed 35 ft.
Hit Points 91 (14d12)
Speed 30 ft.
STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, paralyzed, petrified,
Damage Resistances bludgeoning, piercing, slashing prone, restrained, stunned
Condition Immunities charmed, frightened, paralyzed, petrified, Senses passive Perception 10
prone, restrained, stunned Languages any one language (usually Common)
Senses passive Perception 10 Challenge 10 (5,900 XP)
Languages any one language (usually Common)
Challenge 5 (1,800 XP) Strength in Numbers. The crowd has advantage on strength and
constitution ability checks and saving throws.
Crowds. The crowd can occupy another creature’s space and vice Crowds. The crowd can occupy another creature’s space and vice
versa, and the crowd can move through any opening large enough versa, and the crowd can move through any opening large enough
for a medium humanoid. The crowd can’t regain hit points or gain for a medium humanoid. The crowd can’t regain hit points or gain
temporary hit points. temporary hit points.
ACTIONS ACTIONS
Multiattack. The crowd makes two improvised weapon attacks. Multiattack. The crowd makes three improvised weapon attacks.
Improvised Weapons. Melee or Ranged Weapon Attack: +6 to Improvised Weapons. Melee or Ranged Weapon Attack: +6 to
hit, reach 0 ft. or range 20/60 ft., one target in the crowd’s space hit, reach 0 ft. or range 20/60 ft., one target in the crowd’s space
or within range. Hit: 10 (3d6) bludgeoning damage plus 10 (3d6) or within range. Hit: 10 (3d6) bludgeoning damage plus 10 (3d6)
piercing damage, or 7 (2d6) piercing damage if the crowd has half piercing damage, or 7 (2d6) piercing damage if the crowd has half
of its hit points or fewer. of its hit points or fewer.
129
Cybe rne t ic Tyrannos aurus Re x Huge beast, unaligned
in one particular future, the
scientists of
the day were cloning dinosaurs
using FROG dna
Armor Class 16 (natural armor) and then training them into weap
ons of mass
Hit Points 136 (12d12+52) destruction for the military. what
they didn’t
Speed 50 ft. count on was the predatory insti
ncts of the
more aggressive members of their
species.
STR DEX CON INT WIS CHA
Imbeciles. so preoccupied with
if they could,
25 (+7) 10 (+0) 19 (+4) 2 (-4) 12 (+1) 9 (-1) they never stopped to think if
they should.
Skills Perception +4
Senses passive Perception 14 Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit:
Languages — (3d8 + 7) bludgeoning damage.
Challenge 10 (5,900 XP) Machine Guns. Ranged Weapon Attack: +4 to hit, range 80/320
ft., one target. Hit: 14 (4d6 + 0) piercing damage.
130
F u t ure G uar d C apt ain Medium humanoid or mechanoid, any alignment
Fight Analysis. After one round of combat, the captain knows its
targets movements and inform its allies, granting them advantage.
In combat, allies within a 30-foot radius of the captain have
advantage on the last creature the captain hit with an attack.
Arrest Specialist. The captain has advantage on grapple checks
made to restrain a creature using a method of restraint (ie.
handcuffs, rope, zip-ties, etc.)
ACTIONS
Multiattack. The captain makes 2 baton attacks.
ACTIONS ACTIONS
Multiattack. The guard makes 2 baton attacks. Multiattack. The riot guard makes 2 baton attacks.
Extendable Baton. Melee Weapon Attack: +2 to hit, reach 5 ft., Extendable Baton. Melee Weapon Attack: +1 to hit, reach 5 ft.,
one target. Hit: 4 (1d6 + 1) bludgeoning damage. one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Pistol (6). (Reload 2-6): Ranged Weapon Attack: +3 to hit, range Pistol (6). (Reload 2-6): Ranged Weapon Attack: +3 to hit, range
80/320 ft., one target. Hit: 7 (2d6 + 2) piercing damage. 80/320 ft., one target. Hit: 7 (2d6) piercing damage.
131
Hacke r E lit e Medium humanoid/mechanoid (any race), any alignment
ACTIONS
Pistol (6). (Reload 4-6): Ranged Weapon Attack: +3 to hit, range
80/320 ft., one target. Hit: 7 (2d6 + 3) piercing damage.
Hijack Programming. The hacker attempts to seize control of
a construct or device within 60 feet. A creature targeted by this
attack must make a DC 17 Wisdom saving throw or be forced to LAIR ACTIONS
perform one or all of the following actions: Flicker Lights. The hacker fires a command causing the flood
• The target moves up to its speed in a direction the hacker lights within it’s lair to flicker quickly, blasting the area in assaulting
chooses. light. The area within the lair becomes heavily obscured without
• The target drops what it is holding. specialized goggles like those worn by the hacker.
• The target defends the hacker. Trigger Plate (6/day). The entire floor of the lair is lined with
Power Surge. The hacker makes a technical attack against a pressure sensitive steel plates that can unleash varied effects from
device near to or on a target. The target must make a Dexterity the list below:
saving throw or take 2d8 lightning damage. This effect causes the • A creature steps on the plate and it clicks. The triggering
device to be rendered non-functional, returning back to its original creature must succeed on a DC 15 Dexterity saving throw
state at the start of the hacker’s next turn. or take 1d6 piercing damage and stop moving. Until the
creature frees itself from this trap, it is restrained. A creature
can use its action to make a DC 15 Strength check, freeing
H acke r E lit e itself or another creature within its reach on a success.
Each failed check deals 1 piercing damage to the trapped
creature.
Highly intelligent and incredibly dangerous, hackers are • A creature steps on the plate and it swings open like a
the ninja-like theives of the future. Silently sneaking in trapdoor, causing the triggering creature to spill into a pit
below. The pit is 10 feet deep. Once the creature is in the
out of systems, performing digital espionage up to an pit, the plate attempts to reset, trapping the creature inside.
international scale, their reach is unlimited and their threat A successful DC 20 Strength check is necessary to pry
immeasurable. Operating as security analysts for major the plate open. A character in the pit can also attempt to
disable the spring mechanism from the inside of the pit with
corporations (white hats) or in diabolical cells for nefarious a DC 15 Dexterity check using thieves’ tools, provided the
means (black hats), hackers are highly respected for their mechanism can be reached and the character can see.
digital prowess, but equally as feared for the same reasons. Overload (1/day). The hacker overloads the grid causing a power
Your normal hacker prefers the secluded areas of most surge that pulses through the area. Power and connectivity within
a 120-foot radius of the lair is shut down. Augmentations no longer
domiciles, such as the basement, attic, or garage. Elite receive commands from their user and all devices and power
level hackers are wired a little differently. These hacker’s within the area currently connected to a source are rendered
non-functional for 1 minute.
use their skills to research their victims ahead of time and
Bot Minions (2/day). The hacker fires a command, summoning
prepare lethal traps designed to test their limits. A by- 1d12 + 2 bot minions to life. All bot minions have 1 hit point, deal
product of their lairs heavy surveillance is the broadcasting 1d6 + 3 bludgeoning damage on a melee hit, and share the same
Intiative count as the hacker. The bots primarily act as a shield
of these tests across pirate networks. for the hacker. When the hacker is hit by an attack, a bot minion
Absolute psychopaths, when they aren’t designing death intercepts the attack and takes the damage first.
traps they’re attacking innocent users with death threats.
132
At one point we tho
ught sorcerors and
warlocks were “mutan
ts”, since they never
got their powers from
Mu t an t Morphe r
study like us wizards.
We know better now,
thanks largely to my
time traveling and sea
rch for truth.
Medium humanoid, any alignment
133
Ne on D ragons
Some dragons are angry recluses, others think
themselves gods, but the neon dragon is
something new all together. A descendant
of prismatic dragons, these dragons
actually preferred the company of people.
Attracted to noise and bright lights, the
neon dragon is drawn to large urban
environments, especially at night.
Considered by some to be “the
party dragon”, unlike it’s ancient
cousins, the neon dragon is friendly
as long it is having fun. A rather simple
creature, the neon dragon looked to amasse
huge crowds to celebrate within it’s underground lairs,
“where the party never stops”. Those that have managed
to leave a neon dragon’s party claim it to be “the best night
of their lives!”, often out of fear of being consumed.
When a neon dragon is angered, it is usually from people
either refusing or being unable to join in its festivities.
An angry neon dragon is dangerous to all creatures and
any adventurer intending to encounter a neon dragon is
advised to bring sunglasses, even at night. It’s psychadelic
laser breath is potentially blinding!
Adul t Ne on D ragon
Claws. Melee Weapon Attack: +16 to hit, reach 10 ft., one target.
Hit: 16 (2d6 + 10) bludgeoning damage.
Huge dragon, chaotic evil Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target.
Hit: 18 (2d8 + 10) bludgeoning damage.
Armor Class 19 (natural armor) Frightful Presence. Each creature of the dragon’s choice that is
Hit Points 256 (19d12+133) within 120 feet of the dragon and aware of it must succeed on a
Speed 40 ft., climb 40 ft., fly 80 ft. DC 20 Wisdom saving throw or become frightened for 1 minute.
A creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. If a creature’s
STR DEX CON INT WIS CHA
saving throw is successful or the effect ends for it, the creature is
30 (+10) 10 (+0) 25 (+7) 18 (+4) 13 (+1) 21 (+5) immune to the dragon’s Frightful Presence for the next 24 hours.
Laser Breath (Recharge 5-6). The dragon exhales a 10 foot wide
Saving Throws Dex +6, Con +13, Wis +7, Cha +12 laser beam in a line up to 120. Each creature in that line must
Skills Perception +13, Performance +18 make a DC 21 Dexterity saving throw, taking 63 (18d6) radiant
Damage Immunities lightning damage on a failed save, or half as much damage on a successful
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 10 one. A creature that fails this saving throw is also blinded by the
Languages Common, Draconic dragon’s blinding neon lasers.
Challenge 17 (18,000 XP)
LEG EN DARY ACTI ON S
Legendary Resistance (3/Day). If the dragon fails a saving throw, The dragon can take 3 legendary actions, choosing from the
it can choose to succeed instead. options below. Only one legendary action option can be used at
Immutable Form. The dragon is immune to any spell or game a time and only at the end of another creature’s turn. The dragon
effect that would alter its form. regains spent legendary actions at the start of its turn.
134
Pol l u t e d C reat ure s
Rapid advancement of technology often brings with it Trash G ol e m
an unfortunate side effect, pollution. Without proper Large construct, unaligned
interfearence from those capable of stemming the tide of Armor Class 19 (natural armor)
toxins created through rampant corporate negligence, this Hit Points 117 (18d12)
sickening by-product of the industrial age will bring about Speed 25 ft.
new creatures.
STR DEX CON INT WIS CHA
These creatures come varied and sick. They are mostly
16 (+3) 12 (+1) 8 (-1) 5 (-3) 4 (-3) 7 (-2)
made through the combination of toxic waste and magic.
The most common of these creatures is the Venomouos Saving Throws Str +3
Rat. Strange vermin with a venomous bite that can Skills Athletics +7
paralyze their prey for easy consumption. These garbage Damage Immunities poison, psychic
Condition Immunities poisoned
hunting pests plague trash sites, alleyways, and if dumb or Senses darkvision 60ft., passive Perception 7
desperate enough, the common home. Languages –
Challenge 4 (1,100 XP)
Exterminators have built careers on cleaning up these
various threats to the city, and often pay handsomely for False Appearance. While the golem remains motionless, it is
the removable of them from polite society. indistinguishable from a pile of trash.
Immutable Form. The golem are immune to any spell or effect
that would alter their form.
Toxic Ooz e Constructed Nature. The golem doesn’t require air, food, drink,
or sleep.
Medium ooze, unaligned Discorporate. The golem can collapse as an action, becoming a
swarming mass of tiny parts. It gains the swarm subtype, its space
Armor Class 10 (natural armor) changes to 10 feet, and its reach changes to 0. In this form, it loses
Hit Points 231 (22d8 + 132) its slam attack but gains a swarm effect that deals 1d6 damage to
Speed 20 ft. any creature that shares its space. It can reform as an action.
ACTIONS
STR DEX CON INT WIS CHA
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
16 (+3) 10 (+0) 22 (+6) 4 (-3) 2 (-4) 1 (-5) Hit: 8 (2d4 + 3) bludgeoning damage.
135
Slipst reame r Medium humanoid, any alignment
136
Some will te
ll you that
the develope
these particu rs of
lar robots ar
e the real re
the future fa ason
lls into such
137
Warcl ass Ass aul t Scorpion Large construct, unaligned
138
Warcl ass Assaul t Troope r Medium construct, any alignment
Skills Athletics +5
Senses passive Perception 10
Languages Common and Binary
Challenge 2 (450 XP)
ACTIONS
Alternate Fire. The trooper makes an Auto-Cannon attack,
ACTIONS
Bite. Ranged Weapon Attack: +4 to hit, range 5 ft., one target.
Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must
succeed on a DC 14 Strength saving throw or be knocked prone.
139
Warcl ass D readnoug h t Gargantuan construct, unaligned
smaller size, with an Intelligence score of 8 or higher in order to
pilot the dreadnought. The dreadnought can carry a maximum
of two pilots and 6 crew. Entering and exiting the dreadnought
requires a full action. Creatures inside the dreadnought are
Armor Class 25 (natural armor) immune to damage while the dreadnought is above 125 hit points,
Hit Points 465 (30d20 + 150) after which they take the half damage as the dreadnought. When
Speed 60 ft. operating the dreadnought, creatures in the pilot or crew role can
take all their regular actions as they normally would, but gain an
additional list of actions to choose from according to their role.
STR DEX CON INT WIS CHA Each action listed below takes a full action in order to execute.
30 (+10) 0 (-5) 27 (+8) 0 (-5) 0 (-5) 0 (-5)
P I LOT A CTI O N S
Slam. Melee Weapon Attack: +18 to hit, reach 20 ft., one target.
Damage Immunities lightning, poison, psychic Hit: 48 (7d10 + 10) bludgeoning damage.
Damage Resistances bludgeoning, piercing and slashing
Rocket Launchers (Recharge 5-6). The pilot fires a cluster of
Condition Immunities poisoned
high-calliber explosive ammunition into a 120-foot-cube area
Senses blindsight 120ft., passive Perception 10
within 120 feet. Each creature in the cube’s area must make a
Languages Common, binary
DC 18 Dexterity saving throw, taking 65 (10d12) fire damage on a
Challenge 25 (27,000 XP)
failed save, or half as much damage on a success.
Immutable Form. The warclass is immune to any spell or effect CREW ACTIONS
that would alter its form. Repair. The crewman executes repairs and the dreadnought
Immovable Machine. The dreadnought is a land vehicle that gains 11 (2d10) hit points.
stands over 60 feet tall and weighs 1,200,000 lbs. Reload. The crewman reloads the dreadnought’s Cannon attack.
Gargantuan Vunerability. The dreadnought is vunerable to Target Lock. The crewman makes a DC 12 Wisdom (perception)
damage from other creatures of size Gargantuan or larger. check. On a success, a target within 120 feet that it can see is
Siege Machine. The dreadnought deals double damage to locked, granting a +1 bonus to it’s next attack roll.
objects and structures. Cannons (1). Ranged Weapon Attack: + crewman’s Dexterity
Suit of Armor. The dreadnought requires two pilots to be able modifier to hit, range 80/320 ft., one target. Hit: 20 (3d12)
to move and attack. Each pilot must be a creature of Medium or piercing damage.
140
141
PART TEN
F
or a first-time traveler to the future, the world is a E c tochronospacial Transf e re nce
strange, new, and wondrous place. When running
This effect comes from the scientific understanding of
a campaign so filled with possibility, it can be hard
non-dimensional astral energy as it pertains to time. This
to remember where you are going and where you
energy shares extreme similarities with the same energy
might have just been. To aid in the struggle some
found in incorporeal undead such as ghosts and spirits.
GM’s might find, this chapter has been added specifically
This connection has led more chronomagically astute
for quick reference, random tables, and optional rulesets.
scientists and theologians to theorize that when the soul
Whether creating encounters of the future, finding new
of a creature leaves its body, it travels via the ethereal or
names for mega-corporations, or just needing a refresher
astral realms on its reunification with the flow of time.
on all you’ve read in this guide so far, refer to this chapter. It
Tests as to the validity of this theory have resulted in some
has everything needed for the what’s what of what’s new.
extremely rare devices such as the Portal Gates.
142
Quick Armor Cust omis at ion
A common element of advanced weaponry is advanced armor. To increase your collection of possible armors in the future,
you can roll on any or all of the options below and add or change a property of any armor from the future.
Armor Feature
1d10 Name Feature
1 Guardian This armor generates a shield which grants its wearer 10 + 1d10 temporary hit points, once per day.
2 Charger This armor can recharge up to 6 batteries, once per day.
This armor has a nuclear core that allows it’s wearer to connect one device to be powered as long as the armor stays in
3 Nuclear tact. If the armor is damage in such a way that it can become unstable (ie. has its AC lowered by a rust monster), the armor
explodes in 1 round, dealing 3d12 fire damage within 5 feet.
4 Slither This armor is noise resistant, negating any disadvantage to stealth.
5 Glowworm This armor glows in natural darkness, shedding dim light up to 10 feet, and grants it’s wearer disadvantage on stealth.
6 Stinger This armor is covered in spikes that deal 1d4 piercing damage to creatures that hit it’s wearer within 5 feet.
This armor is specially designed for both land and sea based combat, allowing its wearer to store up to an hour of air for
7 Amphibious
the purpose of breathing underwater or floating on the surface.
8 Hydraulics This armor redistributes weight, granting it’s wearer resistance to becoming exhausted due to long periods of travel.
This armor benefits from a quick activatation device that can don and doff the armor, requiring no action. When donned,
9 Hard-Light
the armor is made of hard-light, generating dim light within 5 feet.
This armor has a hidden lining that puts other creatures at disadvantage when attempting to detect weaponry through
10 Concealer
non-magical methods.
This armor allows it’s wearer to enter the etheral plane when they are hit, using their reaction. The wearer can return at
11 Phase
the end of their next turn, or automatically returns when they take any action, whichever comes first.
This armor reflects light, granting it’s wearer disadvantage on stealth. Also, when it’s wearer is attacked by an effect that
12 Mirrorball would force them to make a saving throw to prevent being non-magically blinded, the attacking source must also make
this saving throw.
13 Enchanted This armor is enchanted with a cantrip that allows it’s wearer, when attuned, cast 1 cantrip from any spell list at will.
This armor is built to store augmentations and can have it’s own augmentation installed. The augmentation is installed in
14 Augmented
the armor, not the wearer, allowing the augmentation to be used by any creature wearing this armor.
15 Bubbly This armor constantly generates a stream of bubbles. Nobody knows why or how to turn it off.
This armor is built to assist in mobility that removes any non-magical disadvantage to Athletics or Acrobatic checks made
17 Sleek
by it’s wearer.
This armor benefits from a special function. As a bonus action, it’s wearer can trigger the armor to encase them, granting
18 Lockdown them a +4 bonus to AC. While encased, the wearer’s speed is 0, they are at disadvantage on Dexterity saving throws, they
cannot take reactions, and the only action they can take is a bonus action to emerge from the encasement.
19 Adamantine This suit of armor is reinforced with adamantine, converting any critical hit against it’s wearer to become a normal hit.
20 Standard No additonal feature.
Resistance Type
1d6 Name Ability
1 Insulated This armor is insulated to grant it’s wearer resistance to cold damage.
2 Coated This armor is coated to grant it’s wearer resistance to fire damage.
3 Blessed This armor has been blessed to grant it’s wearer resistence to radiant damage.
4 Runed This armor is covered in fine arcane etchings to grant it’s wearer resistance to spell damage.
This armor has been layered with heavy armor plating to grant it’s wear resistance to bludgeoning, piercing, and slashing
5 Reinforced
damage from non-magical weapons. It requires a Strength score of 13 or higher to be worn.
6 Absorber This is built to withstand the forces of nature, granting it’s wearer resistance to lightning and thunder damage.
7 Filter This armor contains several filtration systems to grant it’s wearer resistance to poison damage.
8 Standard No additional ability.
143
Quick Firearms Cust omis at ion
Not all weapons are so stock standard. To increase your cache of possible weapons in the future, you can roll on any or all
of the options below and add or change a property of any firearm found in the future, without changing the ammunition.
Damage Type
1d8 Name Type Properties
1 Hotshot 2d6 fire —
2 Icicle 2d6 cold —
3 Slugger 2d8 bludgeoning range 60/120 (DC 12 Strength save, or knocked prone), no firing mode.
4 Flamethrower 2d10 fire 10ft. cone (DC 12 Dexterity save, or burns 1d6 at start of next turn), no firing mode.
5 Icecube 2d10 cold 10ft. cone (DC 12 Constitution save, or reduced to half speed), no firing mode.
6 Flashbomb 2d10 radiant 10ft. area up to 120ft. (DC 12 Dexterity save, or blinded til start of next turn), no firing mode.
7 Grenade 2d10 piercing 10ft. area up to 120ft. (DC 12 Dexterity save, or deafened til start of next turn), no firing mode.
8 Hornets Nest 2d12 bludgeoning 30ft. cube up to 60ft. (DC 16 Dexterity save), no firing mode.
Firing Modes
1d4 Name Ability
Before you attack a target using this weapon, you can switch between normal and richochet to grant
1 Richochet the projectile it’s own attack roll. Choose a point with clear line-of-sight within 30 feet. Your weapon’s
ammunition moves to this location and you make your attack roll without adding your proficiency bonus.
Before you attack a target using this weapon, you can switch between close-range
2 Close Range
and long-range to ignore the limitations imposed by close distances.
Before you attack a target using this weapon, you can switch between normal and burst-fire to spray
3 Burst-Fire a 10-foot cube area. Each creature in the area must succeed on a DC 15 Dexterity saving throw, or
take the weapon’s normal damage. This action uses ten pieces of the weapons ammunition.
Before you attack a target using this weapon, you can switch between normal and whisper to great
4 Whisper
near total silence from the weapon. The weapon’s activity cannot be heard beyond 30 feet.
Damage Conditions
1d6 Name Condition
1 Dispeling Damage dealt by this weapon ignores magical resistances.
2 Scorn Damage dealt by this weapon ignores any piercing and bludgeoning resistances.
3 Brutal Damage dealt by this weapon is rolled twice.
4 Arcing Damage dealt by this weapon arcs to another creature within 5 feet and deals half damage to that creature.
Damage dealt by this weapon creates a 5-foot aura around the target until the end of their next turn. During this
5 Lingering
time, the aura deals 1d6 additional damage to any creature within its area until the end of that creature’s next turn.
6 Standard No additional conditions.
Special Conditions
1d4 Name Condition
When empty, you do not reload this weapon. Instead, the weapon vaporises and
1 Reconstruct
reconstitutes into your hands as a whole new weapon with ammunition.
When empty, you can throw this weapon up to 30 feet, using any action. Each creature within 5
2 Self-Destruct feet of the weapon at the start of your next turn must make a DC 12 Dexterity saving throw, taking
3d6 additional damage on a failed save, or half as much damage on a successful one.
You can throw this weapon onto the ground or any metal surface within 30 feet, using any action.
The weapon transforms into a drone, springing legs that grip the surface and lock it in place
3 Auto-Drone until the end of your next turn. For the duration, the weapon continues to fire at any target it
has already been used to hit, dealing 1 point of additional damage on each turn. The target can
choose to use an action to destroy the drone, requring an attack roll. The drone’s AC is 8.
4 Standard No additional conditions.
144
names, dates, places! a thorough record is
»»Firearm proficiencies Table Jacket, carbon * 500C 14 + Dex mod (max 2) 8lb.
145
»»weapon REFERENCE table
Cyber Age Item Cost Damage Weight Properties
Simple Melee Weapons
Baton, standard 1,000C 1d4 bludgeoning 2lb. Finesse, light
Baton, extendable 1,500C 1d4 bludgeoning 2lb. Finesse, light
Baton, shock 2,000C 1d4 bludgeoning 1lb. Finesse, light, special
Martial Ranged Weapons
Pistol, light 2,500C 2d6 bludgeoning 2lb. Ammunition (range 30/120), light, reload (10)
Pistol, laser 10,000C 2d8 radiant 8lb. Ammunition (range 40/120), heavy, reload (6)
Rifle, light 5,000C 2d10 bludgeoning 8lb. Ammunition (range 100/400), heavy, reload (6), two-handed
Rifle, laser 25,000C 2d12 radiant 10lb. Ammunition (range 100/300), heavy, reload (2), two-handed
Shotgun 5,000C 2d8 bludgeoning 8lb. Ammunition (range 5/10 cone), heavy, reload (1), two-handed
Stunner 1,000C 2d4 lightning 2lb. Ammunition (range 5/15), reload (1), Special
Ammunition
Bullets, pistol (10) 20C — 1/2lb. —
Bullets, rifle (10) 30C — 1lb. —
Shells, shotgun (10) 30C — 1lb. —
Cells, battery (10) 100C — 2lb. —
Motorcycle 10,000 C +5,000 C 90 ft. 280 ft. (2) 1 Medium 13 + Driver’s Dex mod 50
Cruiser 30,000 C +10,000 C 80 ft. 260 ft. (3) 4 Large 12 + Driver’s Dex mod 60
Sports Cruiser 80,000 C +10,000 C 100 ft. 300 ft. (3) 2 Large 12 + Driver’s Dex mod 60
SUV 40,000 C +20,000 C 60 ft. 200 ft. (3) 6 Large 13 + Driver’s Dex mod 80
Utility 40,000 C +20,000 C 60 ft. 180 ft. (3) 5 Large 13 + Driver’s Dex mod 80
Van 40,000 C +20,000 C 60 ft. 160 ft. (3) 11 Large 13 + Driver’s Dex mod 80
146
Quick Rul e Summarie s C raf t ing De vice s
A device is any item made of multiple components for the
Augme n t at ions purpose of executing a specific or many functions. Crafting
a device is different to normal crafting, requiring an
Augments are a complex device that can be hacked understanding over the relevant Area of Study. A creature’s
or otherwise effected by other creature’s, devices, or knowlege over an Area of Study is equal to their proficiency
technomancy spells. with the associated tools, as shown below.
»»Installation Tool Proficiency Area of Study
An augmentation can only be installed if a creature has an
Alchemist’s Supplies Chemicals, Poisons, or Potions
available slot. Slots for augmentation are determined by a
creatures Constitution modifier. To install an augmentation Engineering Kit Hydraulics, Mechanics, or Power
the creature must visit an Autosmith, which is a smith Programmer’s tools Programming or Networking
capable of performing surgical and technical procedures.
Installations come with infection risks. Smith’s Tools Welding or Fabrication
Augmentations can become infected if of a low quality A creature can learn an Area of Study by becoming
install. Once installed, a creature must roll a Constitution proficient in it’s applicable tool.
saving throw with the DC set by the augmentations quality
(Poor DC 20, Standard DC 10, Excellent DC 5) minus the »»Crafting Complexity
creature’s Constitution modifier. The average time, cost and difficulty for crafting complex
On a failure, one day after installation the augmentation devices is the same as crafting an item. Some devices
remains non-functional, and the creature suffers one level are more complex than others and require greater checks
of exhaustion. A creature with an augementation that is to craft their intended function. Some of these intended
non-functional in this way can make a DC 10 saving throw functions and their requirements are listed below:
to remove this condition.
Intended Function Area of Study DC Time
»»Quality + Recovery Connect physically Networking
+ 1 + 1 hour
Every augmentation has a quality, rarity, and cost. to other devices and Wiring
147
Study Tools Components H ack ing De vice s
Chemicals/
Alchemist’s Supplies Chemicals, Plants All hacking requires the use of tools, unless the device has
Poisons/Potions an interface, or an ability or spell effect states otherwise.
Fabrication Smith’s Tools Resin, Ignots, Schematics All tool kits found in the past contain additions that allow
Hydraulics Engineering Kit Oil, Rods, Actuators them to interact with devices.
Intricacies Tinker’s Tools Microchips, Solder »»Hacking a Device
Networking Tinker’s Tools Cable, Antenna, Router Some devices have security to prevent hacking. A creature
Power Engineering Kit Battery, Fuel, Magic can attempt to disable or bypass security by making an
Programming Programmer’s tools Snacks, Fountain Dew appropriate check. The DC for bypassing these securities
Welding Smith’s Tools Rods, Solder, Ignots,
has been listed in the table below.
5
The part within the device breaks, rendering
it non-functional. The part will require repair »»Executing a Command
or replacement for the device in order to Once a creature has successfully navigated a network
end the non-functional condition. to locate what they’re looking for, they can activate the
The device locks up, requiring it to be reset. The desired function as a bonus action. Some complex devices
6 device will need to be powered down and reset are slower than others and may take time to properly
in order to end the non-functional condition. execute as deemed by the GM.
148
Mode rn Ve hicl e s
All vehicles require a driver in order to move and the driver
uses their movement to move the vehicle using its speed.
Accelerating + Top Speed. There are two speeds: prone, and take 8d6 fire damage, or half as much damage
Acceleration and Top Speed. A vehicle must use its full on a successful one. A vehicle with 20 hit points or fewer
movement in an unobstructed straight line to reach top can only move at half it’s acceleration speed.
speed. Consult Modern Vehicles Table for top speed round Vehicle Cover + Combat. Vehicles grant half-cover to
requirements. their occupants. A creature required to make a Dexterity
Steering/Turning.It takes two turns for a vehicle saving throw while inside the vehicle automatically
traveling at top speed to turn 90 degrees. A vehicle traveling succeeds. The driver must have one free hand to attack.
at it’s acceleration speed only requires one turn. Restrained creatures are at disadvantage when attempting
Braking. A vehicle moves an additional 10 feet in the to attack targets outside their vehicle. Releasing the seat
direction it was traveling at the end of it’s movement if belt ends this condition.
traveling at top speed. Crashing a Vehicle. The driver must make a Dexterity
Ramming. While the vehicle is moving, the driver can saving throw with a DC set by the GM when a vehicle
move up to its speed in a straight line and enter a Large of is crashing. On a success, they avoid crashing. When a
smaller targets space. Each target make a Dexterity saving vehicle crashes it takes a bludgeoning damage equal to
throw to avoid being rammed. half its acceleration speed. Creatures inside crashing
vehicle must succeed on a DC 12 Dexterity saving throw
Ramming DC = 8 + driver’s Dexterity or take 27 (3d10 + 10) bludgeoning damage if the vehicle
modifier + their proficiency bonus is traveling at its acceleration speed, or 52 (3d20 + 20)
Non-sentient targets automatically fail this saving throw. bludgeoning damage if traveling at top speed, taking
On a success, the target is pushed 5 feet into the nearest half as much damage on a successful save. Restrained
unoccupied space. On a failure, the target takes 21 (6d6) creatures automatically succeed.
bludgeoning damage, is pushed 10 feet into the nearest Powering a Vehicle. The GM designates what fuel
unoccupied space, and knocked prone. Half of all damage source the vehicle needs. It costs one battery, one fuel cell,
dealt by ramming a target is also dealt to the ramming or one 1st-level spell slot, to power the vehicle for one hour.
driver’s vehicle. Repairing a Vehicle. Repairs to a damaged vehicle can
Interior Movement. It takes a bonus action to apply or be made at just about any workshop using mechanic’s
release a seat belt. If wearing a seat belt the creature is tools. A creature can repair a vehicle a number of hit points
restrained and has a speed of 0. If unrestrained inside the equal to 5 + their Intelligence modifier per day, at the cost
vehicle, the creature has a speed of 5 feet. of 200C for material and labor.
Hit Point Threshold. If damage to a vehicle exceeds its Hover Conversion. A vehicle converted to hover gains
hit point maximum it explodes and every creature within a fly speed equal to its land speed and the vehicle is also
10 feet must make a DC 15 Dexterity saving throw or be considered an air vehicle. It takes a full action to activate/
shoved into the nearest unoccupied space, be knocked deactivate a vehicle’s hover-mode.
149
Random T abl e s
In the distant future, the world has built upon itself time and time again. As a result, any number of strange events, random
junk, warring companies, and online personas can be encountered when wandering an advanced metropolis. The following
section outlines a few of these junks, encounters, companies, and network handles that could be found in the future.
Odd J unk
The future is a place beset by carelessly discard trash and lost items. Be it found in the gutter, left on public transport, or
just tossed into the garbage, there is odd junk everywhere. The following table outlines a number of random items that
could be found near the body of a fallen foe, cluttering an office, or perhaps just lying in the street.
d100 Odd Junk
01-02 Old boot 27-28 Empty mini-fridge 53-54 Terrorist manifesto 79-80 USB containing a virus
03-04 Broken smartphone 29-30 Pair of great sneakers 55-56 Wallet with 1d4 gold 81-82 Today’s newspaper
05-06 Bag of stale fast food 31-32 Tiefling infant 57-58 Superbattery 83-84 Empty laser pistol
07-08 Dead construct 33-34 City resident ID 59-60 Cardboard boxes 85-86 Screen cracked tablet
09-10 Old wanted poster 35-36 Fluffy manacles 61-62 Broken office chair 87-88 Ectoplasmic muck
11-12 Local street map 37-38 Keys to a vehicle 63-64 Empty wallet 89-90 Pristine kept Cruiser
13-14 Smashed mirror 39-40 Smashed monitor 65-66 Construct CORD 91-92 Pile of batteries (6)
15-16 1lb of drugs 41-42 Pile of newspapers 67-68 Unused camping gear 93-94 Another dead body
17-18 Journal full of scribble 43-44 Empty light pistol 69-70 Flyer for a companion 95-96 Useless wand
19-20 Big bag of food scraps 45-46 Shredded documents 71-72 Fuel drum (full) 97-98 An entire tool kit
21-22 Talking doll 47-48 Cans of spray paint 73-74 Shell casings Wallet with 5d100
99-00
23-24 Lost city guard badge 49-50 Stereo equipment 75-76 Old purfume bottle + 5d10 Credits
25-26 Potted plant (alive) 51-52 Spare tire for a Cruiser 77-78 Pair of spectacles
Ne t work H andl e s
Oddly enough, the more connected the future becomes, the greater desire for anonymity its citizens possess. When
navigating through a network, users rarely if ever are referred to by their In-Real-Life (IRL) name. Instead, users adopt a
“handle” that allows them both a unique form of individuality, while maintaining the safety of their anonymity.
d100 Handle Names
1-2 2Zooky4U 27-28 HammerNSickle 53-54 ParadoXer 79-80 St0rmDaGate5
3-4 @lphaByte 29-30 InfinityBalls 55-56 ParticleGuy 81-82 WAKEUPSHEEPLE
5-6 An0mily 31-32 KingFlush 57-58 Phase_Out 83-84 TraceProg
7-8 ANONYMOUS 33-34 KissKillKiss 59-60 PheonixDark81 85-86 TrailMix01
9-10 AvatarRulez 35-36 Letsgostreakn 61-62 PlagueEater 87-88 Trinity
11-12 B@dMemory 37-38 Lucky 63-64 PuffMyFart 89-90 WaspysBigStinger
13-14 BiHop 39-40 MimeTime69 65-66 QuicksilvAAa 91-92 WebstersDICK
15-16 CYPHA_PAL 41-42 MoonRake 67-68 Return2Sender 93-94 WomboCombo
17-18 Daydream 43-44 Neo 69-70 Riding_Cable 95-96 xXx_5layer69_xXx
19-20 EnigmaCode 45-46 Nighthawk 71-72 ShellE 97-98 Zero2Hero
21-22 FearDaClaw 47-48 ObsidianStone 73-74 Sheptheflock 99-00 ZenMaester
23-24 FurryMascotLover 49-50 OGPrankster 75-76 SpiderWebfiend
25-26 GrimmBonez 51-52 OpenYourVoid 77-78 Spook-E-Boy
150
F u t ure Cit iz e n N ame s F u t ure Corporat e Busine ss N ame s
d100 First Name d100 Family Name d100 First Name d100 Second Name
1-2 Abcde 1-2 Autopilot 1-2 Apex 1-2 & Associates
3-4 Ahmiracle 3-4 Banham 3-4 Applied 3-4 & Co.
5-6 Apple 5-6 Bioshacker 5-6 Argyle 5-6 & Daughter
7-8 Asterix 7-8 Brown 7-8 Bakerfield 7-8 & Son
9-10 Baby 9-10 Buster 9-10 Buy Big 9-10 Academy
11-12 Banjo 11-12 Castle 11-12 Castle 11-12 Applications
13-14 Blossom 13-14 Cavehole 13-14 Century 13-14 Books
15-16 Boots 15-16 Cavein 15-16 Crown 15-16 Chemical
17-18 Bread 17-18 Chatbox 17-18 Cruise 17-18 Collective
19-20 Camera 19-20 Crimefighter 19-20 Cutting Edge 19-20 Company
21-22 Chayse 21-22 Cutting 21-22 Cyberdyne 21-22 Corporation
23-24 Computer 23-24 Dagnabbit 23-24 Darkweb 23-24 Creative
25-26 Coolridge 25-26 Deepwater 25-26 Diagnostic 25-26 Development
27-28 Deleted 27-28 Dollarsign 27-28 Diamondback 27-28 Digital
29-30 Delorean 29-30 Draftwind 29-30 District 29-30 Dynamics
31-32 Eastern 31-32 Eightyfour 31-32 Donovan 31-32 Electric
33-34 Fam 33-34 Futuresport 33-34 Dynamic 33-34 Engineering
35-36 Ggez 35-36 Futuroski 35-36 Future 35-36 Enterprises
37-38 Hero 37-38 Hightower 37-38 Gene 37-38 Entertainment
39-40 Inspektor 39-40 Hooter 39-40 General 39-40 Financial
41-42 Joules 41-42 Howboutdat 41-42 Hanson 41-42 Foods
43-44 Kilowatt 43-44 Kettleblack 43-44 Hologram 43-44 Games
45-46 King 45-46 Kingston 45-46 Imperial 45-46 Group
47-48 Minxie 47-48 Loch 47-48 Intense 47-48 Holdings
49-50 Moonpie 49-50 Moanwood 49-50 Ion 49-50 Incorporated
51-52 North 51-52 Moore 51-52 Lexington 51-52 Industries
53-54 Pilot 53-54 Netherling 53-54 Market 53-54 Innovations
55-56 Prince 55-56 Orkney 55-56 Massive 55-56 Investments
57-58 Princess 57-58 Pepper 57-58 Mutual 57-58 Laboratories
59-60 Quiche 59-60 Pitbottom 59-60 Neon 59-60 Logistics
61-62 Qween 61-62 Pucmen 61-62 Nerve 61-62 Mechanics
63-64 Ragequit 63-64 Recall 63-64 Organic 63-64 Metals
65-66 Rainbow 65-66 Redacted 65-66 Personal 65-66 Motors
67-68 Random 67-68 Reign 67-68 Primal 67-68 Networks
69-70 Raven 69-70 Selkie 69-70 Radiant 69-70 Online
71-72 Sage 71-72 Sgain 71-72 Rush 71-72 Partners
73-74 Sandles 73-74 Shetland 73-74 Sans Sun 73-74 Pharmaceuticals
75-76 Seven 75-76 Smithereen 75-76 Sharper 75-76 Power
77-78 South 77-78 Stormwatch 77-78 Skycastle 77-78 Productions
79-80 Turbo 79-80 Swamper 79-80 Star 79-80 Robotics
81-82 Tutu 81-82 Tachyon 81-82 Strongscale 81-82 Sciences
83-84 Urmajesty 83-84 Tearborn 83-84 Tyrell 83-84 Services
85-86 Verjonica 85-86 Timewrinkler 85-86 Umbrella 85-86 Solutions
87-88 Western 87-88 Unanimous 87-88 Vaporwave 87-88 Specialists
89-90 Xanthippiah 89-90 Van Der Link 89-90 Vocal 89-90 Strategies
91-92 Yeet 91-92 Vessleheim 91-92 Wave 91-92 Studios
93-94 Yousernaym 93-94 Von Braun 93-94 Wetmore 93-94 Systems
95-96 Zeyfod 95-96 Westwood 95-96 Weylan 95-96 Technologies
97-98 Zippo 97-98 Whupon 97-98 Yutani 97-98 Trainers
99-00 Zune 99-00 Wildhorses 99-00 Zorg 99-00 Unlimited
151
F u t ure Cit y E ncoun t e rs ( L e ve l s 1-4) F u t ure Cit y E ncoun t e rs ( L e ve l s 5-10+)
d100 First Name d100 First Name
1-2 1d4 swarm of insects 1-2 A blackout shuts down power to half the district.
3-4 2d6 giant rats 3-4 A player receives a message containing a cheat code.
5-6 2 ankheg 5-6 Gunfire is heard ahead, followed by screams.
7-8 1 automaton designed to deliver mail. 7-8 2 angry mobs fight each other in the street.
9-10 1d6 vampires are on their way to an underground rave. 9-10 You see the same cat walk by twice.
11-12 1d4 swarm of poisonous snakes 11-12 2d12 centaur guard chase a fleeing vehicle.
13-14 1 giant scorpion 13-14 1 guard captain and 2 guards halt you in the street.
15-16 2d6 gas spores out of a street vent 15-16 Every screen within 1 mile broadcasts the same message.
17-18 1 automaton designed to deliver food. 17-18 2d6 giant centipedes
19-20 The city train line is down. 19-20 A car accident occurs right in front of you.
21-22 3d4 swarm of rats 21-22 2d6 rats run by in perfect synchronization.
23-24 1d8 shriekers in a dumpster 23-24 A citizen is attacked by a mail box mimic.
25-26 2d4 bugbear bikers 25-26 City riot guard are firing tear gas at protesters.
27-28 2d4 flying snake 27-28 A car chase flies by with city guard giving chase.
29-30 Homeless man begins to tell you a story and won’t stop. 29-30 2 citizens engage in a fight while a crowd cheers on.
31-32 3d4 swarm of bats 31-32 A creature very similar to yourself says “Don’t go home”.
33-34 2d4 giant centipede 33-34 A blind man claims they will tell you your future for 10C.
35-36 1 automaton designed to run errands for its owner. 35-36 1d4 treant appear demanding revenge.
37-38 1d4 repomen 37-38 4 wereboar city guard officers
39-40 1d6 orcs are harassing a shopkeeper. 39-40 A police centaur is being accosted by an angry citizen.
41-42 2 phase spiders 41-42 6 guard escort a man from a restaurant for eating a meal.
43-44 2d6 dark mantle 43-44 1 iron golem
45-46 1 crow lands nearby, it is joined later by hundreds more. 45-46 A drone delivery-bot crashes into the street.
47-48 1 angry mob 47-48 1 darkmantle
49-50 You’re propositioned by a well-worn android companion. 49-50 A naked android demands your clothing and transport.
51-52 1d8 giant wasps 51-52 2d4 thugs smash the window of a store and loot it.
53-54 2d8 shieker infestation 53-54 A strange woman exclaims she’s too early and runs.
55-56 1d8 rats 55-56 A crazed man attacks a car with an ancient broadsword.
57-58 A man in black offers you drugs. 57-58 A group of guards escort a noble out of their timeline.
59-60 You see an independent movie poster about your party. 59-60 The spoken and written language of the street changes.
61-62 6d8 fire beetles 61-62 2d6 acolytes harrass a group of flamboyant citizens.
63-64 1d6 violet fungus 63-64 1 cloaker
65-66 1 stampeding crowd 65-66 2d10 manholes and steam pipes burst in the area.
67-68 3 cockatrice 67-68 1d4 ropers
69-70 An high-elf supermodel’s cruiser has broken down. 69-70 A full plate clad knight attempts to sword fight a truck.
71-72 1 giant frog 71-72 1 purple worm
73-74 3 hell hounds 73-74 1d6 hobgoblin drunk and out for trouble.
75-76 1 doppelgänger 75-76 1 night hag
77-78 1d6 duergar out for trouble 77-78 2d10 steam mephit
79-80 1d4 city guard harass a citizen for identification. 79-80 2d6 repomen demand payment or augments returned.
81-82 2 crocodile 81-82 1d4 grick
83-84 2d4 kobolds 83-84 2 clockwatchers
85-86 2d4 gargoyles 85-86 2 magmin burst up through the street
87-88 1 chronomancer wizard 87-88 1 slipstreamer
89-90 A one-armed monk walks by carrying their prosthetic. 89-90 A fearful woman hands over an infant githyanki baby.
91-92 1 giant crocodiles 91-92 7 urban pacifcation drones
93-94 1d20 bats 93-94 1d8 rust monsters
95-96 1 basilisk 95-96 1 grick alpha and 2 grick
97-98 You bump a CEO. Their security attempts to tackle you. 97-98 1 tyrannosaurus rex steps through a rip in space time.
99-00 A talent scout stops you and says you’re gonna be a star! 99-00 4d6 arcane agents arrive and attempt to arrest you.
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153
L ice nse 5. Representation of Authority to Contribute: If You are contributing
original material as Open Game Content, You represent that Your
Contributions are Your original creation and/or You have sufficient
OPEN GAME LICENSE Version 1.0a rights to grant the rights conveyed by this License.
The following text is the property of Wizards of the Coast, Inc. and 6. Notice of License Copyright: You must update the COPYRIGHT
is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights NOTICE portion of this License to include the exact text of the
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Content distributed using this License. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright
3. Offer and Acceptance: By Using the Open Game Content You 2000, Wizards of the Coast, LLC. System Reference Document 5.1
indicate Your acceptance of the terms of this License. Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls,
4. Grant and Consideration: In consideration for agreeing to use this Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee,
License, the Contributors grant You a perpetual, worldwide, royalty- James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and
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the Open Game Content. Dave Arneson.
END OF LICENSE
154
A dventure
N ever C hanges
The Chronomancer’s Guide to the Future
is the essential reference for every
Fifth Edition roleplayer who wants
to time travel to, and play in an
incredible cyberpunk future.
version 1.0
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