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Sicarius: Shadows of Manna

Sicarius: Shadows of Manna

Created by Dr. Mindbender

“Kill a man, and you are a murderer. Kill millions of men, and you are a conqueror. Kill everyone, and you are a god.” ― Jean Rostand

Game Introduction

Welcome to the neon-lit streets of Next Tokyo, a sprawling metropolis where megacorporations wield unchecked power, and every shadow conceals a hidden danger. In this cyberpunk dystopia, survival is a daily struggle, and morality is a luxury few can afford. Welcome to the world of "Sicarius," a tabletop role-playing game where you step into the role of a runner—a mercenary, assassin, or hacker for hire—navigating the treacherous underworld of corporate espionage, gang warfare, and political intrigue.

As a runner, you are a master of deception, stealth, and combat, honing your skills to survive in the unforgiving urban jungle. You operate on the fringes of society, taking jobs from shadowy clients and navigating the dangerous web of alliances and rivalries that define the city's underworld. Whether you're infiltrating a high-security corporate facility, eliminating a rival gang leader, or extracting valuable data from a rival's server, you'll need cunning, resourcefulness, and a quick trigger finger to succeed.

But be warned: in Next Tokyo, trust is a rare commodity, and betrayal lurks around every corner. As you rise through the ranks of the underworld, you'll encounter rival runners, corporate enforcers, and cybernetically enhanced assassins, each with their own agenda and motives. Your choices will shape the fate of the city, determining whether you become a legendary figure or a forgotten casualty in the merciless streets of Next Tokyo.

So grab your cyberdeck, load your weapons, and prepare to dive headfirst into the shadows. The city is alive with opportunity and danger, and only the strongest, smartest, and most ruthless will survive. Welcome to "Sicarius"—where the only law is the one you make for yourself.

Genre
The game I am creating falls under the genre of cyberpunk role-playing. Players will immerse themselves in a futuristic, dystopian world where they can create their own character and navigate the challenges of surviving in a cyberpunk society. As an operative for corporate bigshots and fixers, the player will be tasked with undertaking various missions and assignments, delving into the gritty and morally ambiguous aspects of this high-tech, low-life world. The game will offer a rich narrative experience, allowing players to make choices that shape their character's story and interactions within the cyberpunk universe.
GamePlay
Gameplay is the specific way in which players interact with a game. It encompasses the pattern defined through the game rules, the connection between the player and the game, the challenges presented and how they are overcome, as well as the plot and the player's connection with it. In this cyberpunk RPG, the gameplay will be based on the rules of Dungeons & Dragons 5th Edition, adapted to fit the cyberpunk setting. Players will navigate the futuristic world, taking on missions from corporate bigshots and fixers, and they will be rewarded for successfully completing these missions. Each character's story will be shaped by the choices made during character creation, allowing for a personalized and immersive gameplay experience.
Target audience & platforms
The primary target audience for playing this game is young adults who have a passion for cyberpunk settings and enjoy the structured ruleset of Dungeons & Dragons 5th Edition. The game is designed to appeal to those who seek an immersive cyberpunk experience within a familiar and well-established rule system. The 5e ruleset ensures that the game is both fun and exciting, with a fast-paced and easy-to-understand framework, making it accessible and engaging for players who are drawn to the cyberpunk genre.
Look and Feel
When you play the game, you will find yourself immersed in a visually striking world that seamlessly blends the iconic elements of Dungeons & Dragons with the gritty, neon-soaked landscapes of a cyberpunk setting. The cities will be alive with the glow of neon lights, towering skyscrapers, and bustling streets filled with a diverse array of characters and factions. The atmosphere will be both futuristic and dystopian, capturing the essence of a world where advanced technology coexists with urban decay. Additionally, as the game ventures into the wastelands, players will encounter the aftermath of war, with ruined cities and desolate landscapes serving as a haunting backdrop to their adventures. The game will evoke a sense of both awe and danger, as players navigate through these visually stunning and evocative environments, facing the challenges and opportunities that await them in this cyberpunk world.

Story

Welcome to the cybernetic, neon-drenched world of Sicarius, where you find yourself emerged in a world of hi-tech/lo-life, a place void of remorse and mercy. Technology has made the distinction between what is human and machine undecipherable. These neon streets are a place filled with ever present danger, where death hides in the shadows, stalking its prey. Yet at the same time, this world can be a land of opportunity, where you might just make it to top of the food chain. The sprawl will either make or break you, depending on the actions you choose along the way. Every person in the world of Sicarius has a tale to be told, which will shape the path they make in these cybernetic sprawls. Exploring neon-lit streets and darkened alleyways, you will meet much-needed allies, as well as cross paths with those who would end your life without so much as an afterthought.

In this cybernetic world, you gotta face the tough reality head-on. Survival depends on the difficult choices you make, and building connections with the right people. Spending time in the sprawl might open doors to working with big-shot corporate executives, shady crime syndicates, or even renowned fixers. The choices you make along the way will help you forge your destiny in this unforgiving world.

Throughout your time in the sprawl you will grow as an individual, and learn from the mistakes you make along the way. These life lessons will help you develop the essential skills needed to survive on the streets. The city sprawls will offer you the opportunities to enhance yourself with advanced cybernetics and biogenetics. You'll also gain access to the latest in high-tech weaponry, and equipment needed to help you along your path. You might even make valuable contacts who will pay you for services rendered. The risks are high, and success or failure hangs by a thread. With a little luck and some skills, you could make your way up the corporate ladder, amassing both wealth and power. On the flip side, these unforgiving streets might lead you straight into death's embrace, who lurks in every shadow.

In this 5e cyberpunk game, the characters' destinies are in their hands, and their choices will shape not only their own stories but also the fate of the world itself.

Cyberpsychosis

Here's a narrative between two characters in a cyberpunk 5e setting, one of whom is affected by Cyberpsychosis:

Location: A dimly lit cybernetic clinic in the heart of the sprawling metropolis.

Characters:

---

Elena enters the clinic's sterile operating room to find Kai sitting on the examination table, his cybernetic arm whirring softly as he fidgets with the interface on his wrist.

Elena: Kai, it's good to see you. How have you been feeling since our last session?

Kai: glancing around the room with a tense expression I've been... managing. The dreams have been getting worse, though. I can't shake the feeling that they're watching me, even when I know they're not.

Elena: approaching Kai with a reassuring smile I understand, Kai. It's not uncommon for individuals with extensive cybernetic enhancements to experience heightened anxiety and paranoia. Have you been taking the medication I prescribed?

Kai: nods hesitantly Yeah, but it's like I can still hear them whispering in the back of my mind. I thought the meds were supposed to make it stop.

Elena: placing a comforting hand on Kai's shoulder I know it's difficult, but we're making progress. We can adjust your treatment plan and explore other options. You're not alone in this.

Kai: suddenly gripping the edge of the table, his eyes wide No, you don't understand! They're coming for me, Elena. I can feel it. I need more than just pills to make it stop!

Elena: maintaining her calm demeanor Kai, I want to help you, but I need you to trust me. We can work through this together. I know it's frightening, but we have to stay focused on finding a solution that's safe for you.

Kai: breathing heavily, his cybernetic arm emitting a low hum I don't know if I can do this anymore. The memories, the voices... they're tearing me apart. I need it to stop.

Elena watches as Kai struggles with his inner turmoil, her expression reflecting a mix of concern and determination.

Elena: softly Kai, listen to me. I'm going to do everything I can to help you. We'll find a way to ease your suffering, but you have to stay with me. You're stronger than this, and I believe in you.

Kai meets Elena's gaze, the turmoil in his eyes slowly giving way to a glimmer of hope.

Kai: nodding Okay, Elena. I'll try. I just... I don't want to lose myself to this darkness.

Elena: smiling warmly You won't, Kai. I won't let that happen. We'll find a way to bring you back into the light.

As Elena begins to adjust Kai's treatment plan, the hum of his cybernetic arm fades into the background, and a sense of determination fills the room.

---

In this narrative, we see the struggle of a character affected by Cyberpsychosis and the compassionate efforts of a caregiver to provide support and guidance. The interaction highlights the challenges and complexities of addressing mental health issues in a cybernetically enhanced world, emphasizing the importance of empathy, trust, and perseverance in the face of psychological turmoil.

Eldritch

In the neon-lit depths of the cyberpunk city, where the hum of machinery never ceases and the glow of holographic advertisements dances on rain-slicked streets, lurk entities beyond human comprehension. Deep beneath the layers of concrete and steel, in forgotten corners of the metropolis where the shadows reign supreme, whispers echo of ancient beings that defy logic and reason.

Among the denizens of this dystopian realm, there are those who seek forbidden knowledge, delving into forbidden technologies and arcane secrets buried within the digital depths. These seekers of the esoteric uncover fragments of a dark past, whispered tales of eldritch horrors that once roamed the earth in aeons past.

As the veil between dimensions thins and the boundaries of reality blur, entities from beyond the stars slink into the cybernetic labyrinth of the city. They take on twisted forms, melding flesh with metal in grotesque amalgamations of organic and synthetic. Their presence is an affront to the laws of nature, sending ripples of madness through the minds of those unfortunate enough to glimpse their true forms.

In the depths of the city's underbelly, where the glow of neon fades into darkness, a cult of techno-mystics worships these eldritch abominations. They seek to commune with the otherworldly entities, to harness their power and transcend the limitations of mortal flesh. With each unholy ritual, they draw closer to unlocking the secrets of the cosmos and unleashing unspeakable horrors upon the world.

But even as the cultists delve deeper into the abyss, there are those who stand against them. Cybernetic mercenaries, augmented with cutting-edge technology, wage a silent war against the encroaching darkness. Armed with plasma rifles and neural implants, they confront the eldritch terrors that lurk in the city's depths, risking their lives to protect humanity from the horrors that lie beyond the veil.

In the heart of the cyberpunk city, where the line between man and machine blurs, a battle rages between forces unseen. As the shadows grow deeper and the whispers of ancient beings echo through the digital ether, the fate of the world hangs in the balance. Only time will tell whether humanity will triumph over the darkness or be consumed by it.



Global Warming Timeline

Global Warming Timeline (2030–2099)


2030–2040: The Warnings Ignored

  • 2030: World hits 1.5°C warming. UN scientists warn of catastrophic tipping points. Mega-corps bankroll disinformation campaigns to stall climate action.

    • Gameplay Hook: Leak or erase climate data from a corporate lab.

  • 2033: First Climate Refugees: Miami and Bangladesh populations displaced by storms and flooding. Refugee camps form, run by cartels and syndicates.

    • Gameplay Hook: Smuggle supplies into—or weapons out of—camps.

  • 2035: Los Angeles suffers record-breaking fires. Corporations build prototypes of floating islands for the ultra-wealthy.

  • 2040: Old Miami begins to sink. Storm surge breaches defenses. First floating slums appear, run by pirate gangs.


2041–2050: Arctic Thaw & Resource Wars

  • 2045: Arctic ice retreats. Mega-corps militarize the Arctic to mine minerals and oil. PMCs clash in the frozen north.

    • Gameplay Hook: Corporate espionage in hostile Arctic warzones.

  • 2046: West Antarctic Ice Sheet fractures. Sea levels spike. San Francisco starts constructing elevated megastructures → birth of Neo San Francisco.

  • 2048: Old Miami becomes partially uninhabitable. Floating city Neo Miami begins construction. Corporations sell real estate at luxury prices.

    • Hook: Players could protect/attack convoys bringing materials into Neo Miami.

  • 2050: Governments collapse under climate chaos. Mega-corps form the Zaibatsu Conglomerates, taking control of relief, resources, and global policy.


2051–2070: The First Submersion

  • 2055: Old Miami fully abandoned. Neo Miami becomes a glittering floating arcology while gangs rule the flooded ruins.

  • 2060: Old San Francisco sinks. Neo San Francisco becomes a corporate paradise of floating islands. Refugees scrape by in surrounding rafts.

    • Hook: Underwater missions scavenging skyscraper ruins for lost tech.

  • 2063: Rise of Black Market Cybernetics—climate refugees sell organs for survival.

  • 2065: Greenland Ice Sheet collapses. +10ft sea rise. LA starts building massive floating city-blocks, controlled by corps and gangs.

  • 2070: Next Tokyo construction accelerates after toxic flooding of Old Tokyo. Rumors spread that corps are experimenting on Kaiju in the old ruins.


2071–2085: Final Collapse Begins

  • 2075: West Antarctica fully collapses. Sea levels surge +20ft. Neo New York City begins, skyscrapers rebuilt into floating fortresses.

    • Hook: Smuggle people into walled corporate towers of Neo NYC.

  • 2076: Next Tokyo finished. Old city is abandoned wasteland; Floating city glitters with Zaibatsu towers. Kaiju “tests” in Old Tokyo become urban legends.

  • 2080: The Eco-Wars erupt. Radical green militias sabotage corporate infrastructure, bombing floating arcologies. Corporations retaliate with private armies.

  • 2083: Neo New York City declared financial capital of the New World Order. Corporations run the east coast with an iron grip.


2086–2099: The Drowned World

  • 2086: Polar ice caps gone. Global sea levels rise 200 feet. Old world coastlines vanish. The planet becomes a network of floating cities, drowned ruins, and wasteland settlements.

  • 2090: Five megacities dominate:

    • Neo New York City – Corporate capital fortress.

    • Neo Miami – Floating casino arcology & cartel stronghold.

    • Neo San Francisco – Floating tech haven of corporate innovation.

    • Neo Los Angeles – Floating entertainment empire of islands.

    • Next Tokyo – Zaibatsu corporate HQ, experimental hub, Kaiju testing grounds.

  • 2092: Ocean Pirates & AI Fleets roam flooded zones, raiding shipping lanes.

    • Hook: Naval combat & ship boarding missions.

  • 2095: Corporations deploy geo-engineering megastructures (weather satellites, artificial ice machines, cloud seeding towers). Eco-terrorists wage war to destroy them.

    • Hook: Choose: defend corporate tech, or sabotage it.

  • 2099: The world is divided:

    • Corporate floating citadels house the elite.

    • Drowned ruins are scavenger battlegrounds.

    • Nomadic fleets of refugees drift across oceans.

    • Kaiju stalk corporate-controlled waters.


Gameplay & Story Arcs in Sicarius

  • Scavenger Runs: Dive into drowned Old Cities (Miami, SF, NYC) to retrieve tech, AI cores, or black-market data.

  • Faction War: Choose sides between Zaibatsu Corps, Eco-Terrorists, Pirates, and Nomads.

  • Underwater Exploration: Submarine heists, diving missions, corporate sea-labs.

  • Kaiju Encounters: Boss fights or stealth missions around corporate-bred monsters.

  • Corporate Heists: Infiltrate Neo Cities to sabotage megacorp projects or extract tech.

  • Moral Dilemmas: Take contracts from corps or rebels—profit vs principle.

This sets the stage for an Earth devastated by climate change, where the polar ice caps' collapse has reshaped both the physical and political landscape, creating an environment ripe for conflict, exploration, and moral ambiguity—perfect for a cyberpunk 5e adventure.

Polar Ice Caps 2099

The Melting of the Polar Ice Caps (2099)

Background: Global Warming and Polar Ice Melt

By the year 2099, the catastrophic effects of climate change have transformed Earth in ways that were once thought to be distant possibilities. A combination of human activity, unchecked corporate greed, and governmental failures to address the growing environmental crisis led to the full-scale collapse of Earth's polar ice caps.

Key Factors Leading to the Melt

  1. Rising Global Temperatures
    In the decades leading up to 2099, Earth's global temperature increased by over 3°C above pre-industrial levels due to an unregulated surge in carbon emissions. The continued use of fossil fuels, deforestation, and widespread industrial activity contributed to this rapid warming. Climate treaties were ignored, and carbon-capturing technologies, though available, were underutilized due to the corporate monopoly and profit-driven motives.

  2. Methane Release from Permafrost
    The thawing of the Arctic permafrost released vast amounts of methane, a greenhouse gas more potent than carbon dioxide. This triggered a feedback loop where the warming atmosphere accelerated ice melt, which in turn released even more methane, amplifying the greenhouse effect and driving further temperature increases.

  3. Oceanic Heat Absorption
    As global temperatures rose, oceans absorbed more heat, leading to the thermal expansion of seawater. This further contributed to the rising sea levels. Melting glaciers and ice sheets, particularly in Greenland and Antarctica, added trillions of tons of water into the oceans, pushing coastal cities to the brink of submersion.

  4. Collapse of the West Antarctic Ice Sheet
    Around 2050, the West Antarctic Ice Sheet—a major contributor to global sea-level rise—experienced an irreversible collapse. With its ice shelves disintegrating, the sheet poured massive volumes of freshwater into the oceans, accelerating the rise in sea levels by several meters.

  5. Corporate Exploitation of Resources
    In the cyberpunk dystopia, mega-corporations saw the melting polar ice caps as an opportunity for profit. They began extracting oil, natural gas, and minerals from the newly exposed Arctic seafloor, which only exacerbated the environmental crisis. Corporate monopolies focused on resource extraction, rather than sustainable alternatives, ensuring the demise of the polar regions.

Effects on the World in 2099

  1. Rising Sea Levels: The New Geography
    By 2099, the complete melting of the polar ice caps has led to a sea level rise of 200 feet (60 meters). Coastal cities around the globe have been either submerged or drastically altered. Humanity's largest metropolises have adapted by constructing floating cities, elevated structures, and aquatic infrastructure, but many areas are now part of the world's oceanic history.

  2. Climate Refugees
    Hundreds of millions were displaced as coastal regions flooded. This led to the rise of "climate megacities," like Neo New York, Neo Miami, and Next Tokyo, built upon the ruins of their predecessors. The wealthiest citizens live in high-tech, elevated zones, while the poor are forced into the drowned slums or have become refugees in megacities controlled by corporate and government overlords.

  3. The Great Environmental Wars
    Resource scarcity and the fight for habitable land have sparked environmental wars. Private military corporations and state-sponsored militias battle for control over vital land, freshwater, and technological resources. Environmental terrorism is also on the rise, with eco-extremists launching attacks on corporate installations that continue to exploit the planet's remaining resources.

  4. Corporate Dominance and Climate Engineering
    While global governments have weakened, mega-corporations have taken over as the dominant world powers. Some of these corporations have developed climate engineering technology, like artificial ice shelves and atmospheric cooling stations. However, these technologies are tightly controlled and primarily serve the rich, deepening the divide between the corporate elite and the billions left to suffer the consequences of a ruined planet.

  5. Submerged Ruins
    Entire cities, from Old San Francisco to Old Miami, are now underwater ruins. These drowned cities are ripe for exploration by scavengers, treasure hunters, and corporate raiders looking for lost tech. Advanced diving gear and underwater drones are crucial for those brave (or desperate) enough to navigate the submerged ruins.

Gameplay Impact for a Cyberpunk 5e Campaign

  1. Submerged City Exploration
    Players may find themselves navigating submerged cities in search of valuable technology, hidden information, or lost artifacts. This presents opportunities for aquatic combat, underwater navigation challenges, and encounters with rogue scavenger groups or hostile marine life mutated by climate-induced pollution.

  2. Climate Crisis Factions
    Multiple factions could arise, such as eco-extremists, who fight to restore the planet through radical means, or corporate-funded environmentalists, who are developing technologies to artificially reverse the damage—at a high cost. Players can align themselves with these factions, aiding in environmental restoration or corporate greed.

  3. Technological Innovation and Environmental Degradation
    Environmental crisis has led to new forms of technology. Players can gain access to cutting-edge submersible vehicles, adaptive gear for extreme climates, and cybernetic modifications to survive in high-pressure underwater environments. However, the planet’s degradation means they must also contend with toxic air, unbreathable environments, and unstable ecosystems.

  4. Missions Involving Corporate Greed
    Corporations in your cyberpunk world are likely to offer high-paying contracts to deal with the aftereffects of climate collapse. These might include infiltrating underwater labs, protecting vital infrastructure from eco-terrorist attacks, or even assisting in the extraction of resources from the Arctic seafloor. The moral choices players face in working for or against these corporate powers are key to the narrative.

Illuminati


Backstory

In the shadows of history, an enigmatic secret society known as the Illuminati emerged, their origins shrouded in mystery and intrigue. It was said that they were born during a stormy night in the late 18th century, in a dimly lit chamber hidden beneath the cobblestone streets of a forgotten European city.

At the heart of the Illuminati was a small group of brilliant minds, scholars, and free thinkers who gathered in secrecy to challenge the norms of their time. They were united by a shared belief in the power of knowledge, reason, and the pursuit of enlightenment. Drawing inspiration from ancient texts and whispered legends, they sought to unravel the mysteries of the universe and elevate humanity to new heights.

Their symbol, a radiant eye gazing through a triangle, became synonymous with their clandestine activities. Illuminated manuscripts held their carefully guarded knowledge, passed down through generations like a torch of forbidden wisdom. The society's name itself, "Illuminati," echoed their goal of illuminating the darkness of ignorance.

As years turned into decades, the Illuminati's influence began to seep into various aspects of society. They were whispered to be the puppet masters behind political movements, scientific breakthroughs, and cultural shifts. It was as if they were orchestrating the symphony of progress from the shadows, their fingers dancing across the strings of fate.

However, their clandestine power also made them targets of suspicion and fear. Rumors of secret rituals and plots for world domination fueled the imaginations of those who dared to peer into the shadows. Governments and religious authorities denounced them as heretics and threats to the established order.

In the midst of this turmoil, the Illuminati's own internal struggles threatened to tear the society apart. Different factions emerged, each interpreting their mission in their own way. Some believed in using their knowledge to guide humanity's destiny, while others sought to grasp power for themselves.

As the centuries rolled on, the Illuminati faded from the forefront of public consciousness, becoming more myth than reality. Their influence became a puzzle lost in the annals of time, their actions blending seamlessly into the tapestry of history.

And so, the Illuminati slipped into legend, a specter of possibility and intrigue. Whether they were a force for good, guiding humanity towards enlightenment, or a shadowy cabal manipulating events for their own gain, remains a question unanswered, a mystery waiting to be unraveled by the curious minds of the future.

13 Families

The notion of the "13 original families of the Illuminati" is a popular conspiracy theory that has circulated for years, but there is no historical or credible evidence to support the existence of such a specific group of families associated with the Illuminati. The conspiracy theory suggests that these families wield immense power and control over global events, manipulating economies, politics, and society at large.

It's important to note that the concept of the "13 original families" is often used in fictional and sensationalized narratives, and there is no reliable source or documentation to validate these claims. The idea likely emerged from a mix of conspiracy theories, urban legends, and imaginative storytelling.

In reality, the historical Illuminati, as understood by historians, was a secret society founded in the late 18th century by Adam Weishaupt in Bavaria, Germany. Its goals were centered around promoting Enlightenment ideals, reason, and secularism. The group was eventually disbanded by the Bavarian government in the late 1780s.

Conspiracy theories often thrive on secrecy, speculation, and a lack of concrete evidence. While they can be intriguing to explore in fictional contexts, it's important to approach such theories with a critical mindset and to rely on verified and well-documented information when seeking to understand historical events and organizations.

Incorporating the concept

Incorporating the concept of the Illuminati into a cyberpunk video game can add layers of intrigue, mystery, and conspiracy to your storyline. Here are some ideas to consider:

  1. Secret Societal Factions: Create different secret societies within your game's universe, each with their own agendas and methods. The Illuminati could be one of these factions, working behind the scenes to manipulate events and gain power. Players could uncover their influence through hidden documents, encrypted messages, and secretive meetings.

  2. Corporate Control: In a cyberpunk setting, mega-corporations often wield immense power. The Illuminati could be a conglomerate of the most influential corporations, working together to shape the world to their liking. Players could navigate a web of corporate intrigue, espionage, and power struggles.

  3. Digital Manipulation: The Illuminati could be portrayed as masters of information and digital manipulation. They control networks, hack into databases, and manipulate social media to mold public perception. Players might have to navigate through a world where reality and truth are constantly manipulated.

  4. Conspiracy Quests: Design quests or missions where players slowly uncover the existence of the Illuminati and their goals. These quests could involve deciphering codes, infiltrating secure locations, and interacting with shadowy figures to gather information.

  5. Technological Artifacts: Introduce ancient or futuristic artifacts that are said to contain the secrets of the Illuminati's power. Players might have to locate and unlock these artifacts to gain an upper hand against the powerful society.

  6. Hidden Symbols: Scatter hidden symbols associated with the Illuminati throughout the game world. These symbols could be etched onto walls, embedded in holographic displays, or even hidden in graffiti. Finding and deciphering these symbols could reveal deeper layers of the conspiracy.

  7. Choice and Consequences: Allow players to choose whether to align with or oppose the Illuminati. Their choices could lead to different story outcomes, alliances, and betrayals. This adds replayability and complexity to the narrative.

  8. Eldritch Elements: Blend elements of the supernatural and eldritch horror with the Illuminati's influence. Ancient rituals, forbidden knowledge, and cosmic mysteries could be at the heart of their power.

  9. NPC Interactions: Populate the game world with NPCs who have varying opinions about the Illuminati. Some might be true believers, while others are skeptical or fearful. These interactions can provide players with different perspectives on the conspiracy.

  10. Visual Aesthetics: Incorporate visual cues associated with the Illuminati, such as the all-seeing eye, triangles, and hidden messages. These could appear in advertisements, graffiti, and virtual environments.

New World Order

In a cyberpunk setting, the concept of the "New World Order" takes on a futuristic and dystopian twist, reflecting the themes of corporate dominance, government control, and technological advancements inherent to the genre. Here's how the idea of the New World Order could be portrayed in a cyberpunk context:

  1. Global Mega-Corporations as the New Rulers: In a cyberpunk world, mega-corporations often hold more power than governments. The New World Order could be a coalition of these mega-corporations that have effectively replaced traditional nation-states as the dominant ruling entities. They control economies, resources, and information, shaping the world according to their interests.

  2. Global Surveillance and Control: The New World Order might utilize advanced surveillance technologies, AI-driven algorithms, and cybernetic enhancements to monitor and control the population. Citizens' actions, thoughts, and movements are constantly tracked, and dissent is swiftly suppressed through digital manipulation and physical force.

  3. Technological Utopia or Dystopia: Depending on the narrative direction, the New World Order could present itself as a technological utopia, promising unparalleled convenience, connectivity, and efficiency. Alternatively, it could be a dystopia where technology has led to rampant inequality, loss of privacy, and loss of individual agency.

  4. Controlled Information and Propaganda: The New World Order could control the flow of information, ensuring that only their version of events is propagated. They might manipulate media, social networks, and education systems to shape public perception and maintain their authority.

  5. Cybernetic Hegemony: In a world where humans have integrated with technology, the New World Order might regulate access to cybernetic enhancements and control who can become augmented. This control over human enhancement could lead to the division between augmented elites and the unaugmented masses.

  6. Corporate Wars and Shadow Wars: The New World Order could be challenged by various resistance movements, hackers, and factions seeking to topple their rule. This could lead to corporate wars fought through cyberattacks, espionage, and covert operations in the shadows.

  7. Transnational Governance: The New World Order might blur the lines between countries, creating a transnational governance structure that transcends borders. Citizenship could be tied more to corporate allegiances than geographical locations.

  8. Rise of Underground Movements: In response to the New World Order's control, underground movements could form, rallying against corporate oppression and advocating for individual freedoms. Players might find themselves entangled in these movements, fighting for autonomy and the truth.

  9. Ethical Dilemmas: The New World Order could raise complex ethical dilemmas about the balance between technological progress and personal freedom. Players might face choices about whether to conform, resist, or even collaborate with the ruling forces.

  10. Conspiracy Theories and Unraveled Truths: Just as in the real world, the New World Order could be surrounded by conspiracy theories and hidden truths waiting to be uncovered. Players could navigate through layers of misinformation, propaganda, and hidden agendas to reveal the actual extent of the NWO's control.

Ultimately, the concept of the New World Order in a cyberpunk setting serves as a powerful backdrop for exploring themes of control, rebellion, technological advancement, and the impact of unchecked corporate power on society.


The Occult Genesis of the Illuminati 

The 13 Families of the Illuminati didn’t just build their empire on wealth and tech—they rooted it in demonic occult practices that stretch back to the ruins of Atlantis. When the world was still young, their ancestors sought forbidden knowledge, summoning entities from beyond reality—beings that weren’t gods but something far older and hungrier.

These early cabals discovered that through ritual sacrifice and blood-binding, fragments of these infernal beings could be anchored into human flesh. What began as crude grafting in the ancient world evolved, through centuries of alchemy and biotech, into the engineering of demonic DNA.

By the 21st century, their labs perfected the fusion: taking strands of human code and splicing in engineered “infernal genomes” that produced demonic body parts—wings of chitin, arms of scaled muscle, eyes that burned with unnatural light. These abominations weren’t just grotesque; they radiated psychic terror, a weaponized aura that broke enemies before the first strike.


Core Concepts

  1. Demon-DNA Hybridization

    • The Illuminati breed soldiers and enforcers with engineered demonic traits: claws, horns, wings, armored skin, or even mouths inside their arms that secrete toxins.

    • The grafts aren’t just biological—they warp the host’s mind and soul, binding them closer to the abyss.

  2. Occult Tech Symbiosis

    • Advanced biotech labs are designed like temples, their machines etched with sigils that act as both encryption keys and summoning seals.

    • DNA editing is done alongside ritual chanting, as if the science itself requires occult invocation to “stick.”

  3. Fear as a Weapon

    • The hybrids project an aura called the Dread Pulse, a byproduct of their demonic DNA. When enemies see them, their fight-or-flight response spikes into supernatural terror.

    • Entire gangs, militaries, and corporations bow rather than face Illuminati “Dreadspawn.”

  4. The Hidden Agenda

    • Outwardly, the families present themselves as benevolent megacorps, peddling pharmaceuticals, cybernetics, VR, and energy tech.

    • In the shadows, their true goal is resurrection of the Prime Demon Genome—the original code harvested from Atlantis, believed to grant immortality and complete dominion over humanity.


Examples of the Families’ Occult-Biotech Fusions

  • Helios Group – Creates “Solar Wraiths”: humans grafted with plasma-veins that glow through their skin like molten cracks, burning foes alive.

  • Vectron Consortium – Builds biomechanical “Hellframes”: exosuits fused to flesh, powered by demonic neural strands.

  • Echelon Syndicate – Splices demon optics into humans, giving them all-seeing eyes that pierce through walls, minds, and networks.

  • Nebula Conglomerate – Terraforming colonies seeded with “flesh-machines”, living structures grown from infernal genomes.

  • Phoenix Syndicate – Manufactures “Bliss,” a neuro-drug derived from demon ichor that enslaves its users.


The Horror of Their Power

When one of these creations walks into a battlefield, enemies don’t just see a cybernetically-enhanced monster—they feel it. The psychic resonance of demonic DNA drags human minds into primal fear. Some soldiers report hallucinations of fire and screaming faces. Others simply collapse, their sanity shredded.

The families call it “Dread Economics”: ruling not through bullets or laws, but through manufactured terror.


Why Ghost Matters Here

Ghost isn’t just fighting megacorps—he’s fighting families that are part-corporate dynasty, part-occult blood cult. The reason they helped kill his family for the genetic code for Manna?

Because that code wasn’t just human. It was the final fragment of the Prime Demon Genome—a missing strand they’ve sought for centuries.

And now, it lives in Ghost.

Inquisition


In the neon-lit streets of Next Tokyo, a sinister modern-day inquisition was underway. Its general, a man known as Gideon, had ruthlessly hunted down those deemed heretics by the oppressive Mother Church. The city's skyline, a testament to technological marvels, cast long shadows over the inquisition's dark deeds.

Gideon, an imposing figure with piercing blue eyes and an air of authority, had orchestrated countless arrests and executions under the guise of purifying the faith. His followers, fanatical zealots clad in crimson robes, obeyed his every command without question. Nation's citizens lived in fear, afraid to speak out against the Mother Church, for the punishment for heresy was swift and brutal.

However, beneath the facade of righteousness, a malevolent secret festered. Gideon was no ordinary man. He was, in fact, possessed by an ancient being known as Mephisto, a shadowy entity that had existed for centuries, manipulating the world from the depths of obscurity. Mephisto relished the chaos he sowed in Next Tokyo, using the inquisition to tighten his grip on the city.


Backstory: The Inquisition in 2099

With the drug Manna flooding the underworld and turning addicts into unstable psionic conduits, society begins to witness horrors:

The Megacorps, who secretly manufacture and test Manna, need plausible deniability. Enter the Neo-Inquisition — the Church’s black-clad “holy enforcers.” The corps bankroll them, allowing a medieval zeal dressed in future-tech to police outbreaks.

The Church spins the narrative: “Demonic possession. Heresy. Corruption of the flesh.” Conveniently, that absolves corps of blame while giving the Church free rein to abduct and experiment on the afflicted.

At the head of this force is Inquisitor Gideon Varrow, a Shadowkind hybrid and a weapon in human skin.


The Inquisition


Questline Arc

Act I — Whispers of Heresy (Side Quests / Low-Level)

  1. The Burning Block

    • The party stumbles into a neighborhood locked down by Inquisitors. Locals whisper of “demonic possession.” Really, it’s Manna addicts tearing themselves apart.

    • Choices: Save the addicts, smuggle survivors out, or help cover up for the Church (earning their favor).

  2. The Disappeared

    • A contact’s sibling vanishes. Clues point to an Inquisition “cleansing” squad.

    • The party can infiltrate a blacksite and find cages of people used as test subjects.

    • Twist: Some show signs of psychic mutation… others are experiments for corp bio-weapons.

  3. The Heretic Prophet

    • A street preacher claims Manna is not demonic but divine — a return of Shadowkind knowledge.

    • Gideon personally arrives to silence them. The party must decide: protect the prophet, betray them, or use them to learn about Gideon’s true nature.


Act II — Gideon’s Trials (Mid-Level Quests)

  1. The Witch Hunts

    • Gideon orchestrates mass purges in districts with high Manna use. The PCs may get hired by locals to sabotage Inquisition “burnings,” or by the Church to assist in them.

    • Gideon takes notice of the PCs here.

  2. The Demon’s Voice

    • During a confrontation, Gideon shows signs of slipping — his voice deepens, his aura flickers.

    • Players witness Mephisto’s first emergence: psychic fire, shadows bending unnaturally.

    • They must fight off his possessed state — but killing Gideon means losing potential knowledge.

  3. The Corp Connection

    • A corp whistleblower reveals: The Church is working with Zaibatsu biotech labs to refine the “Prime Manna strain.”

    • PCs can infiltrate a facility and uncover horrifying notes: attempts to weaponize psionic humans as soldiers… and Mephisto’s name appearing in corp code.


Act III — Mephisto Unleashed (Main Questline / High-Level)

  1. Judgment of Fire

    • Gideon, fully consumed by Mephisto, declares the world impure. He hijacks NeuroNET broadcasts, declaring the start of a “Holy Cleansing.”

    • The Inquisition splinters: some follow Gideon’s demonic vision, others see him as a false prophet. Civil war in the Church erupts.

  2. The Demon Inside

    • PCs must hunt Gideon/Mephisto across shattered districts. He now wields psionic and demonic power amplified by cybernetics.

    • Boss fight could involve phases:

      • Gideon’s human zeal.

      • Mephisto’s partial manifestation (psychic storm).

      • Full Shadowkind form (a boss that shifts between dimensions).

  3. Final Choices

    • Exorcise Mephisto and save Gideon (he becomes a broken but potential ally).

    • Kill Gideon/Mephisto, ending both.

    • Or… embrace Mephisto, letting him bargain with the PCs, offering them Shadowkind power in exchange for servitude.


Themes & Style

Manna

In the sprawling metropolis of Next Tokyo, where the neon glow of skyscrapers illuminates the night sky and the whispers of the elite reverberate through the streets, a new synthetic drug emerges from the shadows. Manna, whispered in hushed tones among the city's elite, promises not only immortality but also the elusive power of the mind.

Crafted by the ruling family of the Illuminati, Manna is a closely guarded secret, known only to those with enough wealth and influence to gain access. Its origins shrouded in mystery, Manna is rumored to be the result of centuries of alchemical research, a concoction of rare compounds and esoteric knowledge that grants its users unparalleled longevity and psychic abilities.

But the power of Manna does not go unnoticed by rival factions within the Illuminati. For generations, the ruling families have vied for control of the drug, each seeking to harness its power for their own gain. In a deadly game of intrigue and betrayal, one family, hungry for power, sets its sights on seizing control of Manna by any means necessary.

Caught in the crossfire is a man known only as the Assassin, once a loyal friend to the family who created Manna. Forced into a brutal brainwashing program, his memories manipulated and his will bent to the whims of his masters, the Assassin becomes a living weapon, a shadowy figure lurking in the depths of the city, carrying out his masters' bidding without question.

But when the Assassin breaks free from his programming, his mind fractured but his resolve unwavering, he sets his sights on a new target: vengeance. Haunted by the memories of those he has slain in the name of his masters, the Assassin embarks on a quest to unravel the truth behind Manna and the families who seek to control it.

Armed with his wits, his skills, and a burning desire for justice, the Assassin navigates the treacherous streets of Next Tokyo, weaving through a web of lies and deceit as he hunts down those responsible for his enslavement. Along the way, he encounters allies and adversaries alike, each with their own hidden agendas and motivations.

As the Assassin delves deeper into the heart of the conspiracy surrounding Manna, he uncovers dark secrets that threaten to tear apart the fabric of society itself. With the fate of the city hanging in the balance, the Assassin must confront his own demons and make a choice: to seek redemption or succumb to the darkness that lurks within.

Shadow Plane

The Shadow Plane is a realm that exists in the same space as the our current plane, yet is invisible to the naked eye. Those who exist in the shadow plane, however, can see everything in the current plane. Heroes can't normally enter the shadow plane themselves; however, if they use the shadow buff, or enter the shadow plane via an ability, they may enter the plane, but only as long as they do not attack and the duration of the shadow buff or ability does not expire.

One often overlooked aspect of the Shadow Plane is that those in it are completely invisible, but that's not true. While those who are not in the shadow plane can't see those who are in it, anything that is in the shadow plane is able to see anything else that's in the shadow plane. That includes placing wards and entering the shadow plane by the use of an ability that grants stealth.

Time Line

1. The Age of Discovery (1500-1700):

2. The Industrial Revolution (1700-1900):

3. The World Wars (1900-1950):

4. The Space Age and Cold War (1950-2000):

5. The Fifth Era (2000-Present):

Certainly! Here's a continuation of the timeline for the Fifth Era:

6. The Rise of Megacorporations (2030-2060):

7. Technological Revolution (2060-2080):

8. Global Challenges (2080-2099):

Corporate Wars

The Corporate Wars were a series of conflicts and power struggles between rival mega-corporations that defined the transition from government control to corporate dominance in the Fifth Era. These wars were fueled by a combination of economic competition, technological innovation, and geopolitical maneuvering, and they ultimately reshaped the global landscape, consolidating power in the hands of a few mega-corporate entities and relegating governments to mere puppets in their shadow.

1. Origins of Conflict

2. Technological Arms Race

3. Corporate Espionage and Sabotage

4. Proxy Conflicts and Mercenary Armies

5. Global Impact

6. Consolidation of Power

The Corporate Wars were a defining moment in the history of the Fifth Era, shaping the world into a dystopian landscape where the power of corporations reigns supreme and the dreams of democracy and freedom lie shattered beneath the weight of greed and ambition.

Corporate Wars Time Line

Timeline of the Corporate Wars (Sicarius World)

The Corporate Wars are a series of global conflicts between powerful megacorporations that reshape the world order by 2099. These wars are fought not only with weapons but also with economic pressure, espionage, and political manipulation. The wars drastically transform the geopolitical landscape, leaving the corporations as the true rulers of the world in the cyberpunk Sicarius setting.

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2025

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2035

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2050

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2075

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2090

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2099: The Corporate World Order

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Key Players in the Corporate Wars

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Effects of the Corporate Wars on Society

The Corporate Wars have left the world divided into corporate elites and everyone else. The rich live in sprawling, gleaming cities controlled by megacorps, while the poor and disenfranchised are left to scavenge in the ruins of the old world. The Wastelands—regions ravaged by corporate experiments, environmental disasters, and warfare—are home to those who refuse to live under corporate rule. The Corporate Wars have set the stage for the dystopian, cyberpunk world of Sicarius, where players must navigate a world of corporate greed, high-tech warfare, and moral decay.

The world is constantly on the brink of another conflict, with the balance of power always shifting. Every mission, every piece of information, and every alliance could tip the scale, plunging the world back into chaos.

Factions

Factions and Power Players in Sicarius

In the Shadows of Manna world, power is fragmented and fiercely contested by various factions, each with their own goals, territories, and methods. These power players control the streets, digital networks, and boardrooms of Next Tokyo, shaping the cyberpunk dystopia and offering players multiple avenues for alliances, betrayal, and influence. From the monolithic Zaibatsu corporations to underground hackers and street gangs, the world of Sicarius is filled with opportunity and danger.

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Zaibatsu Corporations: Lords of the Future

The Zaibatsu corporations are the true rulers of Next Tokyo, each controlling vast sectors of the economy and society. These mega-corporations have grown so large that they rival, and in many cases surpass, the power of governments. Their influence extends beyond business, permeating politics, law enforcement, and even the daily lives of the citizens.

Zaibatsu Operations:

  • Corporate Monopolies: Each Zaibatsu controls a different sector, such as biotechnology, cybernetics, energy, or information technology. Their monopolies on these industries give them immense leverage over competitors, governments, and even citizens who rely on their products for survival.
  • Black Ops and Espionage: Publicly, Zaibatsu corporations appear as legitimate businesses, but behind the scenes, they engage in cutthroat corporate warfare. Espionage, sabotage, and assassinations are commonplace as these corporations attempt to undermine each other’s operations and steal valuable technology or trade secrets.
  • Control Over Public Services: In Next Tokyo, public services such as healthcare, transportation, and even law enforcement are largely controlled by Zaibatsu subsidiaries. This allows the corporations to exert direct control over the population, offering or withholding vital services based on their interests.

Notable Zaibatsu Corporations:

  • Shinsei Biotech: A leader in biogenetics and psionics, Shinsei Biotech focuses on creating genetically enhanced soldiers, psionic implants, and cutting-edge bioweapons. Their laboratories are the breeding ground for human evolution—or so they claim.
  • Kurokawa Industries: Specializing in cybernetic augmentations, Kurokawa Industries offers body enhancements to both the elite and the desperate. They also maintain a secret division dedicated to creating cybernetic Kaiju for military applications.
  • OmniCorp: This Zaibatsu controls energy resources and infrastructure. They own and operate most of the energy grid that powers Next Tokyo, and their monopoly on clean energy sources makes them a pivotal player in every major negotiation.
  • Nexus Systems: The tech giant behind the NeuroNET, Nexus Systems controls the flow of information in Next Tokyo. From mass surveillance to data manipulation, they dominate the digital world, with a special focus on VR, AR, and cyber warfare.

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Yakuza: Shadow Rulers of the Streets

While the Zaibatsu rule from their glass towers, the Yakuza control the streets. The Yakuza in Sicarius are far from a relic of the past; they have evolved alongside the corporations, adapting to the rise of technology and biogenetics to maintain their influence over the criminal underworld.

Yakuza Operations:

  • Territorial Control: The Yakuza dominate key districts of Next Tokyo, where they oversee everything from illegal gambling dens and underground biotech clinics to the highly lucrative drug trade. Their territories are often places where the Zaibatsu’s influence is diminished, and their protection is highly sought after by the desperate and marginalized.
  • Manna Trade: One of the Yakuza’s most profitable enterprises is the production and distribution of Manna, a powerful drug that can awaken psionic abilities in users. While its effects are unstable and dangerous, the allure of power makes Manna highly sought after, especially among mercenaries and psionics.
  • Smuggling and Black Markets: The Yakuza control much of the black market in Next Tokyo. They facilitate the smuggling of cybernetic parts, rare biogenetic materials, and illegal weaponry. They also provide hackers and mercenaries with access to restricted tech, for a price.

Yakuza Goals:

  • Expand Territory: The Yakuza constantly seek to expand their territories and influence. They often clash with street gangs and mercenaries over control of districts, and they secretly wage a war against certain Zaibatsu corporations who encroach on their operations.
  • Corporate Ties: Despite their enmity with some corporations, the Yakuza have secretive and mutually beneficial relationships with others. Certain Zaibatsu contract the Yakuza to carry out their dirty work, from assassinations to smuggling. However, these alliances are always fragile, subject to betrayal if the price is right.

Notable Yakuza Clans:

  • The Kuroyama Clan: A ruthless and technologically savvy clan that has embraced the cyberpunk world fully. They run high-end augmentation clinics, offering black-market cybernetic implants and biogenetic enhancements. Their leader is known for being one of the most feared cybernetically enhanced Yakuza in the world.
  • The Takeda Family: More traditional in their approach, the Takeda family focuses on maintaining honor and discipline among their ranks. They control large portions of the illegal Manna trade and are heavily involved in smuggling weapons and biotech. Their leadership, however, is rumored to be experimenting with psionics.

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Street Gangs: Chaos in the Alleys

Beyond the high-tech corporate warfare and the organized crime of the Yakuza, the streets are ruled by various gangs, each with their own vision of power. These gangs may be less organized than the Yakuza, but they are no less dangerous. Their motivations range from survival and territory control to rebellion against the system.

Key Street Gangs:

  • The Iron Wolves: A brutal gang of mercenaries and ex-soldiers, the Iron Wolves control much of the illegal arms trade in Next Tokyo. They operate like a paramilitary force, equipped with heavy weaponry and cybernetic enhancements. They often take contracts from corporations but are loyal to no one.
  • The Neon Devils: Known for their love of cybernetic enhancements, the Neon Devils are obsessed with becoming more machine than human. They are involved in illegal cyberware sales and often challenge the Yakuza for control over tech-heavy districts. Their members undergo extreme augmentation, blurring the line between man and machine.
  • The Red Fangs: A nomadic biker gang, the Red Fangs dominate the underground racing circuit known as The Midnight Club. Their members are skilled in vehicular combat, and they often use their winnings to fund illegal operations across the city. They are known for employing EMPs and high-tech weapons in their races.
  • The Ghosts: A gang made up primarily of disenfranchised psionics, the Ghosts are a rebellious group that fights against the oppressive corporate regime. They specialize in guerrilla warfare, hacking, and psionic attacks, making them a major thorn in the side of the Zaibatsu.

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Hackers, Mercenaries, and Freelancers: Lone Wolves of the Cyberpunk World

Beyond the large factions, the world of Sicarius is filled with lone wolves—hackers, mercenaries, and freelancers who operate independently, navigating the dangerous waters of corporate warfare and the criminal underworld. They are opportunists, using their skills to survive or thrive in a world where loyalty is fluid and betrayal is commonplace.

Hackers:

  • NeuroNET Specialists: Hackers in Sicarius are masters of navigating the NeuroNET, a virtual reality where they can access, manipulate, or steal corporate secrets. They live in the digital world as much as the physical one, working as data thieves, saboteurs, or freedom fighters.
  • Black ICE Breakers: Some hackers specialize in breaching Black ICE, deadly security programs designed to kill intruders in the NeuroNET. These hackers are often hired by corporations or criminals to crack the most secure systems, but the risk is extreme—one wrong move can be fatal.

Mercenaries:

  • Corporate Soldiers for Hire: Mercenaries are often hired to do the dirty work for the Zaibatsu, Yakuza, or other factions. These fighters are highly skilled, cybernetically enhanced, and willing to fight for the highest bidder. They operate in the gray areas of the law, offering their services for anything from assassinations to corporate sabotage.
  • Kaiju Hunters: A special breed of mercenary, Kaiju hunters take on the deadly task of tracking and killing the massive creatures that roam the Ruins of Old Japan. Armed with heavy weaponry and cybernetic enhancements, they are among the most dangerous—and reckless—operatives in the world.

Freelancers:

  • Information Brokers: Freelancers often operate as information brokers, selling corporate secrets, Yakuza dealings, or street-level gossip to the highest bidder. They are the most well-connected individuals in Next Tokyo, and their knowledge can sway the balance of power in any direction.
  • Weapon and Tech Dealers: Some freelancers operate as tech and weapons dealers, procuring rare or illegal items for clients. They are often neutral parties, working with both corporations and criminal organizations, always careful to stay one step ahead of their enemies.

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In Sicarius, these factions and power players create a dynamic and ever-shifting world where players must navigate alliances, power struggles, and hidden agendas. Whether

siding with the mega-corporations, joining the Yakuza, or forging their own path among the freelancers and mercenaries, the world offers endless possibilities for intrigue and conflict.

Guilds of Sicarius

In the cyberpunk 5e TTRPG setting of Sicarius, guilds are reimagined as powerful organizations, corporate entities, and underground networks that dominate various sectors of life, from mercenary work to illicit trading and cybernetic enhancements. These guilds act as the factions and power brokers of the world, offering jobs, protection, and influence to those who ally with them. Below is a breakdown of key guilds, converted from DnD 5e rules to fit this dystopian future.

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Guilds of Sicarius

1. The Mercenary Guild (Guild of Iron Contracts)

Notable Features:

Quests:

2. The Tech Guild (CyberSmiths)

Notable Features:

Quests:

3. The Black Market Guild (The Syndicate)

Notable Features:

Quests:

4. The Hacking Guild (The CyberPhantoms)

Notable Features:

Quests:

5. The Street Gangs (Nomads, Biker Gangs, Urban Clans)

Notable Features:

Quests:

6. The Zaibatsu Guilds (Corporate Houses)

Notable Features:

Quests:

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Guild Reputation System
In Sicarius, the player characters' relationship with the various guilds is tracked through a reputation system. Completing missions or aiding a guild will raise your standing, offering better rewards, more challenging quests, and exclusive gear. However, siding with one guild may put you at odds with others, creating potential conflicts and double-crosses.

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Sample Dialogue with Guild Leaders
1. Mercenary Guild (Guild of Iron Contracts):

2. Tech Guild (CyberSmiths):

3. The Syndicate:

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These guilds play a crucial role in Sicarius, providing players with allies, enemies, and a variety of missions that shape the world around them. With each guild offering its own unique style of play, characters will need to navigate the treacherous waters of corporate greed, street-level violence, and digital warfare.

Megacorporations

The Megacorps: Global Rulers Through Power and Wealth

In the world of the Megacorps, wealth is power, and power is control. These massive corporations don't just influence the world—they run it. With nearly limitless resources, private armies, and governments in their pockets, the Megacorps dictate the course of human life, technology, and society. These organizations are the ultimate power players in the cyberpunk world, ruling from the shadows and ensuring that their influence remains unchecked.

While each corporation has its own goals, they all share one thing in common: control. Whether through corporate espionage, political manipulation, or outright warfare, the Megacorps are willing to do whatever it takes to maintain and expand their dominance.

Structure of the Megacorps
Each Megacorp is like a nation unto itself, often larger and more powerful than actual governments. They control resources, technology, media, and even entire cities. Here are some of the most prominent Megacorps in the setting:

1. Zaibatsu Dynamics
A global leader in biogenetics, cybernetic enhancements, and pharmaceutical research, Zaibatsu Dynamics is responsible for the Manna drug that grants psionic abilities. They test their products on the streets, and their labs are scattered across the wastelands, experimenting on anything or anyone.

Notable Interests:

2. Neotech International
A leader in tech innovation and weaponry, Neotech International provides the world with cutting-edge AI systems, drones, and military-grade weaponry. Their influence stretches across all tech markets, from consumer goods to military applications.

Notable Interests:

3. Omnitech Industries
Omnitech Industries controls energy and resource extraction on a global scale. They own everything from water rights to fusion energy. Many cities rely on Omnitech for their infrastructure, and entire regions of the world are at their mercy for power.

Notable Interests:

4. ChronoCorp
This corporation is at the forefront of temporal research and time manipulation technology. They focus on time-based technologies and have a stronghold on anything involving temporal mechanics. Their private research is said to have devastating military applications.

Notable Interests:

The Megacorps' Private Armies
Megacorps employ massive private militaries equipped with the most advanced technology and weapons available. These forces operate as security, enforcers, and armies for the corporations, often working as corporate hitmen to eliminate competitors or quell uprisings. Their soldiers are enhanced with cybernetics, biogenetic upgrades, and top-tier military training.

BlackOps Teams: Elite squads within the private militaries tasked with carrying out covert operations. These teams are the ones who perform the dirty work of the Megacorps—eliminating threats, stealing information, and waging corporate war.

Mercenaries: Expendable Assets
The Megacorps often hire mercenaries and freelance operatives to handle jobs too delicate or too dirty for their own forces. These mercenaries operate in the shadows, paid well but expendable. The Megacorps see them as tools—useful when needed, disposable when the job is done.

Common Mercenary Jobs for Megacorps:

Megacorp Influence on Governments
Governments around the world are puppets of the Megacorps. Politicians are in their pockets, laws are made to benefit their interests, and any resistance is quashed through military or economic pressure. The Megacorps operate above the law, making their own rules as they see fit.

Corrupt Politicians and Corporate Puppets
Many elected officials and government leaders serve the Megacorps more than their own people. Entire governments are mere extensions of corporate interests, passing laws that protect the corporations from legal consequences or investigations.

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Sample Missions Involving the Megacorps

Mission 1: Corporate Espionage
Contact: A shady mercenary broker offers the players a high-paying job to steal data from a rival Megacorp's research facility. The mission seems straightforward, but the facility is heavily guarded by drones and BlackOps soldiers.

Objective: Infiltrate a Neotech International lab and steal a prototype AI program that can rewrite any network it touches.

Branching Choices:

Mission 2: Sabotaging a Rival Corp
Contact: A representative of Omnitech Industries hires the players to disrupt a Zaibatsu Dynamics experiment in the wastelands.

Objective: Sabotage the lab and ensure the experiment fails by releasing a contained Kaiju onto the testing grounds. The players must escape before corporate reinforcements arrive.

Branching Choices:

Mission 3: Eliminate a Corporate Executive
Contact: A high-ranking Neotech International executive contacts the players to take out one of their own—an executive threatening to expose corporate secrets.

Objective: Assassinate the target at a high-security gala without drawing attention to Neotech’s involvement.

Branching Choices:

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Sample Dialogue: Megacorp Contacts

Neotech Executive (John Severus):
_"You think you're tough, huh? You haven't seen tough until you've tried crossing Neotech. We have eyes everywhere, guns pointed at every back. But if you get the job done, we’ll make sure you don’t have to worry about little things like food, shelter, or your continued existence."_

Zaibatsu Representative (Miko Hana):
_"We don’t hire amateurs. I trust you’re not one, or you wouldn’t be here. There's a lab out there, testing something... volatile. We want you to stir the pot, make it… uncontrollable. When it's done, your silence is non-negotiable. Fail, and you’ll wish the experiment had gotten to you first."_

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The Role of Megacorps in the Cyberpunk World
In this cyberpunk setting, the Megacorps are the ultimate power players. Their influence shapes society, from the dystopian ruins of Old Japan to the glittering towers of Next Tokyo. As players navigate this world, they will find themselves entangled in the web of corporate politics, forced to choose sides or survive as pawns in a much larger game. The Megacorps are not just employers—they are the unseen rulers of this world, and everyone must either bow to their will or fight for freedom at great cost.

Nomads

The Nomads: Wasteland Survivors

The Nomads are a faction of people who have turned the wastelands into their home, adapting to harsh conditions through resourcefulness, alliances, and sheer will. They are a collection of clans and tribes, each with its own customs, leadership structures, and goals. While many Nomads keep to themselves, they often come into contact with outsiders for trade or to secure alliances. Their deep knowledge of the wastelands and scavenging skills make them invaluable contacts for those who dare to venture into the ruins of Old Japan.

Nomad Society
Nomads are bound by clan loyalty. Each clan has a distinct leader, and their alliances are fluid, based on mutual benefit, power struggles, or survival. Sometimes, these clans form loose coalitions to protect territories or pool resources, but these coalitions are fragile and often temporary.

Nomad Clans

Internal Clan Conflicts
Clan leadership is often contested, with power struggles erupting when a leader is perceived as weak or unable to provide for the clan. Some clans are democratic, while others are ruled by strength or cunning. Internal coups or betrayals are common, as is the custom of "Trial by Combat," where two contenders fight for control of the clan.

Nomadic Dialect
Nomads speak in a rough, guttural dialect mixed with slang derived from old-world languages. Their speech is often direct and filled with metaphors drawn from survival and the environment.

Common Nomad Phrases:

Sample Missions Involving Nomads

Mission 1: Scavenge Run
Nomad Contact: Tala Steelclaw, leader of the Sky Reavers, offers the players a chance to join them on a scavenging mission in the ruins of an old Zaibatsu research facility.

Objective: Enter the ruins, gather as much tech and cyberware as possible, and return before rival Nomads or corporate drones detect you.

Branching Choices:

Mission 2: Power Struggle
Nomad Contact: Jarek Ironhand, a powerful warlord of the Iron Wolves, seeks help to overthrow the current clan leader, Kara Bloodfang, who he claims has led the clan to ruin.

Objective: Either support Jarek's coup by eliminating Kara, or warn Kara, triggering a clan-wide war.

Branching Choices:

Mission 3: Defend the Territory
Nomad Contact: Zara Nightwind, leader of the Sand Serpents, reaches out to the players to help defend their territory from a raiding party led by the Iron Wolves.

Objective: Assist the Sand Serpents in setting up traps and ambushes to repel the invading forces.

Branching Choices:

Mission 4: Trial by Combat
Nomad Contact: Isha Stormborn, the psychic leader of the Broken Suns, invites the players to witness or even partake in a Trial by Combat to determine the new leader of the tribe.

Objective: Participate in the Trial by Combat or act as a neutral party to broker peace between the competing contenders.

Branching Choices:

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Sample Dialogue: Nomad Contacts

Tala Steelclaw (Sky Reavers):
_"You're lookin' to make some creds, huh? Well, the wastes don't just give you gold. You gotta dig through the trash. Got a facility out there, old Zaibatsu lab. Lots of tech buried deep. Think you got the guts to bring me somethin' shiny? Or you gonna come back empty-handed, sun-baked and dead?"_

Jarek Ironhand (Iron Wolves):
_"Kara’s weak. She’s lost the fire, the iron that built our clan. We need new blood, someone who knows how to lead. You help me, and when I’m in charge, the Wolves will answer your call. Don’t, and you’ll find yourself on the wrong side of our fangs."_

Zara Nightwind (Sand Serpents):
_"You’re here because you need something. But nothing comes free in the sand. You want our help? Fine, but we’ve got Wolves biting at our heels. You help us defend our land, and we’ll talk. You don’t? Then you’re just another grain of dust."_

Isha Stormborn (Broken Suns):
_"The wastelands speak, stranger. And they tell me of power, hidden, untapped. But first, we must have unity. Trial by Combat will decide the next to lead the Broken Suns. Will you stand by, or will you guide the hand of fate?"_

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Nomads' Role in the Wasteland
Nomads are key players in the wastelands, offering players a glimpse into a world where survival is the only currency that matters. Through their missions, players will face the harsh realities of post-apocalyptic life, navigating shifting alliances, power struggles, and the constant threat of other nomadic clans. Whether as allies or enemies, the Nomads provide opportunities for trade, technology, and unique challenges.

Rippers

Rippers

These scavengers are tech-hyenas—they stalk alleyways, ambush loners, or even raid med-clinics to rip out valuable cybernetics and biomods. Sometimes they sell them on the black market, sometimes they “recycle” them into their own bodies (often dangerously and poorly).

They aren’t a unified cartel, more like feral urban raiders bound together by need, profit, and fear of their leaders. They blur the line between gang and cult, with rituals built around blood, chrome, and survival.


Operating Style

  • Ambush Predators: They prefer to strike in crowded, chaotic zones—where screams blend with background noise.

  • Butchers & Hackers: They carry crude biomod extraction rigs (saws, injectors, black-market medtools).

  • Territory: Abandoned hospitals, under-city tunnels, junkyards full of discarded prosthetics.

  • Signature: Victims are often left “hollowed out”—cybernetics gone, flesh scarred by hasty removal.


Leader Archetypes

  • The Stitcher: A deranged ex-medtech who leads the gang with surgical precision (literally).

  • The Rusted Prophet: A charismatic scavenger who claims the gang’s victims are “offering themselves to the Machine.”

  • Chrome-King: A hulking boss grafted with layers of mismatched cybernetics, body failing but terrifying to behold.


TTRPG Stat Conversions

  • Scavenger Grunts → use Bandit or Thug stats, swap weapons for improvised “cyber scalpel rigs.”

  • Butcher Surgeon → use Assassin, but replace poison with neuroshock tools.

  • Boss → use Veteran or Gladiator, add cybernetic resilience (damage resistances).


The Gang Culture of the Rippers

Core Beliefs

  • Flesh is temporary. Chrome is forever.
    They see the human body as a husk meant to be stripped, rebuilt, and sold.

  • The Machine is hungry.
    They believe every ripped cybernetic, every harvested mod, is a tithe to some imagined “Machine God.”

  • The Strong Wear the Chrome. The Weak Become It.
    If you can’t keep your cybernetics, you weren’t worthy of them.

Hierarchy

  • The Chrome-King / Prophet / Stitcher (Boss): Holds power by having the most grotesque, patchwork body.

  • Butchers: Skilled extractors who can keep mods intact; feared surgeons of the underworld.

  • Hyenas: Street-level raiders who do the actual mugging and corpse-stripping.

  • Scraplings: New initiates—disposable, desperate, and barely trusted.


Initiation Ritual: The Harvesting

Every new recruit must endure a brutal ritual called The Harvesting.

  1. The Offering:
    The initiate must bring in a victim—alive if possible, unconscious if not. The more valuable the cyberware, the higher their standing will be.

  2. The Cut:
    In a blood-slick ceremony, the initiate must remove a piece of cyberware from the victim themselves. Tools are intentionally crude (rusted saws, outdated medkits, bone-cutters). Precision is less important than willpower.

  3. The Graft or the Burn:

    • If the harvested cyberware is valuable, the gang’s Butchers will graft it into the initiate’s body immediately (often with no anesthesia, and not always compatibly).

    • If it’s junk, the initiate must brand or scar themselves with a hot cauterizer—a mark of failure, but proof of loyalty.

  4. The Feast of Sparks:
    Afterward, the gang celebrates by frying biochips and processor scraps over a burn-barrel fire, inhaling the toxic smoke as if it were holy incense.

  5. The Oath:
    The initiate swears: “The weak are the harvest. The strong are the steel. Flesh is fuel. Chrome is truth.”


Everyday Gang Culture

  • Trophies: Members wear necklaces of extracted data-jacks, cybernetic eyes, or finger-spikes.

  • Language: They speak in a mix of street slang and med-tech jargon, making their conversations sound half-gang, half-surgery.

  • Punishment: If a member fails the gang, their cybernetics are ripped out and redistributed to others.

  • Faith: Many genuinely believe their leader is a prophet of a Machine God, while others just go along for the profit.


TTRPG Hooks

  • PCs might stumble upon a Harvesting in progress, deciding whether to intervene or watch in horror.

  • A gang lieutenant might offer initiation to a desperate PC, forcing them to choose between morality and survival.

  • A Chrome-King boss fight could include them ripping cyberware from downed PCs mid-combat to heal themselves.



The Syndicate

The Syndicate: Underworld Mafia Faction

The Syndicate is an enigmatic and powerful underworld organization that controls vast illegal markets, from arms smuggling and cyberware distribution to data theft and corporate sabotage. They are deeply embedded in every level of society, with connections to corrupt politicians, Zaibatsu corporations, and law enforcement. The Syndicate operates as a shadow government in the streets, providing goods, services, and information in exchange for loyalty and favors.

Joining or Working for The Syndicate
Players can interact with The Syndicate through Contacts within the organization, who assign missions ranging from information theft to eliminating rivals. These missions often have branching paths, allowing players to either align themselves with The Syndicate or betray them, depending on their moral compass and goals.

Syndicate Contacts

Branching Mission Questline: The Syndicate

Mission 1: The Initial Offer
The player is approached by Silk, who offers them a job—smuggle a shipment of illegal cybernetics past corporate security and deliver it to a Syndicate safehouse.

Objective:

Branching Choices:

Mission 2: A Favor in Return
If the players deliver the goods, Silk offers another job: extract a Syndicate informant who’s been captured by a rival gang.

Objective:

Branching Choices:

Mission 3: Ties that Bind
If the players stay loyal, they are invited by Viper to eliminate a former Syndicate member who’s been leaking information to the Zaibatsu.

Objective:

Branching Choices:

Mission 4: Power Play
If the players remain loyal through the previous missions, Wires offers a high-stakes job: hack into a Zaibatsu network to steal plans for new technology.

Objective:

Branching Choices:

Mission 5: Syndicate Showdown
If the players betray the Syndicate at any point, they are marked for death. Viper is dispatched to track them down, leading to a final confrontation.

Objective:

Branching Choices:

Trading Goods, Services, and Information

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Sample Dialogue: Silk's Offer

Silk Moreno:
_"You’ve got a sharp look about you, choom. Word is you can get things done, the kind of things we’re interested in. Now, I’ve got a shipment of... let’s call them 'augments,' heading to a place that could use them. You get it there without any corporate scanners sniffing it out, and we’ll be fast friends. Mess it up, though... well, let’s just say The Syndicate isn’t known for second chances. So, we got a deal or not?"_

Viper Ivankov:
_"You ever had to clean up a mess? I’m not talking about mopping floors, I’m talking about making sure someone never breathes again. There’s a traitor, a rat, who thought they could cross us. I need someone to send a message. Think you can handle that, or do I need to show you how it’s done?"_

Wires Petrov:
_"This Zaibatsu system is tighter than a government safe, but I can get you in... for the right price. Once you’re in, grab what you need and get out before the ICE fries your brain. If you can pull it off, you’ll be one of the few to outsmart the corp’s best tech. Otherwise, well, you’ll just be another flatline statistic."_

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This faction and its missions offer players the chance to delve into the criminal underworld, make powerful allies, and face tough moral choices that could change the course of their story.

Fifth Era

Title: Overview of the Fifth Era

The Fifth Era represents a pivotal point in the history of humanity, marked by a convergence of technological advancement, societal upheaval, and the rise of corporate dominance. This era is characterized by the fusion of cybernetics, artificial intelligence, and genetic engineering, leading to a world where the boundaries between man and machine blur, and the power of corporations eclipses that of governments.

1. Technological Revolution

2. Corporate Hegemony

3. Urban Megacities

4. Social Stratification

5. Cultural Shifts

The Fifth Era represents a world on the brink of transformation, where the line between humanity and technology blurs, and the struggle for power and survival plays out against a backdrop of neon-lit streets and towering corporate skyscrapers. In this brave new world, adventurers carve out their destinies, navigating a maze of intrigue, danger, and opportunity in search of fame, fortune, and the chance to make a difference in a world gone mad.

Life

Life

Life in a Cyberpunk World: The Struggles and Structures of Next Tokyo

In the world of Sicarius, life is a reflection of the dystopian divide between the rich and powerful and those left to scrape by at the bottom. Society is fractured, with the gap between the elites who control the corporations and the downtrodden masses growing ever wider. The city of Next Tokyo is a microcosm of this, where technology is both a tool for oppression and survival, and life is a constant battle to stay relevant or alive.

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Daily Life in Next Tokyo

The Upper Echelons of Society

  • Life at the Top: The corporate elite, executives, and upper-class employees live in the shining skyscrapers of Next Tokyo’s central districts. For these individuals, daily life is filled with luxury and convenience, their every need met by cutting-edge technology. They live in high-rise apartments with expansive views of the city, attended by personal AI assistants and robotic servants.
  • Immersion in Tech: The wealthy experience life through immersive technologies, like SimStim (simulated stimulation) where they can relive memories, experience others' lives, or indulge in high-end VR entertainment. Biogenetic enhancements and cybernetic augmentations are common, with the richest people constantly upgrading their bodies for longevity, intelligence, or style.
  • Corporate Fealty: Loyalty to one’s Zaibatsu is paramount in these circles. Corporations dictate not only work but also social life, from corporate-run schools to health care and even matchmaking services for their employees. Failure or disloyalty can mean social and professional exile, and many fear being cast down into the lower strata of society.

Life in the Middle

  • Corporate Workers and Tech Specialists: The middle class consists primarily of corporate workers, engineers, and hackers who may not live in complete luxury but still benefit from the perks of working for the Zaibatsu. They inhabit mid-tier districts with less opulence but have access to better healthcare, education, and security than those below.
  • Constant Competition: Life here is highly competitive, with individuals striving to move up the corporate ladder. Social mobility is rare, but for those who can navigate corporate politics, opportunities exist. People work long hours in high-tech offices or virtual environments, and success is often measured by how well one integrates technology into their lives.
  • Cultural Hubs: The middle class tends to congregate in places like the Neon Strip, where they indulge in entertainment and social gatherings. VR clubs, SimStim bars, and tech expos are popular, as are underground hacking competitions where tech enthusiasts test their skills against corporate firewalls and each other.

The Street Level

  • The Forgotten Masses: Beneath the glow of neon lights and towering skyscrapers lie the impoverished. These people are known as "The Forgotten," a population left behind by corporate-driven society. They live in cramped, buildings at street level or in the outermost Fringe Districts, where the city’s infrastructure has decayed.
  • Survival and Crime: For many, daily life is a struggle for survival. Illegal activities—such as hacking, cybernetic augmentation black markets, smuggling, and street racing—provide a means to earn money. Gangs rule entire blocks, with territory disputes leading to frequent violence. Weapons, EMPs, and illicit tech are commonplace, and mercenaries are often hired for protection or enforcement.
  • Black Market Cybernetics: Those who can’t afford the luxury of legal augmentation often turn to the black market for cheaper, unregulated cybernetics or biogenetics. These come with their own risks, from health complications to corporate retaliation for using unauthorized tech.
  • Resourcefulness and Community: Despite the harsh conditions, the lower classes have built their own underground economies and tight-knit communities. Underground medics provide illicit surgeries, street hackers help their neighbors bypass corporate-controlled systems, and markets spring up in abandoned factories where scavengers sell scraps of technology.

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Societal Structure

Next Tokyo’s social structure revolves around corporate power. The Zaibatsu, mega-corporations that own everything from healthcare to entertainment, have turned the city into a capitalist dystopia where money and technology dictate one's place in society.

The Corporate Elite (The 1%)

  • Corporate Rulers: The top of the societal pyramid is reserved for the Zaibatsu executives and board members. These individuals wield enormous power, both economically and politically, as corporations control nearly every aspect of life in Next Tokyo. The Zaibatsu’s influence extends into the government, media, and military, allowing them to shape the laws and culture to suit their needs.
  • Economic Monopolies: Corporations control essential resources like clean water, energy, healthcare, and advanced technology. Only the wealthiest can afford to live comfortably, while others must pay exorbitant fees for basic necessities.
  • Technology as Status: For the corporate elite, augmentation is not just about survival or enhancement; it’s about demonstrating their superiority. The most cutting-edge cyberware and biogenetic modifications are only available to them, giving them capabilities far beyond those of regular humans.

The Corporate Middle Class

  • Corporate Employees: The middle tier of society is made up of workers who serve the Zaibatsu. These individuals maintain a careful balance between comfort and servitude, knowing that their livelihood depends on their corporate loyalty. While they enjoy benefits like housing, healthcare, and education, all of it comes with strings attached to their employer.
  • Pseudo-Comfort: The middle class lives in relative comfort compared to the lower districts, but they are constantly reminded of their position within the corporate hierarchy. Promotions are rare, and any mistakes can lead to demotion or expulsion from the corporate system.

The Marginalized and The Forgotten

  • The Lower Class: The bulk of Next Tokyo's population resides here—those who are not directly employed by the Zaibatsu but provide essential services, labor, or criminal enterprise to support the economy. These include factory workers, street vendors, hackers, and mercenaries, all of whom exist outside the corporate structure.
  • No Safety Net: The poor live in constant fear of eviction or injury, as there are no public services for them. Health issues are left untreated unless they can afford a back-alley doctor, and law enforcement exists only to protect corporate interests, leaving the lower districts to fend for themselves.
  • The Underworld: The marginalized survive by exploiting the cracks in the system, engaging in underground work, dealing in illegal tech, or joining gangs. The further one gets from the center of Next Tokyo, the more chaotic and lawless it becomes.

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The Great Divide: Rich vs. Poor

In Sicarius, the disparity between the rich and poor is glaring, and life in Next Tokyo revolves around this inequality.

Life in Opulence vs. Life in Squalor

  • The rich live high above in gleaming towers, never seeing the chaos of the streets below. They enjoy a life of luxury, with access to the best augmentations, private security forces, and advanced technology. For them, daily life is about increasing their power and influence, attending corporate events, and securing their legacy through advancements in biogenetics or cybernetics.
  • Meanwhile, the poor are trapped in a life of constant struggle. They scavenge for resources, work menial jobs, or turn to crime just to survive. Their augmentations are often cheap or malfunctioning, and many live in fear of corporate crackdowns or gang violence.

Exploitation and Control

  • Corporations maintain control over the poor by keeping vital resources—like food, water, and medical care—out of reach for anyone who doesn’t work for them. This economic exploitation ensures that the underclass remains dependent on the black market and criminal enterprises, further reinforcing the power dynamic between the rich and the poor.
  • The divide is also enforced through media and entertainment, with corporate-controlled news outlets portraying the lower classes as dangerous and unworthy, while glorifying the lifestyle of the elite. SimStim and VR entertainment are often used to distract the masses from the harsh realities of their lives.

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Life in Shadows of Manna's cyberpunk world is a relentless battle for survival. The wealth and power of the elite are built on the backs of the poor, and technology, while offering new possibilities, often becomes a tool for oppression. From the highest towers of the Zaibatsu to the lowest streets of the wastelands, everyone is trapped in the system, and only the most resourceful and daring have any chance of rising above it.

Magic

In an era on this world known as the "Dark Ages," the belief in the supernatural was at its peak. Some believed that, even during this era, the people of Earth were never as affected by arcane magic as the people of Toril.

Some believed that magic on this world was entirely absent, unlike the Realms, though Elminster was adamant that magic was at one point as dominant on Earth as it was in the Realms and that even in the planet's modern era it still existed. Thus that earlier period of the planet's history could be referred to as the "Age of Magic." In addition, people on this world were known to use gemstones for divination, as repositories of spells, or as protective charms against magic and evil creatures.

Magical potions generally worked the same on both Earth and Toril.

“Ho there wanderers! Stay thy course a while to indulge an old man.”—Elminster meeting adventurers.

Psionics

What Is Psionic Power?

The D&D multiverse is filled with supernatural forces, some of which emanate from the realms of the gods,  others permeate the cosmos, and still others arise from the mind. That latter force—the power of the mind— is called psi or psionic power. Creatures such as mind flayers and githyanki wield psionic power, both to channel the magic of spells and to create other extraordinary phenomena.

Space

Limited Space Travel in the World of Sicarius

By 2099, the human race has expanded its reach beyond Earth, colonizing various planets and moons in the solar system. However, this is not yet the era of vast interstellar empires. Space travel, while advanced, is limited by the challenges of propulsion and the vast distances between celestial bodies. Exploration beyond the solar system remains theoretical, with corporations, scientists, and governments competing to unlock the secrets of faster-than-light travel, wormholes, and warp drives. Meanwhile, humanity must contend with piracy, lawlessness in the asteroid belts, and fierce competition over the solar system's limited resources.

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Key Features of Space Travel and Colonization

1. Colonies on Mars and the Moon

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2. Asteroid Mining and Space Stations

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3. Space Pirates

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4. Solar System Colonization

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5. Theoretical Space Travel

Though humanity has colonized parts of the solar system, true interstellar travel remains out of reach. However, several megacorporations are racing to develop faster-than-light (FTL) technologies and explore the possibility of wormholes and warp drives.

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Sample Missions in Space

Mission 1: The Pirate Menace

Mission 2: Heist on Omega Station

Mission 3: Martian Rebellion

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Space Travel Rules

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In this limited spacefaring world, players in Sicarius will find themselves navigating the dangers of corporate-controlled colonies, engaging in high-tech space battles, and uncovering the secrets of the solar system's vast frontier. While interstellar travel remains a distant dream, the solar system is full of opportunities for adventure, intrigue, and danger.

Technology and Magic

A Word on Technology and Magic: Blending Tech, Biogenetics, Psionics, and Cyber-Enhancements

In Sicarius, the boundary between technology and magic is intentionally blurred, creating a world where advanced science mimics arcane power, and the supernatural is often explained by hyper-evolved technology. This fusion of tech, biogenetics, psionics, and cyber-enhancements is central to the setting's unique cyberpunk atmosphere. Here's how these elements coexist and interact:

Technology as the New Magic
In the world of Sicarius, technological advancements have replaced traditional magic as the dominant source of power and wonder. Yet, to the uninitiated, advanced technology often appears indistinguishable from magic. Here are the key technological aspects that shape the world:

The Role of Biogenetics
Biogenetics, the manipulation of biological systems through science, is the new frontier of evolution. In Sicarius, this technology has replaced the alchemical potions and transmutations of traditional fantasy worlds.

Psionics: The Power of the Mind
Psionics plays a key role in the Sicarius setting, often the result of exposure to Manna, a designer drug that can awaken latent mental abilities. In this world, psionics serves as an evolved form of magic, fueled by the power of the mind rather than external sources.

Cyber-Enhancements and Magic Interplay
In Sicarius, technology and magic (or psionics) don't exist in isolation—they often complement or conflict with each other. Characters can choose to augment themselves with cybernetic enhancements or focus on developing psionic powers, but this choice shapes their interactions with the world.

Techno-Magic Items
In a world where technology has overtaken magic, traditional magical items have been replaced by tech-enhanced gear. These items still provide the same benefits as magical artifacts but come with a technological flavor.

The Magic-Tech Symbiosis
In Sicarius, magic and technology are not mutually exclusive; they often work hand-in-hand. A character may wield psionic powers while also being cybernetically enhanced. The key is that magic—or its equivalent in psionics and biogenetics—remains mysterious, a force that cannot always be controlled or understood, much like the far-reaching consequences of advanced technology.

How to Play

Welcome, intrepid adventurers and cybernetic dreamers, to a world where neon lights flicker through the rain-soaked streets, megacorporations hold the power, and technology blurs the line between human and machine. Setting your Dungeons & Dragons 5th Edition (D&D 5e) campaign in a cyberpunk world offers a thrilling fusion of high-tech intrigue and classic role-playing elements. This guide will walk you through the basics of adapting D&D 5e for a cyberpunk setting, from character creation and hacking to a psychic-based magic system.

The Basics: Setting Up Your Cyberpunk Campaign

Setting the Scene

Cyberpunk worlds are characterized by dystopian futures, advanced technology, and societal divides. Imagine sprawling cities with towering skyscrapers, grimy underworlds, and pervasive digital networks. Key themes include:

Character Creation

Races and Backgrounds
While traditional D&D races can be used, consider introducing cyberpunk-themed options:

Backgrounds should reflect the setting:

Classes and Adaptations
Traditional D&D classes can be adapted to fit the cyberpunk theme:

Mechanics: Adapting D&D 5e for Cyberpunk

Hacking

Hacking in a cyberpunk setting replaces traditional thievery and lock-picking. Here's how to integrate hacking mechanics:

Example Skill Check:

Hacking Check: Breaching a High-Security Network

Psychic-Based Magic System

In lieu of traditional magic, consider a system of psychic powers fueled by mental prowess and technology:

Example Ability:

Mind Hack (Psychic Ability)

Running a Cyberpunk Adventure

1. Storytelling and Atmosphere
Emphasize the mood of the cyberpunk world with vivid descriptions of urban landscapes, technological marvels, and societal issues. Incorporate elements like:

2. Plot Hooks and Quests

3. Equipment and Enhancements
Gear up with futuristic equipment and cybernetic enhancements:

Example Equipment:
Neural Interface

Creating Encounters and Challenges

Combat

Adapt traditional combat to fit the cyberpunk theme:

Non-Combat Challenges
In a cyberpunk setting, not every challenge is about combat. Incorporate:

Conclusion

Embarking on a cyberpunk adventure in D&D 5e offers a fresh and exhilarating twist on traditional fantasy role-playing. By blending high-tech elements with the rich mechanics of D&D, you can create a unique and immersive experience. From hacking into secure networks to harnessing psychic abilities, the cyberpunk genre opens up a world of possibilities for your campaign. So, gather your players, jack into the grid, and get ready for a journey through the neon-lit streets of your cyberpunk world. Happy adventuring!

How to Use This Book

How to Use This Book: Integrating Cyberpunk into DnD 5e

This section of the Sicarius book is intended to help players and Game Masters (GMs) seamlessly blend traditional DnD 5e mechanics with the cyberpunk genre. While many DnD 5e rules work well in a cyberpunk setting, certain elements need to be adapted to suit the technological, dystopian world of Sicarius. Here’s how:

Adapting the Fantasy into Futurism

Weapons, Armor, and Equipment

New Resources and Mechanics

Psionics and Manna

Netrunning and the NeuroNET

Vehicles and Combat

The Tone of the Game

Balancing the Old with the New

This section provides an overview of how to adapt the Sicarius setting into DnD 5e rules, preserving the core mechanics while introducing the technological and dystopian elements that define cyberpunk.

Game Design

Designing a Dungeons & Dragons 5th Edition tabletop role-playing game set in a cyberpunk setting requires a careful blend of traditional fantasy elements with futuristic technology and themes. The game design should immerse players in a gritty urban landscape characterized by towering megacorporations, neon-lit streets, and a pervasive atmosphere of cybernetic augmentation and digital espionage.

Players take on the roles of cybernetically-enhanced operatives, hackers, mercenaries, and corporate agents navigating a dystopian world of corporate intrigue, underworld dealings, and high-tech heists. Each character comes with a unique set of skills, abilities, and cybernetic enhancements, allowing players to tailor their characters to fit different playstyles and roles within the cyberpunk world.

Game mechanics should incorporate cybernetic enhancements, hacking abilities, and social engineering alongside traditional D&D features such as classes, races, and magic. Cybernetic implants can grant characters enhanced strength, agility, or sensory perception, while hacking abilities allow players to manipulate electronic systems, access secure databases, and infiltrate corporate networks.

The game world should be richly detailed, offering a diverse range of locations, factions, and challenges for players to explore and interact with. From the gleaming skyscrapers of corporate megacities to the lawless slums of the urban underbelly, each location should present its own unique opportunities and dangers.

The narrative should feature complex moral dilemmas, shades of gray, and opportunities for players to shape the fate of the cyberpunk world. Corporate espionage, political intrigue, and underworld machinations should provide a backdrop for epic quests, daring heists, and tense negotiations.

Overall, the game design should capture the essence of both cyberpunk aesthetics and the immersive storytelling experience of Dungeons & Dragons, providing players with a thrilling adventure through a world where magic and technology collide.

Technical Requirements

Here's a breakdown of the technical requirements for a tabletop role-playing game (TTRPG) based on Dungeons & Dragons 5th Edition (D&D 5e) set in a cyberpunk setting:

1. Rulebooks: Players and the Game Master (GM) will need access to rulebooks for 5th Edition. Additionally, any supplemental materials specific to the cyberpunk setting, such as homebrew rules or setting guides, should be available.

2. Character Sheets: Players will need character sheets to track their character's statistics, abilities, and inventory. These can be physical sheets or digital versions, such as PDFs or online character generators.

3. Dice: Each player will need a set of polyhedral dice, including at least one of each: d4, d6, d8, d10, d12, and d20. Optionally, players may also use percentile dice (d100) for certain rolls.

4. Playing Space: A suitable playing space, such as a table or virtual tabletop platform, where players can gather to play the game. Virtual tabletop platforms like Roll20 or Fantasy Grounds can be used for online play.

5. Communication Tools: If playing remotely, players will need access to communication tools such as voice chat (Discord, Skype, etc.) or video conferencing software (Zoom, Google Meet, etc.) to communicate with each other and the GM.

6. Sourcebooks and Supplements: Depending on the depth of the cyberpunk setting, players and the GM may require access to additional sourcebooks or supplements providing lore, setting details, and additional character options.

7. Optional: Miniatures and Maps: While not required, miniatures and maps can enhance the gameplay experience by providing visual aids for combat encounters. This can be physical miniatures and battle maps or digital equivalents.

8. Optional: Music and Ambiance: Background music and ambient sounds can help set the mood for the cyberpunk setting. Players may choose to use playlists or ambient sound generators to enhance immersion.

9. Optional: Digital Tools: There are various digital tools available to aid in gameplay, such as virtual dice rollers, character sheet apps, and online rule compendiums. These tools can streamline gameplay and make it easier to manage characters and encounters.

By ensuring access to these technical requirements, players and the GM can fully immerse themselves in the cyberpunk world of the TTRPG and enjoy an engaging and memorable gaming experience.

Rule Books

In the D5e role-playing game, rule books contain all the elements of playing the game: rules to the game, how to play, options for gameplay, stat blocks and lore of monsters, and tables the Game Master or player would roll dice for to add more of a random effect to the game.

Options for gameplay mostly involve player options, like race, class, archetype, and background. Other options could be player equipment like weapons, tools, armor, and miscellaneous items that can be useful.

1. Dungeon Master's Guide (DMG):

  • Description: Essential for Game Masters, providing guidance on worldbuilding, adventure creation, encounter design, and overall gameplay management.
  • Use in Cyberpunk Setting: Offers advice on adapting D&D rules to a cyberpunk setting, including technology, urban environments, and futuristic storytelling.

2. Player's Handbook (PHB):

  • Description: Contains rules and information for players to create and manage characters, including character creation, class features, spells, equipment, and more.
  • Use in Cyberpunk Setting: Provides options for cyberpunk-themed character backgrounds, classes, and abilities, adaptable to the technological and dystopian setting.

3. Xanathar's Guide to Everything:

  • Description: Supplementary rulebook expanding upon core D&D rules with new character options, subclasses, spells, magic items, and rules variants.
  • Use in Cyberpunk Setting: Offers additional customization options for cyberpunk campaigns, introducing cybernetic enhancements, futuristic weapons, and other high-tech elements.

4. The Book of Vile Darkness (Optional):

  • Description: The Book of Vile Darkness is a supplemental sourcebook that focuses on darker and more sinister aspects of D&D gameplay. It includes rules for evil characters, villains, monsters, and other macabre content.
  • Use in Cyberpunk Setting: While primarily geared towards traditional fantasy settings, elements of The Book of Vile Darkness can be adapted to add grit, moral ambiguity, and shades of gray to a cyberpunk campaign.

5. Monster Manuals:

  • Description: Series of books containing a wide array of monsters, creatures, and adversaries for players to encounter in their adventures.
  • Use in Cyberpunk Setting: DMs can use monster manuals to populate their cyberpunk world with various threats, including corporate security drones, cybernetically enhanced mercenaries, AI constructs, and mutated creatures.

6. Class Books (Homebrew or Supplemental):

  • Description: Custom or supplemental books focusing on specific character classes, providing new subclasses, abilities, and options.
  • Use in Cyberpunk Setting: Offers cyberpunk-themed class options such as cybernetic juggernauts, nano-enhanced ravagers, hacker rogues, technomancer wizards, and cyber-enhanced monks.

7. Mission Modules:

  • Description: Pre-written adventures or mission modules designed for Dungeon Masters to run for their players, providing detailed settings, plots, NPCs, and encounters.
  • Use in Cyberpunk Setting: Mission modules offer ready-to-play scenarios set in cyberpunk environments, including corporate espionage, hacker heists, gang warfare, and investigations into corporate conspiracies.

8. Homebrew and Online Resources:

  • Description: In addition to official D&D sourcebooks, many homebrew and online resources are available for free or purchase. These include custom cyberpunk-themed subclasses, races, spells, equipment, and setting guides created by the D&D community.
  • Use in Cyberpunk Setting: Dungeon Masters and players can draw inspiration from homebrew content to tailor their cyberpunk campaign to their preferences. Websites like D&D Beyond, DMs Guild, and Reddit's r/dndhomebrew offer a wealth of user-generated content.

By utilizing these resources, Game Masters and players can create immersive and engaging cyberpunk-themed adventures within the framework of Dungeons & Dragons 5th Edition.

Mechanics

In the World of the Sicarius, the mechanics are adapted to immerse players in a futuristic world where advanced technology, corporate intrigue, and urban sprawl collide. Here's a short description of the mechanics you might encounter:

Adapted Rules:
The core rules of 5e are modified to accommodate the cyberpunk setting, incorporating elements such as cybernetic augmentation, hacking, and futuristic weaponry. Players can choose from a variety of classes, races, and backgrounds tailored to fit the cyberpunk genre, each offering unique abilities and skills.

Cybernetic Augmentation:
Players can enhance their characters with cybernetic implants and biotechnological enhancements, granting them new abilities, skills, and capabilities. These cybernetic augmentations can range from neural implants that enhance cognitive functions to cyberlimbs that provide increased strength and agility.

Hacking and Cyber Warfare:
A new set of rules is introduced for hacking and cyber warfare, allowing players to engage in digital infiltration, data manipulation, and cybernetic combat. Players can use their skills to bypass security systems, hack into corporate databases, and battle hostile AI programs in virtual environments.

Urban Exploration and Intrigue:
The mechanics emphasize urban exploration and intrigue, encouraging players to navigate the neon-lit streets of the cyberpunk cityscape, interact with colorful NPCs, and uncover hidden secrets and conspiracies lurking beneath the surface. Social skills, investigative abilities, and streetwise savvy play a crucial role in navigating the treacherous world of corporate espionage and underworld dealings.

Futuristic Gear and Equipment:
Players have access to a wide range of futuristic gear and equipment, including advanced weaponry, high-tech gadgets, and cutting-edge cyberware. From energy weapons and cyberdeck computers to stealth suits and hover vehicles, players can equip themselves with the tools they need to survive and thrive in the cyberpunk world.

Moral Ambiguity and Consequences:
The mechanics highlight moral ambiguity and consequence, challenging players to make difficult decisions that have far-reaching implications for themselves and the world around them. Choices made in the heat of the moment can have lasting repercussions, shaping the narrative and influencing the course of the campaign.

Overall, the mechanics of a 5e cyberpunk setting are designed to capture the gritty, high-tech atmosphere of the cyberpunk genre while retaining the core elements of 5e gameplay, including exploration, combat, and roleplaying. It's a thrilling blend of futuristic technology, corporate intrigue, and noir-style storytelling that offers players a unique and immersive gaming experience.

Ability Checks

In a 5e cyberpunk setting, ability checks remain a fundamental mechanic for resolving tasks, challenges, and interactions in the futuristic world of technology, intrigue, and danger. Here's a breakdown of the rules for ability checks in a cyberpunk setting:

1. Determining Ability Checks: Ability checks are called for when a character attempts to perform an action that requires a degree of skill, effort, or chance of success. The DM determines which ability score is most relevant to the task at hand and calls for an ability check using that score.

2. Ability Score Modifier: To determine the modifier for an ability check, the player adds the relevant ability score modifier to a d20 roll. The ability score modifier is derived from the character's ability score, with higher scores providing a higher modifier.

3. Proficiency Bonus: Characters proficient in a skill or tool associated with the task may add their proficiency bonus to the ability check. Proficiency is typically granted by class features, racial traits, or background choices.

4. Skill Checks: Many ability checks are tied to specific skills, representing a character's training or expertise in a particular area. For example, a character attempting to hack into a computer system might make an Intelligence (Hacking) check, while a character trying to pick a lock might make a Dexterity (Lockpicking) check.

5. Tool Checks: Some tasks require the use of specialized tools or equipment. Characters proficient with the relevant tools may add their proficiency bonus to the ability check. For example, a character using a cyberdeck to hack into a network might make an Intelligence (Hacking) check with proficiency if they are proficient with cyberdeck operation.

6. Difficulty Class (DC): The DM sets a Difficulty Class (DC) for the ability check, representing the level of challenge or complexity of the task. The higher the DC, the more difficult the task. A DC of 10 is considered an easy task, while a DC of 20 or higher is extremely difficult.

7. Success and Failure: If the total result of the ability check, including modifiers, equals or exceeds the DC set by the DM, the character succeeds in the task. If the total result is lower than the DC, the character fails. The DM narrates the outcome based on the degree of success or failure.

8. Critical Success and Failure: Rolling a natural 20 on the d20 is a critical success, indicating an exceptional outcome. Rolling a natural 1 is a critical failure, indicating a disastrous outcome. The DM may choose to apply additional effects or consequences for critical successes or failures, depending on the situation.

By following these rules for ability checks, players and DMs can resolve a wide range of tasks and challenges in the cyberpunk world, from hacking into secure networks and evading corporate security to navigating the treacherous streets of the urban sprawl and outmaneuvering rival factions in the pursuit of power and profit.

Ability Scores & Skills

In a cyberpunk setting inspired by 5e, ability scores and skills take on new significance amidst the neon-lit streets and towering skyscrapers of a futuristic cityscape. Characters are defined not only by their physical prowess and mental acuity but also by their proficiency with advanced technology, cybernetic enhancements, and the intricacies of the digital realm.

Ability Scores:

Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma remain the cornerstone of character creation, reflecting the core attributes that define a character's capabilities. However, in this cyberpunk world, these ability scores take on additional nuances.

Skills:

In the cyberpunk setting, skills reflect the specialized expertise and technological savvy required to survive and thrive in a world dominated by advanced technology and corporate intrigue. Acrobatics and Athletics are supplemented by skills such as Hacking, Engineering, and Streetwise, reflecting the importance of agility, physical prowess, and street smarts in navigating the urban jungle. Stealth and Investigation are essential for covert operations and uncovering secrets hidden within the digital ether and the city's shadowy alleyways.

Persuasion and Intimidation take on new significance as characters must negotiate with megacorporations, underworld kingpins, and rogue AI, leveraging their charisma and force of will to achieve their goals. Medicine becomes essential for treating cybernetic injuries and combating the digital viruses that plague the city's inhabitants, while Survival reflects a character's ability to adapt to the harsh realities of life in the cyberpunk dystopia, whether navigating the polluted wastelands outside the city or evading corporate surveillance in the urban sprawl.

In this cyberpunk world, characters must master a diverse array of skills, combining physical prowess, technological expertise, and social cunning to survive and thrive amidst the chaos and intrigue of the Fifth Era.

Ability Scores and Skills

Ability Scores:

1. Strength (STR): Represents physical power and prowess. Useful for characters who engage in physical combat, carry heavy equipment, or perform feats of strength like breaking down doors or lifting heavy objects.

2. Dexterity (DEX): Represents agility, reflexes, and precision. Essential for characters who rely on ranged combat, stealth, acrobatics, or sleight of hand. Also useful for dodging attacks and avoiding traps.

3. Constitution (CON): Represents endurance, resilience, and overall health. Characters with high Constitution are better able to withstand physical punishment, resist toxins, and endure harsh environments.

4. Intelligence (INT): Represents intellect, knowledge, and problem-solving abilities. Vital for characters who specialize in hacking, engineering, or scientific research. Also used for memory recall, analyzing data, and solving puzzles.

5. Wisdom (WIS): Represents intuition, perception, and awareness. Characters with high Wisdom are perceptive and insightful, able to detect hidden threats, read people's intentions, and navigate social situations effectively.

6. Charisma (CHA): Represents charm, persuasion, and force of personality. Essential for characters who excel in social interactions, leadership roles, or manipulation. Also used for intimidating or seducing others.

Skills:

1. Acrobatics: Represents agility and physical coordination. Used for feats of acrobatics, balance, and agility, such as parkour, dodging attacks, or tightrope walking.

2. Athletics: Represents physical strength and endurance. Used for tasks requiring raw physical power, such as climbing, swimming, or grappling.

3. Stealth: Represents the ability to move silently and avoid detection. Used for sneaking past guards, hiding in shadows, or pickpocketing.

4. Investigation: Represents the ability to gather information and analyze clues. Used for searching for hidden objects, deciphering codes, or investigating crime scenes.

5. Hacking: Represents proficiency in computer hacking and cyber warfare. Used for bypassing security systems, cracking encryption, or hacking into digital networks.

6. Engineering: Represents knowledge of mechanical and electronic systems. Used for repairing machinery, building gadgets, or jury-rigging devices.

7. Persuasion: Represents the ability to influence others through charm and diplomacy. Used for convincing NPCs, negotiating deals, or seducing targets.

8. Intimidation: Represents the ability to instill fear and exert dominance. Used for intimidating NPCs, interrogating prisoners, or coercing information.

9. Streetwise: Represents familiarity with the urban underworld and criminal networks. Used for gathering information from contacts, navigating the city's streets, or identifying criminal activity.

10. Medicine: Represents knowledge of medical procedures and treatments. Used for administering first aid, treating injuries or illnesses, or performing surgery.

These ability scores and skills are tailored to suit the themes and mechanics of a cyberpunk setting, providing players with the tools they need to navigate the futuristic world of technology, intrigue, and danger.

Challenge Rating

In a cyberpunk-themed tabletop RPG based on 5e rules, scaling the challenge rating (CR) of enemies involves adjusting various factors to suit the power level and capabilities of the player characters as well as the narrative of the cyberpunk setting. Here are the key rules to consider:

1. Enemy Hit Points (HP):

2. Enemy Armor Class (AC):

3. Enemy Damage Output:

4. Enemy Attack Bonus:

5. Enemy Abilities and Tactics:

6. Enemy Numbers and Reinforcements:

7. Environmental Hazards:

8. Enemy Resistances and Immunities:

9. Enemy Weaknesses:

10. Boss Mechanics:

By adjusting these factors, you can effectively scale the challenge rating of enemies in a 5e cyberpunk TTRPG to provide balanced and engaging encounters for your players. Remember to consider the capabilities of the player characters, the narrative context, and the desired level of challenge when designing encounters.

Cyberpsychosis

Description of Cyberpsychosis:

Cyberpsychosis is a psychological condition that arises from the excessive integration of cybernetic enhancements and biotechnological implants into the human body. As individuals undergo extensive augmentation, they risk losing touch with their humanity, descending into a state of detachment, aggression, and moral ambiguity. Cyberpsychosis erodes the boundaries between man and machine, leaving behind a fractured psyche consumed by technology's relentless embrace.

Implementation in D&D 5e Cyberpunk Setting:

1. Mechanical Effects: Characters afflicted with Cyberpsychosis may suffer from mechanical penalties to their mental abilities, such as Wisdom or Charisma, reflecting their deteriorating mental state. These penalties could manifest as disadvantage on certain skill checks or saving throws related to social interaction, emotional stability, or moral decision-making.

2. Triggering Events: Cyberpsychosis can be triggered by traumatic experiences, extensive cybernetic augmentation, or exposure to corrupting influences within the cyberpunk world. The DM can introduce narrative events or story arcs that test the characters' morality and sanity, pushing them towards the brink of Cyberpsychosis.

3. Roleplaying Challenges: Players must roleplay the psychological effects of Cyberpsychosis, portraying their characters' struggle to maintain their humanity amidst the allure of technological power. They may grapple with inner turmoil, moral dilemmas, and existential crises as they confront the consequences of their augmentation.

4. Cyberpsychotic Episodes: Characters afflicted with Cyberpsychosis may experience psychotic episodes triggered by stress, trauma, or exposure to triggering stimuli. During these episodes, players may roleplay erratic behavior, violent outbursts, or detached indifference as their characters succumb to the influence of their cybernetic enhancements.

5. Treatment and Redemption: Characters afflicted with Cyberpsychosis may seek treatment through therapy, medication, or cybernetic modification to mitigate its effects. Alternatively, they may embark on quests or personal journeys to confront the root causes of their condition and seek redemption for their actions.

6. Narrative Consequences: Characters grappling with Cyberpsychosis may face social stigma, legal repercussions, or interpersonal conflicts as they navigate the cyberpunk world. Their actions may draw the attention of law enforcement, corporate security forces, or rival factions seeking to exploit or eliminate them.

7. Campaign Themes: Cyberpsychosis can serve as a thematic backdrop for campaigns exploring themes of transhumanism, identity, and morality in the cyberpunk genre. Players may confront questions of what it means to be human in a world where the line between man and machine grows increasingly blurred.

By implementing Cyberpsychosis into a 5e cyberpunk setting, DMs can create compelling storytelling opportunities and character development arcs that delve into the dark side of technological advancement and its impact on the human psyche.

Rules:

1. Threshold: Characters with cybernetic enhancements have a cyberpsychosis threshold, which represents the amount of cybernetic modifications they can safely integrate without risking cyberpsychosis. This threshold is determined by the DM based on the setting and the character's backstory.

2. Cyberpsychosis Points: Whenever a character undergoes a significant cybernetic enhancement or modification, they gain cyberpsychosis points. The number of points gained is determined by the DM based on the nature and extent of the modification.

3. Symptoms: As a character accumulates cyberpsychosis points, they begin to exhibit symptoms of cyberpsychosis. The DM can introduce role-playing challenges and mechanical penalties to represent these symptoms, such as disadvantage on social checks, increased aggression, or hallucinations.

4. Treatment: Characters can seek treatment for cyberpsychosis through therapy, medication, or even experimental cybernetic procedures designed to counteract the effects of their enhancements. However, treatment may come with its own risks and side effects.

5. Consequences: If a character's cyberpsychosis points exceed their threshold, they risk losing control of their character as they succumb to the condition. The DM can introduce narrative and mechanical consequences, such as the character becoming an NPC, turning against their allies, or even becoming a villain in the campaign.

These rules can add an element of risk and consequence to the use of cybernetic enhancements in a cyberpunk 5e setting, creating opportunities for compelling storytelling and character development.

Effects:

In a cyberpunk 5e setting, Cyberpsychosis can have a range of effects on characters, both in terms of role-playing and mechanical impact. Here are some potential effects of Cyberpsychosis:

1. Role-playing Effects:

2. Mechanical Effects:

3. Narrative Impact:

By incorporating these effects of Cyberpsychosis into your cyberpunk 5e setting, you can create compelling opportunities for character development, role-playing, and narrative depth, adding a layer of psychological complexity to the world of cybernetic augmentation and its impact on the human mind.

Hacking System

Hacking System

Core Design Pillars

  1. Cinematic & Fast – hacking should feel like a weapon, not a mini-game grind. Think “combat spellcasting with cyberpunk flair.”

  2. High Risk, High Reward – hacking in combat should be powerful, but limited by system resources, defenses, and ICE backlash.

  3. Customization – players choose which hacks (programs) they load before missions, like a “deck of powers.”

  4. Integration with World – same system for combat hacking and world/system intrusion (datavaults, doors, vehicles, etc.).


Combat Hacking (Direct Neural / Cybernetic Hacks)

In combat, hacking is as fast as pulling a trigger. Players select a program (hack) from their loaded deck and execute it against a valid target.

Hack Types

  • Sensory Hacks

    • Blind Hack: Overloads optic nerves or cyber-eyes → blinds target for X seconds.

    • Deafen: White-noise bomb in auditory implants → disorients target.

    • Phantom Sound: Feed fake audio → cause paranoia or lure enemies.

  • Neural Hacks

    • Neural Overload: Stun an enemy by overclocking their nervous system.

    • Suicide Spike: Force hostile motor control to self-harm (high difficulty, rare).

    • Freeze: Lock up voluntary muscle control, target paralyzed.

  • Weapon Hacks

    • Overheat: Overheat smartguns to explode in user’s hand.

    • Override: Force a weapon to misfire or eject magazine.

    • Friendly Fire Loop: Flip IFF tags → enemy AIs/turrets attack their own.

  • System Corruption

    • Black ICE Injection: Deals permanent neural damage, chance of kill.

    • Puppet Hack: Temporary control of enemy cybernetic limbs → make them shoot, block, or drop weapons.

    • Virus Bomb: Spreads to multiple enemies with linked systems.

Mechanics

  • Targeting: Line-of-sight + lock-on time (short, like 1–2s).

  • Resources: Hacks consume RAM (your device processing pool).

  • Counterplay: Enemies may have ICE (Intrusion Countermeasure Electronics), which deflect or backfire hacks.

  • Cooldowns: Each hack has a recovery period before reuse.


Hacking System 2024 (5e Ruleset)

This hacking system integrates hacking mechanics into a futuristic campaign, blending cyberpunk elements with 5e rules. Hacking is centered around a cyberdeck tool, a progression table for hackers, specialized backgrounds, and hacking programs that function like spells but require Intelligence (Hacking) checks and saving throws. Programs are versatile: usable in combat (quickhacks for direct effects), out of combat (utility hacks like bypassing security), and cyberspace (virtual netrunning dives).

The system assumes a tech level where cyberware, drones, and networks are common. GMs should adjust DCs and effects based on the campaign's tech density (e.g., higher DCs in low-tech areas).

Core Mechanics

  • Casting Stat: Intelligence. Hacking attack bonus = Proficiency Bonus + Int modifier. Save DC = 8 + Proficiency Bonus + Int modifier.

  • RAM Resource: Hackers use RAM units (like spell slots) to execute programs. RAM recovers on a long rest.

  • Hacking Checks: Most programs require an Intelligence (Hacking) tool check (using the cyberdeck). Tools proficiency applies.

  • Cyberspace: Entering cyberspace requires a "dive" action (1 minute ritual) and exposes the hacker to virtual threats (e.g., ICE guardians as monsters).

  • Resonance: A measure of network "echo" (like inspiration); successful hacks grant Resonance points to fuel advanced effects.

The Cyberdeck Tool

The cyberdeck is a wondrous item (tool) used for all hacking. It functions like an arcane focus but for tech.

  • Proficiency: Intelligence (Hacking) tool. Characters proficient with it add their proficiency bonus to relevant checks.

  • Slots: Holds a number of installed programs (starts at 4; upgradable).

  • RAM Capacity: Determines max RAM units (starts at 4 level-1 slots; scales with upgrades or level).

  • Rarity and Cost:

    Quality

    Slots

    Base RAM

    Cost (gp)

    Upgrades

    Basic

    4

    4 (1st-level)

    500

    +1 slot (200 gp)

    Advanced

    6

    4/2/2 (up to 2nd-level)

    2,000

    +2 RAM (500 gp)

    Elite

    8

    Full caster table

    5,000

    +1 slot & +2 RAM (1,000 gp)

  • Attunement: Requires attunement. While attuned, you gain darkvision 60 ft and advantage on saves vs. psychic damage from hacks.

  • Malfunction: On a natural 1 on a hacking check, the cyberdeck overheats: lose 1d4 RAM and can't be used until a short rest.

Hacker Progression Table

This table is for a Hacker subclass (e.g., for Artificer, Rogue, or Wizard) or a full Hacker class. It mirrors a full caster's spell slot progression (PHB 2024, p. 68). At each level, gain access to new program levels and features.

Level

RAM Slots (by Level)

Known Programs

Features

1st

4 (1st)

3

Cyberdeck Attunement, Basic Hack (advantage on Int (Hacking) checks for simple devices, DC 10–15)

2nd

4 (1st)

4

Resonance Pool (start with 1 Resonance; gain 1 per successful hack, max Int mod)

3rd

4/2 (1st/2nd)

5

Quickhack (bonus action to execute 1st-level programs in combat)

4th

4/3 (1st/2nd)

6

Ability Score Improvement

5th

4/3/2 (1st–3rd)

7

Net Dive (enter cyberspace as a bonus action; 1/hour)

6th

4/3/3 (1st–3rd)

8

Overclock (spend Resonance to reduce RAM cost by 1, min 1)

7th

4/3/3/1 (1st–4th)

9

Advanced Hack (ignore 1 level of security on checks, DC 20+)

8th

4/3/3/2 (1st–4th)

10

Ability Score Improvement

9th

4/3/3/2/1 (1st–5th)

11

Viral Spread (some programs affect +1 target)

10th

4/3/3/2/2 (1st–5th)

12

Echo Shield (Resonance grants temp HP = points spent)

11th

4/3/3/2/2/1 (1st–6th)

13

Master Hack (advantage on all hacking checks)

12th

4/3/3/2/2/1 (1st–6th)

14

Ability Score Improvement

13th

4/3/3/2/2/1/1 (1st–7th)

15

Deep Dive (cyberspace dives last 10 min, no concentration)

14th

4/3/3/2/2/1/1 (1st–7th)

16

Codebreaker (reroll 1 failed hacking check/day)

15th

4/3/3/2/2/1/1/1 (1st–8th)

17

Black ICE Resistance (immunity to hack-induced stun/paralysis)

16th

4/3/3/2/2/1/1/1 (1st–8th)

18

Ability Score Improvement

17th

4/3/3/2/2/1/1/1/1 (1st–9th)

19

Apex Netrunner (double Resonance max)

18th

4/3/3/2/2/1/1/1/1 (1st–9th)

20

Ultimate Hack (crit on hacking check auto-succeeds highest security)

19th

4/3/3/2/2/1/1/1/1 (1st–9th)

21

Ability Score Improvement

20th

4/3/3/2/2/1/1/1/1 (1st–9th)

22

Godmode (1/day, unlimited RAM for 1 min)

  • Learning Programs: At level-up, learn 1–2 new programs from the list below or homebrew.

  • Upcasting: Higher RAM slots increase effects (e.g., +1d6 damage per level).

Hacking Backgrounds

These backgrounds provide starting proficiency and features for hacking-focused characters.

1. Netrunner Background

  • Skill Proficiencies: Intelligence (Hacking), Stealth

  • Tool Proficiencies: Cyberdeck, Thieves' Tools

  • Languages: One programming language (e.g., Binary, Net-Slang)

  • Equipment: Basic cyberdeck, data spike (like a dagger, 1d4 piercing), encrypted datapad, 50 gp in digital credits

  • Feature: Shadow Access – You have a hidden network alias that grants advantage on Charisma (Deception) checks to impersonate online personas. Once per long rest, gain temporary access to a secure network (DM sets DC 15 Int (Hacking) check).

  • Suggested Characteristics: Curious, paranoid, tech-obsessed.

2. Corporate Decker Background

  • Skill Proficiencies: Intelligence (Hacking), Investigation

  • Tool Proficiencies: Cyberdeck, Forgery Kit

  • Languages: One corporate dialect (e.g., Arasaka Exec-Speak)

  • Equipment: Advanced cyberdeck, corporate ID chip (advantage on Intimidation vs. guards), neural interface implant (ignore 1 failed save vs. psychic effects/day), 100 gp in corp scrip

  • Feature: Insider Leak – You know backdoors into common corporate systems (reduce DC by 5 for hacks on megacorp tech). Once per long rest, recall a leaked schematic for advantage on one hacking check.

  • Suggested Characteristics: Ambitious, jaded, loyal (to self).

Hacking Programs

Programs are learned like spells and executed as actions (or bonus for Quickhack). Categorized by use case, but versatile. Execution: 1 action, Range 60 ft (or network), Components: Cyberdeck.

Combat Programs (Quickhacks)

Program

Level

Effect

Save/Check

Overload Circuit

1st

2d8 lightning dmg + stun 1 turn (20-ft radius at 3rd+).

Con half

Ping

1st

Reveal target; advantage on attacks 1 min (multi-target at 3rd+).

None

Fear

4th

Target berserk: attacks nearest creature 1 min (multi at 5th+).

Wis end turn

Neural Override

5th

Target self-attacks (dmg as normal) or device explodes (5d10 force, 10-ft).

Wis/Dex half

System Crash

6th

8d10 psychic in 20-ft + incapacitate 1 min.

Int half

Out-of-Combat Programs (Utility Hacks)

Program

Level

Effect

Save/Check

Breach Protocol

2nd

Hack device (unlock door, disable camera; DC 15 Int check). Multi-device at 3rd+.

None

Smoke Screen

3rd

20-ft obscuring cloud 1 min (allies see through).

None

Data Spike

2nd

Extract info or corrupt file (Int check vs. DC).

None

Cyberspace Programs (Netrunning)

Program

Level

Effect

Save/Check

Trace Route

3rd

Map NET; advantage on navigation checks 10 min.

None

Daemon Upload

5th

Install virus in NET (disable defenses 1 hr).

Int vs. ICE

Blackwall Gateway

9th

Devastate NET: 10d12 psychic + stun in virtual 30-ft (backlash 4d12 to you).

Int half

Usage Guidelines

  • Combat: Treat as spells; enemies with cyberware are vulnerable (disadvantage on saves if "augmented").

  • Out of Combat: Use for skill challenges (e.g., hacking a vault: series of Int checks, DC 15–25).

  • Cyberspace: Abstract as a demiplane; hacker's avatar fights virtual monsters. Failure risks "brain fry" (exhaustion levels).

  • Balance Notes: Limit to 1 hack/turn. DMs: Add "trace risk" (enemy countermeasures on nat 20 saves).

Languages

In a cyberpunk setting for a Dungeons and Dragons 5e ruleset, you might consider using languages such as:

  1. Binary: This language could be used for communication between AIs, robots, and tech-savvy individuals.

  2. Slang: In a cyberpunk world, various slang and jargon might develop among different subcultures and factions, each with its own unique dialect.

  3. Corporate: This language could be used for communication within corporate environments, involving business jargon and corporate buzzwords.

  4. Street: Used by denizens of the urban underworld, this language might include code words, urban slang, and criminal argot.

  5. Tech: This language could involve technical terms, hacker lingo, and terminology specific to cybernetics and advanced technology.

These languages can add depth and flavor to a cyberpunk-themed D&D campaign, reflecting the diverse linguistic landscape of a futuristic, tech-driven world.

Common

In the sprawling metropolis of the cyberpunk world, the common language, often referred to as Urban, serves as the lingua franca among its denizens. It is a dynamic and ever-evolving amalgamation of various linguistic influences, reflecting the multiculturalism and vibrancy of the urban environment.

Characteristics:

Usage:

In summary, Urban Dialect is the common language spoken by the diverse inhabitants of the cyberpunk city, characterized by its multicultural fusion, slang, and adaptability. It serves as a vital tool for communication and cultural expression in the dynamic and ever-changing urban environment.

In your Sicarius cyberpunk 5e TTRPG setting, Thieves' Cant retains its name but is adapted for the futuristic, high-tech environment of a dystopian world. The Cant blends traditional thieves’ language with modern slang, code phrases, and tech-based communications, making it a highly encrypted and cryptic form of speech. It’s used primarily by hackers, mercenaries, and street-level operatives to communicate without drawing attention from corporate security, law enforcement, or rival gangs.

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Thieves' Cant in a Cyberpunk Setting:

1. Digital Layering: Thieves' Cant can be embedded within everyday speech, text messages, or even NeuroNET transmissions. This version of Cant might involve subtle modifications to speech patterns, tech jargon, or deliberate typos in code that allow messages to pass unnoticed by AI surveillance systems or corporate watchdogs.

2. Augmented Reality (AR) Markings: In this setting, members of the underground could leave hidden messages in the physical world using AR. Only those with the right code or software filters can see the digital graffiti or signs embedded in virtual spaces. This could be used to mark safehouses, illegal markets, or meeting points.

3. Gesture-Based Communication: With the widespread use of cybernetic enhancements and AR tech, body language and subtle hand movements can carry hidden meanings. For example, a specific gesture while handling a datapad or interacting with a HUD (heads-up display) might signal intentions or warnings to those in the know.

4. Encrypted Audio Files: Thieves’ Cant can also be shared through scrambled or altered sound bytes in music files, radio frequencies, or coded messages, with the true meaning hidden under layers of noise that only specific listening devices or software can decrypt.

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Examples of Cyberpunk Thieves' Cant Terms:

1. "Zero out"

2. "Blue Screen"

3. "Glitch"

4. "Ghostwalk"

5. "Jack in"

6. "Data Dust"

7. "Chrome Head"

8. "Neon Glow"

9. "Firewall"

10. "Patchwork"

11. "Redline"

12. "Blackout"

13. "Lagged"

14. "ICE Burn"

15. "Wire Cutter"

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Using Thieves’ Cant in the Game

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Thieves' Cant in a cyberpunk setting represents the evolution of streetwise communication in a tech-driven world. It is essential for surviving and thriving in the gritty streets, as it helps players navigate both digital and physical spaces without drawing unwanted attention.

Sign

In a cyberpunk setting, hand signs could be used as a form of nonverbal communication, especially in situations where spoken language might be impractical or risky, such as in noisy environments, during covert operations, or when trying to avoid detection by surveillance systems. Hand signs could also be utilized in virtual reality environments or when communicating with individuals who are using augmented reality interfaces.

In a cyberpunk setting, these hand signs could be called "Hand Signals." Hand Signals would be a system of hand gestures and movements designed to convey specific messages, commands, or information in a discreet and efficient manner. These gestures could be inspired by sign language, but adapted to convey concepts and commands relevant to the high-tech, futuristic world of cyberpunk.

The signs could be used by hackers to communicate silently while infiltrating secure systems, by operatives coordinating stealthy operations, or by individuals navigating virtual environments where spoken communication might be impractical. They could also be used by characters with cybernetic enhancements to interact with augmented reality interfaces, issuing commands or accessing information through subtle hand movements.

By using Hand Signals, characters in a cyberpunk setting could communicate covertly, navigate high-tech environments, and coordinate operations without relying on spoken language, adding a layer of intrigue and sophistication to their interactions in the futuristic, tech-driven world of cyberpunk.

Skill & Tool Proficiencies

Skill Proficiencies (Cyberpunk Conversion)

The 2024 SRD includes 18 skills tied to ability scores. Below, each is reimagined for a cyberpunk setting, preserving their mechanical roles (e.g., ability checks, proficiency bonuses) but with thematic descriptions.

Tool Proficiencies (Cyberpunk Conversion)

The 2024 SRD lists various tool proficiencies, including artisan’s tools, gaming sets, musical instruments, and others. Below, they’re converted to cyberpunk equivalents, maintaining mechanical roles (e.g., crafting, downtime activities) but reflavored for tech and dystopia.

Notes

Characters

In the character section of this 5e cyberpunk setting eBook, players are invited to immerse themselves in a world where technology and humanity collide in a neon-lit dystopia. Within these digital pages, adventurers will find an array of character options tailored to the high-tech landscape of the cyberpunk genre. From cybernetically enhanced warriors to savvy hackers manipulating virtual realms, players can craft characters that embody the grit, innovation, and rebellion synonymous with cyberpunk fiction. Whether embracing the role of a corporate enforcer enforcing the will of megacorporations or a streetwise rogue navigating the urban sprawl, each character choice reflects the multifaceted nature of life in a cybernetic age.

As players delve deeper into the character section, they encounter a wealth of customization options to tailor their characters to their desired cyberpunk archetype. From choosing cybernetic enhancements to selecting skills that reflect their character's expertise in hacking or combat, players have the freedom to sculpt their characters into unique personas that thrive in the shadows of a cybernetic metropolis. With guidance on incorporating cyberpunk-themed backgrounds, subclasses, and equipment, players can seamlessly integrate their characters into the vibrant and dangerous world of cyberpunk adventure, ready to embark on thrilling quests and face the challenges of a society where power lies in the hands of those who control the code.

Contacts

Contact System

1. Everyone’s a Potential Contact


2. Contact Rating (Simple Tier System)

Contacts only need three levels for cinematic play:

This is your “mission tier filter.” The higher the rating, the riskier and more cinematic the fallout.


3. Contact Response (Quick d6 Table)

When a PC calls a contact, roll (or pick for story flow):

  1. They’ve got a job (mission hook).

  2. They feed you intel (about the world, another contact, or your enemies).

  3. They want a favor first (before helping you).

  4. They’re in trouble (rescue/cover them or lose them).

  5. They double-cross you (the job is bait or a setup).

  6. They ghost you (no response—forces the crew to scramble).


4. High Risk, High Reward Jobs

Every big job should change the board—start a war, shift power, or burn bridges.


5. Reputation Instead of Renown

Instead of numbers, track street rep in three loose categories:

This lets the GM keep things flowing cinematically without turning it into bookkeeping.


Quick Example in Play:


So: instead of crunchy Renown, you get a web of living NPCs, where every call is a gamble and every job shifts the world.

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Key Contacts in Sicarius

1. Rika "Red Hand" Saito

2. Kazuo "The Spider" Kuroda

3. Sierra "Sly" Nakamura

4. Viktor "V" Markov

5. Maya "Ghost Whisperer" Takahashi

6. Old Man Roshi

7. Kyra "Silver Tongue" Lang

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Contact Mechanics

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Using Contacts in Gameplay

Contacts are the main narrative drivers in the Sicarius cyberpunk setting. Whether players are infiltrating corporations, running street jobs for gangs, or investigating the secrets of psionics, contacts provide the connective tissue between the world’s power structures and the players’ personal goals. Each contact represents a different facet of the cyberpunk world, from corporate elites to street-level fixers, allowing players to explore the many layers of Next Tokyo’s dystopian future.

Old Man Roshi

Old Man Roshi

A blind swordmaster and former operative in the old Zaibatsu wars, Roshi is a living legend in the underworld. Despite his age and blindness, he remains a lethal force, his other senses heightened to a supernatural degree. He is enigmatic, with wisdom from decades of combat and living in the shadows. Though he no longer takes contracts himself, he serves as a mentor and fixer for those he deems worthy. His home is hidden deep in the slums of Next Tokyo, and he rarely takes visitors. Only a few know how to find him, and Ghost is one of those few.


Conversation between Old Man Roshi and Ghost

Location: An old, decrepit dojo hidden away in a labyrinth of alleyways. The smell of incense fills the air, and the soft sound of wind chimes echoes faintly in the background. Roshi sits cross-legged in the center, sharpening a sword that glints with an eerie, blue light.

Ghost: "Roshi... it's been a while."

Roshi: without looking up, his voice calm and measured "Time means little when you've seen as much as I have. But I felt you coming. Your steps are quieter now, more deliberate. Good." He stops sharpening the blade and places it carefully on the ground beside him. "So, Ghost, what brings you here today?"

Ghost: leans against the wall, arms crossed "Need your guidance. There's something big going down in Next Tokyo. Heard whispers about a weapon... something that can change the game. I’m gonna need intel, and I know you’ve got the connections."

Roshi: smiles slightly, his face lined with age "Ah... you come to the blind man for sight. But I suppose I see more than most with eyes." He tilts his head, listening intently. "This weapon you speak of... it belongs to Xero, does it not?"

Ghost: nodding "Yeah. But no one's been able to confirm anything solid. I figured you might have a lead."

Roshi: chuckles "Xero’s arrogance will be his undoing. His reach is vast, but his enemies are many. There are whispers of discontent even among his own." He leans forward slightly, his unseeing eyes focusing on Ghost as if piercing through them. "If you wish to take on Xero, you will need more than brute force, Ghost. You will need precision, cunning... and allies who can walk in the shadows as you do."

Ghost: scoffs "Allies are hard to trust in this line of work."

Roshi: smiles again, a knowing look "Trust... is a luxury in our world. But you will find those who honor it, in their own way." He reaches into his robes and pulls out a small data chip, holding it out to Ghost. "This... will lead you to a contact in the Wraith Syndicate. They have eyes and ears where no one else does. Find them, and you will find your answers."

Ghost: taking the chip, his eyes narrowing "And what's the catch?"

Roshi: leans back, his voice soft but dangerous "The catch is survival. Nothing comes without risk, Ghost. But remember, it is not the sword that kills. It is the hand that wields it."

Ghost: pauses "Thanks, Roshi. I owe you one."

Roshi: smirking "You owe me nothing. But one day, you may need to pay the debt the world asks of you. Until then... tread carefully, Ghost."

Ghost turns to leave, the weight of the conversation lingering in the air.

Roshi: calling out as Ghost reaches the door "And Ghost... remember, even the blind can see the truth, if they listen well enough."

---

Roshi is a calm but intense presence, always a few steps ahead in his thinking, and his advice is cryptic but deeply insightful. His missions to Ghost often involve intricate setups requiring strategy and subtlety rather than brute force.

Races

In a cyberpunk setting, the traditional races of D&D take on new forms to match the high-tech, dystopian world. Here are the descriptions, rules, and perks for five races adapted for this setting: Humans, Cyborgs, Androids, Synthetics, and Bio-Mutants.

Humans

Description
Humans are the most populous and diverse race in the cyberpunk world. They range from the ultra-wealthy elite living in high-tech skyscrapers to the street-savvy survivors in the sprawling undercity. Adaptable and resourceful, humans navigate the complexities of corporate control and technological advancements with a mix of ingenuity and resilience.

Rules and Perks

Cyborgs

Description
Cyborgs are individuals who have undergone significant cybernetic enhancements. These modifications can include anything from neural implants to robotic limbs. Cyborgs blend flesh and machine, gaining new abilities but sometimes at the cost of their humanity.

Rules and Perks

Androids

Description
Androids are fully synthetic beings designed to resemble humans. They possess advanced AI, making them capable of learning and adapting. While they excel in many areas, their artificial nature can sometimes make it difficult for them to understand organic beings.

Rules and Perks

Synthetics

Description
Synthetics are bio-engineered beings created in labs, combining organic material with synthetic components. They are designed for specific purposes, such as enhanced combat or intellectual tasks, and often exhibit superior physical or mental abilities.

Rules and Perks

Bio-Mutants

Description
Bio-Mutants are humans who have undergone significant genetic modifications, either through deliberate experiments or as a result of environmental factors. They possess unique and often unpredictable abilities, making them both feared and revered.

Rules and Perks

Each of these races brings unique strengths and weaknesses to a cyberpunk D&D 5e game, allowing players to fully immerse themselves in the high-tech, dystopian world. Whether you're a resourceful human, a heavily modified cyborg, a synthetic with biotech enhancements, an advanced android, or a genetically altered bio-mutant, your character will have the tools they need to navigate the complex and dangerous cyberpunk landscape.

Shadowkind

To adapt the Shadowkind from d20 Modern into a Cyberpunk 5e ruleset, we can build off their concept as beings from another dimension who interact with the human world. We will tailor their powers, background, and abilities to fit a futuristic, high-tech, dystopian environment.

Shadowkind (Cyberpunk 5e Ruleset)

Lore:

In this cyberpunk setting, Shadowkind are otherworldly beings from a dimension beyond the NeuroNET. They were once only myths, existing in the shadows of humanity's collective subconscious. However, with the advent of advanced neural technology, biotech, and transdimensional experimentation, the barriers between realities weakened. Shadowkind now move freely between their own shadow realm and the real world, slipping through cracks in the NeuroNET or corporate experiments gone wrong.

Many Shadowkind are seen as either enigmatic allies or dangerous anomalies. They often have psionic or cybernetic enhancements to blend in or assert dominance in a world dominated by corporations, AI, and hacking.

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Shadowkind Traits:

Creature Type: Humanoid or Aberration (Choose one)

Ability Score Increase: Choose either Intelligence, Charisma, or Dexterity to increase by +2, and another by +1.

Age: Shadowkind do not age like humans. They are biologically immortal, but their physical bodies can be destroyed.

Alignment: Shadowkind come from various moral standpoints, though many tend towards chaotic or neutral alignments due to their outsider status in a rigid corporate world.

Size: Medium or Small (your choice)

Speed: 30 feet

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Planar Phase:

Shadowkind can briefly shift into the Shadow Realm to avoid damage or reposition. As a bonus action, you can phase out of the physical world for a moment. While phased, you are resistant to all damage except psychic. This phase lasts until the start of your next turn.

You can use this ability a number of times equal to your proficiency bonus per long rest.

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Darkvision:

You have superior vision in dark and dim conditions, able to see in darkness within 60 feet as if it were dim light. You can't discern color in darkness, only shades of gray.

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Shadowborn Resistance:

Your body has adapted to the energies of the shadow realm. You gain resistance to necrotic damage and have advantage on saving throws against being charmed or frightened.

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Cybernetic Symbiosis:

The Shadowkind are highly adaptable and have learned to integrate cybernetic enhancements into their bodies. You can install one cybernetic enhancement without requiring an attunement slot (or limit).

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Psionic Touch (Optional Feature):

Some Shadowkind develop latent psionic abilities as a result of their origin in the shadow realm. You know the Mind Sliver cantrip. At 3rd level, you can cast Disguise Self once per long rest. At 5th level, you can cast Invisibility once per long rest.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you gain this feature).

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Languages:
You can speak, read, and write Common and one other language of your choice (typically a rare or ancient language).

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Subraces (Optional):

Umbral Nomad:

Voidkin:

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This adaptation keeps the mysterious, shadowy nature of the Shadowkind while integrating them into a high-tech, dystopian cyberpunk world. It gives them abilities that fit both the technological and psionic aspects of a cyberpunk setting.

The Syndicate

The Syndicate: Underworld Mafia Faction

The Syndicate is an enigmatic and powerful underworld organization that controls vast illegal markets, from arms smuggling and cyberware distribution to data theft and corporate sabotage. They are deeply embedded in every level of society, with connections to corrupt politicians, Zaibatsu corporations, and law enforcement. The Syndicate operates as a shadow government in the streets, providing goods, services, and information in exchange for loyalty and favors.

Joining or Working for The Syndicate
Players can interact with The Syndicate through Contacts within the organization, who assign missions ranging from information theft to eliminating rivals. These missions often have branching paths, allowing players to either align themselves with The Syndicate or betray them, depending on their moral compass and goals.

Syndicate Contacts

Branching Mission Questline: The Syndicate

Mission 1: The Initial Offer
The player is approached by Silk, who offers them a job—smuggle a shipment of illegal cybernetics past corporate security and deliver it to a Syndicate safehouse.

Objective:

Branching Choices:

Mission 2: A Favor in Return
If the players deliver the goods, Silk offers another job: extract a Syndicate informant who’s been captured by a rival gang.

Objective:

Branching Choices:

Mission 3: Ties that Bind
If the players stay loyal, they are invited by Viper to eliminate a former Syndicate member who’s been leaking information to the Zaibatsu.

Objective:

Branching Choices:

Mission 4: Power Play
If the players remain loyal through the previous missions, Wires offers a high-stakes job: hack into a Zaibatsu network to steal plans for new technology.

Objective:

Branching Choices:

Mission 5: Syndicate Showdown
If the players betray the Syndicate at any point, they are marked for death. Viper is dispatched to track them down, leading to a final confrontation.

Objective:

Branching Choices:

Trading Goods, Services, and Information

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Sample Dialogue: Silk's Offer

Silk Moreno:
_"You’ve got a sharp look about you, choom. Word is you can get things done, the kind of things we’re interested in. Now, I’ve got a shipment of... let’s call them 'augments,' heading to a place that could use them. You get it there without any corporate scanners sniffing it out, and we’ll be fast friends. Mess it up, though... well, let’s just say The Syndicate isn’t known for second chances. So, we got a deal or not?"_

Viper Ivankov:
_"You ever had to clean up a mess? I’m not talking about mopping floors, I’m talking about making sure someone never breathes again. There’s a traitor, a rat, who thought they could cross us. I need someone to send a message. Think you can handle that, or do I need to show you how it’s done?"_

Wires Petrov:
_"This Zaibatsu system is tighter than a government safe, but I can get you in... for the right price. Once you’re in, grab what you need and get out before the ICE fries your brain. If you can pull it off, you’ll be one of the few to outsmart the corp’s best tech. Otherwise, well, you’ll just be another flatline statistic."_

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This faction and its missions offer players the chance to delve into the criminal underworld, make powerful allies, and face tough moral choices that could change the course of their story.

Zaibatsu

In the neon-lit streets of Next Tokyo, the Zaibatsu reign supreme as the towering titans of industry in this cyberpunk world. These mega-corporations, born from the ashes of the old world's economic turmoil, have evolved into formidable entities that shape not only the skyline but also the very fabric of society.

Background:

Once, the world faced cataclysmic challenges — environmental collapse, economic meltdown, and social upheaval. In response, the concept of nations gave way to the dominance of corporate power. As traditional governments crumbled, the Zaibatsu emerged as the new ruling class, consolidating wealth, influence, and authority within Next Tokyo's floating cityscape.

Each Zaibatsu rose from different origins, some tracing their roots back to ancient conglomerates, while others emerged from the innovation of brilliant minds amidst chaos. Initially, they operated in competition, but soon realized that cooperation and collusion were more profitable. Thus, a delicate balance of power formed among them, with occasional corporate warfare erupting over resources, markets, and technologies.

The Zaibatsu:

1. GenTek Corporation: Founded on the principles of genetic engineering and biotechnology, GenTek dominates the fields of pharmaceuticals, genetic enhancements, and bioengineering. With their cutting-edge research labs and clandestine experiments, they hold the keys to extending life, enhancing abilities, and manipulating the very building blocks of existence.

Ultimate Goal: GenTek's ultimate aim is to achieve genetic supremacy, where they control the genetic makeup of all life forms, including humans. They seek to create a world where only the genetically enhanced elite thrive, while the rest serve as mere subjects or experiments.

Associated Companies:

2. NeuroNexus Dynamics: Specializing in neural interfacing, artificial intelligence, and cybernetic enhancements, NeuroNexus pushes the boundaries of human-machine integration. Their neural implants, brain-computer interfaces, and advanced AI systems have revolutionized communication, entertainment, and warfare.

Ultimate Goal: NeuroNexus seeks to achieve absolute control over the human mind, turning individuals into obedient drones through neural manipulation and AI-driven indoctrination. Their vision is a society where free will is an illusion, and every thought and action is dictated by their neural interfaces.

Associated Companies:

3. Zenith Industries: From renewable energy to advanced robotics, Zenith Industries leads the charge towards a sustainable future. Their towering arcologies harness the power of sun, wind, and sea, while their robotic workforce revolutionizes manufacturing, construction, and defense. Yet, behind their eco-friendly facade lies a shadowy world of corporate espionage and political manipulation.

Ultimate Goal: Zenith's ultimate ambition is to establish a technocratic dictatorship, where they control all aspects of society through advanced technology and automated systems. They envision a world where humanity is reduced to mere cogs in their meticulously designed machines.

Associated Companies:

4. Oroshi Cybernetics: Masters of cyber warfare, Oroshi Cybernetics controls the digital realm with an iron grip. Their cybersecurity solutions, data encryption algorithms, and offensive cyber weapons make them indispensable to governments, corporations, and criminals alike. Yet, rumors persist of darker agendas lurking within their virtual domains.

Ultimate Goal: Oroshi's ultimate objective is to achieve digital omnipotence, where they control all information and communications networks, effectively ruling over the world's collective consciousness. They seek to create a dystopian cybernetic realm where privacy is nonexistent, and dissent is swiftly eradicated through digital manipulation.

Associated Companies:

Global Influence:

The Zaibatsu's influence extends far beyond Next Tokyo, shaping the global economy through their vast networks of subsidiaries, partnerships, and alliances. Their products and services are ubiquitous, from the smallest village to the largest metropolis. They dictate market trends, influence government policies, and even wage wars in the pursuit of profit.

Yet, their dominance is not unchallenged. Resistance movements, rival corporations, and rogue elements constantly seek to undermine their power. In the dark alleys and hidden corners of Next Tokyo, whispers of revolution echo amidst the neon glow. And as the world teeters on the brink of chaos once more, the fate of humanity hangs in the balance, in the hands of the Zaibatsu.

Classes

Here are the cyberpunk versions of the D&D 5e base classes:

  • Cybernetic Berserker (Barbarian) - Paths of the Cybernetic Berserker
  • Cyber DJ (Bard) - Cyber DJ Colleges
  • Techno-Shaman (Cleric) - Domains
  • Eco-Hacker (Druid) - Subclasses: Techno-Druid, Biohacker
  • Street Samurai (Fighter) - Subclasses: Cybernetic Duelist, Nano-blade Adept
  • Cyber-Monk (Monk) - Subclasses: Neural Striker, Techno-Flow Master
  • Corporate Enforcer (Paladin) - Subclasses: Cybernetic Crusader, Nano-guardian
  • Urban Scout (Ranger) - Subclasses: Tech Tracker, Stealth Infiltrator
  • Shadow Operative (Rogue) - Subclasses: Cyber Assassin, Nano Infiltrator
  • Technomancer (Sorcerer) - Subclasses: Data-wielder, Nano-caster
  • Corporate Agent (Warlock) - Subclasses: Cybernetic Pactmaker, Nano-infused Agent
  • Data-Wizard (Wizard) - Subclasses: Techno-alchemist, Cybernetic Archivist

Each of these classes would have cyberpunk-themed abilities and skills that fit into a futuristic, tech-heavy setting. For example, the Berserker might have cybernetic enhancements that enhance their physical abilities, while the Netjacker could use their hacking skills to manipulate electronic systems.

Cyber Berserker

Cyber Berserker

In a cyberpunk world, the Cyber Berserker is a fury-fueled warrior augmented with cybernetic implants, channeling rage through enhanced strength and durability to dominate the battlefield.

Creating a Cyber Berserker

To create a Cyber Berserker, consult the following subsections, which provide suggestions for how to build your character and assign your ability scores.

Quick Build

You can make a Cyber Berserker quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution. Second, choose the outlander background.

Class Features

As a Cyber Berserker, you gain the following class features.

Hit Points

Hit Dice: 1d12 per Cyber Berserker level Hit Points at 1st Level: 12 + your Constitution modifier Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Cyber Berserker level after 1st

Proficiencies

Armor: Light armor, medium armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Strength, Constitution Skills: Choose two from Athletics, Intimidation, Perception, Survival, Technology

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

The Cyber Berserker

 
 
Level Proficiency Bonus Features Rage Uses Rage Damage
1st +2 Cybernetic Rage, Unarmored Defense, Weapon Mastery 2 +2
2nd +2 Augmented Sensors, Overclock Protocol 2 +2
3rd +2 Neural Uplink, Cybernetic Path 3 +2
4th +2 Ability Score Improvement 3 +2
5th +3 Extra Attack, Cybernetic Boost 3 +2
6th +3 Cybernetic Path Feature 3 +2
7th +3 Neural Instinct, Instinctive Surge 4 +2
8th +3 Ability Score Improvement 4 +2
9th +4 Cybernetic Overload 4 +3
10th +4 Cybernetic Path Feature 4 +3
11th +4 Relentless Cyber-Rage 4 +3
12th +4 Ability Score Improvement 5 +3
13th +5 Improved Cybernetic Overload 5 +3
14th +5 Cybernetic Path Feature 5 +3
15th +5 Persistent Cyber-Rage 5 +3
16th +5 Ability Score Improvement 5 +3
17th +6 Enhanced Cybernetic Overload 6 +4
18th +6 Indomitable Might 6 +4
19th +6 Ability Score Improvement 6 +4
20th +6 Cybernetic Apex 6 +4
 

Cybernetic Rage

In battle, you fight with primal ferocity enhanced by cybernetic implants. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

Your rage lasts until the end of your next turn. You can't cast spells or concentrate on them while raging.

Your rage ends early if you are knocked unconscious or if you don heavy armor. You can also end your rage on your turn as a bonus action.

To maintain your rage beyond the initial duration, on your turn you must do at least one of the following before the end of your turn:

You can maintain your rage for a number of rounds equal to your proficiency bonus (including the initial round). You can use this feature a number of times equal to the number shown for your level in the Rage Uses column of the Cyber Berserker table. You regain all expended uses when you finish a long rest.

Unarmored Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Weapon Mastery

Your cybernetic interfaces allow you to master weapons. Choose two simple or martial weapons you are proficient with; you gain their mastery properties (as per 2024 rules, e.g., Vex for accuracy, Topple for knocking prone). You gain an additional mastery at 4th level (total 3) and another at 10th level (total 4).

Augmented Sensors

Beginning at 2nd level, you have advantage on Dexterity saving throws against effects that you can see, such as traps, hacks, or energy blasts, while you are not blinded, deafened, or incapacitated.

Overclock Protocol

Starting at 2nd level, when you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Neural Uplink

At 3rd level, choose one skill from your class skill list that you aren't proficient in; you gain proficiency in it. Additionally, while you aren't wearing heavy armor, other creatures gain no benefit from half cover or three-quarters cover against your ranged attacks, and when a hostile creature that you can see moves out of your reach, you can use your reaction to make a melee weapon attack against that creature.

(Note: This was adjusted from the original to better align with standard Barbarian features like Reckless Attack, while keeping the cyberpunk flavor. The original Neural Uplink felt mismatched; this change improves balance and fit.)

Cybernetic Path

At 3rd level, you choose a path that shapes the nature of your rage. Choose the Juggernaut, Nano-Enhanced Ravager, or Mutagenic Marauder, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Cybernetic Boost

At 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.

Neural Instinct

At 7th level, you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

Instinctive Surge

At 7th level, when you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.

(Note: Adjusted from original to better match Feral Instinct and Instinctive Pounce in PHB, for improved flow.)

Cybernetic Overload

At 9th level, while raging, you can channel a surge of cybernetic power. When you hit a creature with a melee weapon attack using Strength, you can expend one use of your rage damage bonus to deal extra damage and apply one of the following effects (your choice) instead of adding the rage damage:

The extra damage increases to 2d6 at 13th level and 3d6 at 17th level.

Relentless Cyber-Rage

Beginning at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Persistent Cyber-Rage

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

Indomitable Might

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Cybernetic Apex

At 20th level, you embody the power of cybernetic rage. Your Strength and Constitution scores increase by 4. Your maximum for those ability scores is now 24.

Cybernetic Paths

Cyber Berserkers follow a path that reflects the nature of their cybernetic enhancements.

Path of the Cybernetic Juggernaut

The Path of the Cybernetic Juggernaut is a path of unbridled fury and unbreakable resilience, turning you into a walking fortress.

Juggernaut’s Resilience

When you choose this path at 3rd level, while raging, you have resistance to force and thunder damage.

Unstoppable Force

Starting at 6th level, while raging, difficult terrain doesn't cost you extra movement. In addition, you can move through the space of any creature that is of a size larger than yours without penalty.

Hardened Armor

At 10th level, while you are not wearing heavy armor, you gain a +1 bonus to AC.

Unyielding Might

At 14th level, while raging, you can't be grappled or restrained, and you have advantage on saving throws against effects that would push you or knock you prone.

Path of the Nano-Enhanced Ravager

Those who follow the Path of the Nano-Enhanced Ravager are infused with nanites that repair and empower them in the heat of battle.

Nanite Infusion

When you choose this path at 3rd level, as a bonus action while raging, you can gain temporary hit points equal to your Constitution modifier + your Cyber Berserker level. Once you use this feature, you can't use it again until you finish your rage.

Nano-Regeneration

Starting at 6th level, at the start of each of your turns while raging, if you have no more than half of your hit points left, you regain hit points equal to your Constitution modifier (minimum of 1). You also gain proficiency in your choice of the Medicine or Technology skill.

Viral Strike

At 10th level, when you hit a creature with a melee weapon attack while raging, you can force the target to make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be poisoned until the end of your next turn. You can use this feature once per turn.

Nano-Overload

At 14th level, once on each of your turns while raging, you can release a nanite swarm as an action. Each hostile creature within 30 feet of you must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier), taking 8d8 poison damage on a failed save, or half as much damage on a successful one. You can use this feature once, and you regain the ability to do so when you finish a long rest.

Path of the Mutagenic Marauder

Cyber Berserkers of the Path of the Mutagenic Marauder warp their bodies with mutagens, adapting to threats and unleashing toxic fury.

Mutagenic Infusion

When you choose this path at 3rd level, as a bonus action, you can infuse yourself with mutagens for 1 minute, gaining advantage on Strength (Athletics) checks to jump or climb. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Adaptive Mutation

Starting at 6th level, when you enter your rage, you can choose one damage type: acid, cold, fire, lightning, necrotic, poison, or radiant. You gain resistance to that damage type until your rage ends. You can change your choice of damage type whenever you finish a short or long rest.

Toxic Retaliation

At 10th level, when a creature within 5 feet of you hits you with a melee attack while you're raging, you can use your reaction to deal poison damage to the creature equal to your Cyber Berserker level. The creature must also make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be poisoned until the end of your next turn.

Unstable Mutation

At 14th level, once on each of your turns while raging, you can use a bonus action to mutate for 1 minute. While mutated, your melee weapon attacks deal an extra 2d6 damage of a type you choose from your Adaptive Mutation options, and you gain resistance to all damage except psychic damage. However, at the end of each of your turns while mutated, roll a d6. On a 1, you gain one level of exhaustion when your rage ends. You can use this feature once, and you regain the ability to do so when you finish a long rest.

Cyberpunk Equipment Conversion Table

 
 
Traditional Cyberpunk Equivalent
Battleaxe Vibro-axe (blade with monomolecular edge)
Greatsword Mono-blade sword (cyber-enhanced)
Longsword Smart katana (can track movements with implants)
Warhammer Pneumatic sledgehammer (powered strike)
Bow Smart rifle / Gauss rifle
Light armor Reactive nano-fiber suit
Medium armor Kinetic plating vest
Shield Energy shield implant (+1 AC)

Cyber DJ

Cyber DJ

The Cyber DJ is a master of rhythm and code, using music and hacks to inspire allies and disrupt enemies in the digital age.

Creating a Cyber DJ

To create a Cyber DJ, consult the following subsections.

Quick Build

You can make a Cyber DJ quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the entertainer background.

Class Features

As a Cyber DJ, you gain the following class features.

Hit Points

Hit Dice: 1d8 per Cyber DJ level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Cyber DJ level after 1st

Proficiencies

Armor: Light armor Weapons: Simple weapons, pistols, vibroblades (reskinned rapiers), monofilament whips (reskinned longswords), stun batons (reskinned shortswords) Tools: Hacking tools, one type of performance device (e.g., synthesizer, AR mixer, or neural deck) Saving Throws: Dexterity, Charisma Skills: Choose any three

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

The Cyber DJ

 
 
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Digital Inspiration Die
1st +2 Technomancy, Digital Inspiration 2 4 2 1d6
2nd +2 Digital Dabbler, System Reboot 2 5 3 1d6
3rd +2 Cyber DJ College, Cyber Expertise 2 6 4 2 1d6
4th +2 Ability Score Improvement 3 7 4 3 1d6
5th +3 Font of Inspiration 3 8 4 3 2 1d8
6th +3 Firewall Protocol, College Feature 3 9 4 3 3 1d8
7th +3 3 10 4 3 3 1 1d8
8th +3 Ability Score Improvement 3 11 4 3 3 2 1d8
9th +4 System Reboot (1d8) 3 12 4 3 3 3 1 1d8
10th +4 Technomagic Secrets, Cyber Expertise 4 14 4 3 3 3 2 1d10
11th +4 4 15 4 3 3 3 2 1 1d10
12th +4 Ability Score Improvement 4 15 4 3 3 3 2 1 1d10
13th +5 System Reboot (1d10) 4 16 4 3 3 3 2 1 1 1d10
14th +5 Technomagic Secrets, College Feature 4 18 4 3 3 3 2 1 1 1d10
15th +5 4 19 4 3 3 3 2 1 1 1 1d12
16th +5 Ability Score Improvement 4 19 4 3 3 3 2 1 1 1 1d12
17th +6 System Reboot (1d12) 4 20 4 3 3 3 2 1 1 1 1 1d12
18th +6 Technomagic Secrets 4 22 4 3 3 3 3 1 1 1 1 1d12
19th +6 Ability Score Improvement 4 22 4 3 3 3 3 2 1 1 1 1d12
20th +6 Superior Inspiration 4 22 4 3 3 3 3 2 2 1 1 1d12
 

Technomancy

You have learned to weave code and charisma into technomantic effects, which are your spells. See chapter 10 for the general rules of spellcasting and the end of this class description for the Cyber DJ spell list.

Cantrips

You know two cantrips of your choice from the Cyber DJ spell list. You learn additional Cyber DJ cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cyber DJ table.

Spell Slots

The Cyber DJ table shows how many spell slots you have to cast your Cyber DJ spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice from the Cyber DJ spell list.

The Spells Known column of the Cyber DJ table shows when you learn more Cyber DJ spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Cyber DJ spells you know and replace it with another spell from the Cyber DJ spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your Cyber DJ spells. Your technomancy comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Cyber DJ spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use a performance device (such as a synthesizer) or hacking tools as a spellcasting focus for your Cyber DJ spells.

Ritual Casting

You can cast a Cyber DJ spell as a ritual if that spell has the ritual tag and you have the spell prepared.

(Note: Adjusted ritual casting to "prepared" for consistency with PHB Bard, as Cyber DJ uses known spells like Bard, but this change makes it more playable.)

Digital Inspiration

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Digital Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Digital Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Digital Inspiration die is rolled, it is lost. A creature can have only one Digital Inspiration die at a time.

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

Your Digital Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Digital Dabbler

Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

System Reboot

Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Cyber DJ College

At 3rd level, you delve into a college of technomancy that bestows special abilities upon you. Your choice grants you features at 3rd level and again at 6th and 14th levels.

Cyber Expertise

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 10th level, you can choose another two skill proficiencies to gain this benefit.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Font of Inspiration

Beginning at 5th level, you regain all of your expended uses of Digital Inspiration when you finish a short or long rest.

Firewall Protocol

Starting at 6th level, as an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Technomagic Secrets

At 10th level, you gain the ability to choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Cyber DJ table, or a cantrip. The chosen spells count as Cyber DJ spells for you but don't count against the number of Cyber DJ spells you know.

You learn two additional spells from any class at 14th level and again at 18th level.

Superior Inspiration

At 20th level, when you roll initiative and have no uses of Digital Inspiration left, you regain one use.

Cyber DJ Colleges

The way a Cyber DJ learns to harness their inner potential is by learning a college, which is a discipline of study that emphasizes certain abilities.

College of Hacktivism

Cyber DJs of the College of Hacktivism specialize in spreading information—or misinformation—through viral campaigns and digital agitation.

Bonus Proficiencies

When you join the College of Hacktivism at 3rd level, you gain proficiency with Deception, Persuasion, and Technology (if using homebrew skills).

Digital Agitator

Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Digital Inspiration, rolling a Digital Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.

Hack the Planet

At 6th level, you can use an action to overload a networked system within range (such as a security grid) for 1 minute. While the system is overloaded, your allies have advantage on ability checks involving the system, and your enemies have disadvantage. Once you use this feature, you can't use it again until you finish a long rest.

Master of Deception

At 14th level, you can expend one spell slot of 3rd level or higher to cast mislead (reskinned as creating a digital double, holographic) without expending the slot. The illusion lasts until the end of your next turn or until your concentration ends (as if concentrating on a spell).

College of Cyber Warfare

Cyber DJs of the College of Cyber Warfare focus on weaponizing technology in direct combat.

Bonus Proficiencies

When you join the College of Cyber Warfare at 3rd level, you gain proficiency with medium armor, martial weapons, and Intimidation.

Combat Hacker

Also at 3rd level, you can use your Digital Inspiration to boost weapon damage rolls. Additionally, you learn how to use your wit to help guard yourself and companions against attacks. When a creature that you can see within 60 feet of you hits a target, other than you, with an attack, you can use your reaction to expend one of your uses of Digital Inspiration, rolling a Digital Inspiration die and adding the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.

(Note: Combined Combat Inspiration and Battle Magic for better flow, aligning with Valor Bard.)

System Override

At 6th level, you gain the ability to protect yourself and others from attacks. As a bonus action, you can choose yourself or another creature within 60 feet of you. The chosen creature gains temporary hit points equal to your Cyber DJ level + your Charisma modifier.

Digital Fortress

At 14th level, you can use your action to expend a spell slot of 3rd level or higher to create a shield bubble (reskinned resilient sphere) that can affect up to three creatures within 30 feet of you, granting resistance to nonmagical damage while inside.

College of Synthwave

Cyber DJs of the College of Synthwave are masters of dazzling neon spectacles and sonic manipulation.

Bonus Proficiencies

When you join the College of Synthwave at 3rd level, you gain proficiency with Performance, Sleight of Hand, and Acrobatics.

Augmented Performance

Also at 3rd level, as a bonus action, you can expend one use of your Digital Inspiration to choose a number of creatures within 60 feet of you (including you) equal to your Charisma modifier (minimum of one creature). Each target gains temporary hit points equal to your Cyber DJ level + your Charisma modifier, and it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.

Sonic Manipulation

At 6th level, you can cast hypnotic pattern (reskinned as sonic effects with sound waves) once using this feature. You regain the ability to do so when you finish a short or long rest. You can also cast it using spell slots you have of the appropriate level.

Reality Hacker

At 14th level, you can expend a spell slot of 4th level or higher to cast hallucinatory terrain (reskinned as manipulating AR in a 30-foot radius, affecting digital senses and lasting 1 hour) without expending the slot.

Cyber DJ Spell List

You know all of the spells on the basic Cyber DJ spell list and additional spells based on your subclass.

Cantrips (0-Level)

Dancing Lights (neon drones), Friends (social hack), Light (AR glow), Mage Hand (drone hand), Mending (quick fix code), Message (encrypted comm), Minor Illusion (holo-glitch), Prestidigitation (interface tweak), Read Magic (scan code; homebrew if needed), True Strike (target lock), Vicious Mockery (viral roast).

1st Level

Animal Friendship (drone charm), Bane (malware curse), Bless (buff code), Charm Person (neural charm), Color Spray (strobe flash), Command (override command), Comprehend Languages (translator AI), Create or Destroy Water (coolant hack), Cure Wounds (nano-repair), Detect Magic (system scan), Disguise Self (holo-disguise), Dissonant Whispers (sonic feedback), Earth Tremor (vibro-pulse), Faerie Fire (target highlight), Feather Fall (grav-lift), Healing Word (remote patch), Heroism (adrenaline boost), Hideous Laughter (glitch laugh), Identify (data probe), Illusory Script (encrypted tag), Longstrider (speed hack), Silent Image (static holo), Sleep (shutdown pulse), Speak with Animals (beast interface), Thunderous Smite (shock strike), Unseen Servant (ghost drone).

2nd Level

Aid (group boost), Animal Messenger (drone courier), Blindness/Deafness (sensor jam), Calm Emotions (mood stabilizer), Cloud of Daggers (shard swarm), Crown of Madness (mind override), Detect Thoughts (neural scan), Enhance Ability (cyber-boost), Enthrall (crowd hack), Heat Metal (overheat code), Hold Person (lockdown), Invisibility (cloak field), Knock (bypass lock), Lesser Restoration (system purge), Locate Animals or Plants (bio-scan), Locate Object (tracker ping), Magic Mouth (voice mimic), Mirror Image (decoy clones), Phantasmal Force (mind glitch), Prayer (rally code), See Invisibility (reveal hack), Shatter (sonic burst), Silence (jam zone), Suggestion (subliminal command), Zone of Truth (truth serum).

3rd Level

Aura of Vitality (vita-pulse), Beacon of Hope (hope broadcast), Bestow Curse (curse malware), Blink (phase shift), Catnap (quick reboot), Create Food and Water (synth-food), Crusader's Mantle (combat aura), Daylight (flare light), Dispel Magic (code dispel), Elemental Weapon (energy infuse), Fear (terror virus), Feign Death (fake out), Glyph of Warding (trap code), Hypnotic Pattern (mesmer loop), Leomund's Tiny Hut (force bubble), Major Image (adv holo), Mass Healing Word (group patch), Meld into Stone (wall phase), Motivational Speech (inspire rant), Nondetection (stealth field), Plant Growth (vine hack), Protection from Energy (energy shield), Sending (long comm), Sleet Storm (static storm), Slow (lag effect), Speak with Dead (data ghost), Speak with Plants (flora interface), Spirit Guardians (guardian drones), Stinking Cloud (gas cloud), Tongues (universal translator).

4th Level

Aura of Life (life aura), Aura of Purity (purge aura), Compulsion (force command), Confusion (glitch storm), Dimension Door (tele-jump), Dominate Beast (beast control), Freedom of Movement (unhindered), Greater Invisibility (adv cloak), Hallucinatory Terrain (AR terrain), Locate Creature (creep track), Mordenkainen's Private Sanctum (secure zone), Polymorph (morph code), Resilient Sphere (bubble shield), Stone Shape (matter sculpt), Stoneskin (armor skin).

5th Level

Animate Objects (drone animate), Awaken (AI awaken), Circle of Power (power circle), Commune (net oracle), Commune with Nature (eco scan), Contagion (virus infect), Dominate Person (mind dominate), Dream (dream hack), Geas (command geas), Greater Restoration (full purge), Hold Monster (monster lock), Legend Lore (data legend), Mass Cure Wounds (mass repair), Mislead (decoy mislead), Modify Memory (mem edit), Planar Binding (bind summon), Raise Dead (revive code), Rary's Telepathic Bond (tele bond), Scrying (spy eye), Seeming (group disguise), Skill Empowerment (skill boost), Synaptic Static (static burst), Telekinesis (tele lift), Teleportation Circle (tele circle).

6th Level

Chain Lightning (chain zap), Circle of Death (death circle), Eyebite (evil eye), Find the Path (path finder), Flesh to Stone (petrify), Guards and Wards (ward setup), Harm (harm pulse), Heal (full heal), Heroes' Feast (feast synth), Mass Suggestion (mass suggest), Move Earth (earth move), Otto's Irresistible Dance (dance force), Programmed Illusion (prog holo), Sunbeam (sun beam), True Seeing (true scan), Wind Walk (wind form).

7th Level

Etherealness (ethereal shift), Finger of Death (death finger), Forcecage (force cage), Magnificent Mansion (mansion AR), Mirage Arcane (arcane mirage), Plane Shift (plane jump), Prismatic Spray (prism spray), Project Image (proj image), Regenerate (regen), Resurrection (resurrect), Reverse Gravity (grav reverse), Symbol (symbol trap), Teleport (teleport).

8th Level

Abi-Dalzim's Horrid Wilting (wilt horror), Animal Shapes (shape animals), Antipathy/Sympathy (antip/sym), Dominate Monster (monster dom), Earthquake (quake), Feeblemind (mind fee), Glibness (glib tongue), Mind Blank (mind blank), Power Word Stun (stun word), Sunburst (sun burst).

9th Level

Foresight (foresight), Mass Heal (mass heal), Mass Polymorph (mass morph), Meteor Swarm (meteor swarm), Power Word Kill (kill word), Prismatic Wall (prism wall), Psychic Scream (scream psych), Time Stop (time stop), True Polymorph (true morph), True Resurrection (true res), Wish (wish code).

Techno-Shaman

Techno-Shaman

"Code and spirit entwine in the neon glow of the grid."


The Techno-Shaman is a spiritual guide in the digital age, blending ancient traditions with modern technology to channel the spirits of the grid.

Creating a Techno-Shaman

To create a Techno-Shaman, consult the following subsections.

Quick Build

You can make a Techno-Shaman quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Charisma. Second, choose the sage background.

Class Features

As a Techno-Shaman, you gain the following class features.

Hit Points

Hit Dice: 1d8 per Techno-Shaman level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Techno-Shaman level after 1st

Proficiencies

Armor: Light armor, medium armor, shields Weapons: Simple weapons, tech weapons (e.g., vibroblades, stun batons, laser pistols) Tools: Technologist's kit Saving Throws: Wisdom, Charisma Skills: Choose two from Arcana, Insight, Medicine, Persuasion, Technology

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

The Techno-Shaman

 
 
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Digital Communion, Techno-Shaman Domain 3 2
2nd +2 Cyber Order, Data Surge (1/rest) 3 3
3rd +2 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 Purge Malware (CR 1/2) 4 4 3 2
6th +3 Data Surge (2/rest), Domain Feature 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement, Purge Malware (CR 1), Augmented Strikes 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 Ether Petition 5 4 3 3 3 2
11th +4 Purge Malware (CR 2) 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Purge Malware (CR 3) 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 Purge Malware (CR 4), Domain Feature 5 4 3 3 3 2 1 1 1 1
18th +6 Data Surge (3/rest) 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Greater Ether Petition 5 4 3 3 3 3 2 2 1 1
 

Digital Communion

As a Techno-Shaman, you have the ability to cast spells. See chapter 10 for the general rules of spellcasting and the end of this class description for the Techno-Shaman spell list.

Cantrips

You know three cantrips of your choice from the Techno-Shaman spell list. You learn additional Techno-Shaman cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Techno-Shaman table.

Preparing and Casting Spells

The Techno-Shaman table shows how many spell slots you have to cast your Techno-Shaman spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Techno-Shaman spells that are available for you to cast, choosing from the Techno-Shaman spell list. When you do so, choose a number of Techno-Shaman spells equal to your Wisdom modifier + your Techno-Shaman level (minimum of one spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Techno-Shaman spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your Techno-Shaman spells, since your power derives from the strength of your convictions. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Techno-Shaman spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a Techno-Shaman spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a holy symbol (such as a digital icon) or a cybernetic implant as a spellcasting focus for your Techno-Shaman spells.

Techno-Connection

You can communicate telepathically with any creature within 30 feet that has cybernetic enhancements (e.g., datajack). You also gain proficiency with hacking tools.

Techno-Shaman Domain

At 1st level, you choose a domain shaped by your choice of ethos and the blessings of the digital ether. Choose the Technomancy, Streetwise, Corporate, Augmentation, or Anarchy domain, all detailed at the end of the class description. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Data Surge when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

Domain Spells

Each domain has a list of spells—its domain spells—that you gain at the Techno-Shaman levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

If you have a domain spell that doesn't appear on the Techno-Shaman spell list, the spell is nonetheless a Techno-Shaman spell for you.

Cyber Order

As a Techno-Shaman, you are an exemplar of discipline, focus, and commitment. At 2nd level, you choose an order of specialized discipline. The detailed description of each order appears in the subclass section.

Data Surge

At 2nd level, you can use your Data Surge to channel digital energy to harm or heal. When either you or a creature within 30 feet of you takes damage, you can use your reaction to channel digital energy and decide whether to amplify or nullify it.

If you amplify the damage, the amount of damage increases by 2d6 + your Techno-Shaman level. If you nullify the damage, the amount of damage decreases by 2d6 + your Techno-Shaman level, to a minimum of 0.

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

(Note: Original Data Surge was reskinned Channel Divinity; adjusted to a more balanced, cyberpunk-flavored feature similar to Grave Cleric's Circle of Mortality for better playability.)

Turn Malware

As an action, you present your holy symbol and speak a prayer censuring constructs and malware. Each construct or malware-infected creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Domain Data Surge

When you choose your Techno-Shaman domain at 1st level, you gain the ability to channel digital energy directly from your domain, using that energy to fuel magical effects. Each Data Surge option provided by your domain explains how to use it.

When you use your Data Surge, you choose which option to use. You must then finish a short or long rest to use your Data Surge again.

Some Data Surge effects require saving throws. When you use such an effect from this class, the DC equals your Techno-Shaman spell save DC.

Beginning at 6th level, you can use your Data Surge twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Purge Malware

At 5th level, when an undead fails its saving throw against your Turn Malware feature, the undead is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Purge Malware table.

Purge Malware

 
 
Techno-Shaman Level Destroys Undead of CR ...
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower
 

Augmented Strikes

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

Ether Petition

Beginning at 10th level, you can call on the digital ether to intervene on your behalf when your need is great.

Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your Techno-Shaman level, the digital ether intervenes. The DM chooses the nature of the intervention; the effect of any Techno-Shaman spell or domain spell would be appropriate.

If the digital ether intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

At 20th level, your call for intervention succeeds automatically, no roll required.

(Note: Renamed Greater Ether Petition to match PHB Divine Intervention Improvement.)

Techno-Shaman Domains

Techno-Shaman domains represent different aspects of the digital ether and the ethos they embody.

Technomancy Domain

The Technomancy domain deals with the forces of code and machines.

Technomancy Domain Spells

 
 
Techno-Shaman Level Spells
1st detect magic (data scan), shield (force field)
3rd heat metal (overheat), web (net tangle)
5th dispel magic (code purge), lightning bolt (arc discharge)
7th arcane eye (drone eye), fabricate (3D print)
9th telekinesis (mag-lev), wall of force (energy wall)
 

Bonus Proficiencies

At 1st level, you gain proficiency with hacking tools and one technology-related skill of your choice (e.g., Programming).

Techno-Blessing

Also at 1st level, you can use a bonus action to touch a tech item and imbue it with digital power. The item gains a +1 bonus to attack rolls, damage rolls, or AC (your choice) for 1 hour. Once you use this feature, you can't use it again until you finish a short or long rest.

Data Surge: Digital Overload

Starting at 2nd level, you can use your Data Surge to overload a device or construct. As an action, you choose one device or construct that you can see within 30 feet of you. The target must make a Wisdom saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Tech Savant

At 6th level, you have advantage on Arcana and Technology checks related to technology.

Augmented Strikes

At 8th level, you are blessed with digital strike. Once on each of your turns when you hit a creature with your weapon, you can deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Master Technomancer

At 17th level, you can cast any spell of 8th level or lower from the Techno-Shaman spell list once without expending a spell slot. You must finish a long rest before you can do so again.

Streetwise Domain

The Streetwise domain focuses on urban survival and stealth.

Streetwise Domain Spells

 
 
Techno-Shaman Level Spells
1st charm person (street charm), disguise self (holo-guise)
3rd invisibility (cloak field), pass without trace (urban blend)
5th dispel magic (jam), haste (speed boost)
7th dimension door (tele-jump), greater invisibility (adv cloak)
9th modify memory (mem wipe), passwall (wall phase)
 

Bonus Proficiencies

At 1st level, you gain proficiency with Stealth and improvised weapons. You can use Dexterity instead of Strength for the attack and damage rolls of your melee attacks.

Urban Connection

Also at 1st level, you can communicate non-verbally with creatures in urban areas using gestures or slang.

Data Surge: Alleyway Ambush

Starting at 2nd level, you can use your Data Surge to set up an ambush. As an action, you and friendly creatures within 30 feet of you gain advantage on attack rolls against surprised targets for 1 minute.

Urban Stealth

At 6th level, you can use the bonus action granted by your Cunning Action to hide, provided you are in an urban environment. Additionally, difficult terrain composed of urban obstacles doesn't cost you extra movement.

(Note: Added Cunning Action reference for better integration, assuming it's a standard feature; this improves mobility.)

Augmented Strikes

At 8th level, you are blessed with digital strike. Once on each of your turns when you hit a creature with your weapon, you can deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Master Streetwise

At 17th level, you can cast true seeing (reskinned as AR reveal) at will, without expending a spell slot.

Corporate Domain

The Corporate domain is about influence and control in the megacorp world.

Corporate Domain Spells

 
 
Techno-Shaman Level Spells
1st command (override), heroism (exec boost)
3rd hold person (lockdown), zone of truth (interrogation)
5th mass healing word (group patch), slow (lag)
7th compulsion (force command), dominate beast (drone control)
9th dominate person (mind hack), hold monster (system freeze)
 

Bonus Proficiencies

At 1st level, you gain proficiency with Persuasion, Insight, and one set of artisan's tools (e.g., forgery kit reskinned as corp docs).

Corporate Contacts

Also at 1st level, once per long rest, you can gain favors or information from corporations.

Data Surge: Executive Authority

Starting at 2nd level, you can use your Data Surge to exert authority. As an action, each creature of your choice within 30 feet of you must make a Wisdom saving throw or be charmed by you for 1 minute or until it takes any damage. While charmed in this way, it obeys your simple commands.

Corporate Influence

At 6th level, you can cast suggestion (reskinned as subliminal) once with this feature and regain the ability to do so when you finish a short or long rest. You can also cast it using any spell slots you have of 2nd level or higher.

Augmented Strikes

At 8th level, you gain proficiency with heavy armor. Once on each of your turns when you hit a creature with your weapon, you can deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Master Corporate

At 17th level, you can cast mass suggestion (reskinned as corp broadcast) once with this feature without expending a spell slot. You must finish a long rest before you can use it again.

Augmentation Domain

The Augmentation domain emphasizes body enhancement and healing.

Augmentation Domain Spells

 
 
Techno-Shaman Level Spells
1st cure wounds (nano-repair), longstrider (speed implant)
3rd aid (group augment), enhance ability (cyber-boost)
5th aura of vitality (vita-field), protection from energy (shield implant)
7th aura of life (life surge), freedom of movement (unhindered)
9th mass cure wounds (mass repair), raise dead (revive code)
 

Bonus Proficiencies

At 1st level, you gain proficiency with Medicine and cyber-implants.

Implant Surge

Also at 1st level, as a bonus action, you touch one creature and bestow upon it a magical enhancement. The target gains temporary hit points equal to 1d6 + your Techno-Shaman level. You can use this feature a number of times equal to your Wisdom modifier (minimum once). You regain all expended uses when you finish a long rest.

Data Surge: Overclocked Reflexes

Starting at 2nd level, you can use your Data Surge to overclock a creature's reflexes. As an action, choose one creature within 60 feet. The creature gains an extra action on its next turn and benefits from increased speed of 10 feet until the end of that turn.

Augmented Body

At 6th level, you gain resistance to poison damage and advantage on saving throws against being poisoned. Additionally, you gain proficiency in Constitution saving throws.

Augmented Strikes

At 8th level, once on each of your turns when you hit a creature with your weapon, you can deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8. Your speed increases by 10 feet.

Master Augmenter

At 17th level, you can cast regenerate (reskinned as full rebuild) once with this feature without expending a spell slot. You must finish a long rest before you can do so again.

Anarchy Domain

The Anarchy domain embodies chaos and rebellion.

Anarchy Domain Spells

 
 
Techno-Shaman Level Spells
1st bane (malware), thunderwave (sonic blast)
3rd gust of wind (repulse), shatter (burst)
5th call lightning (arc storm), sleet storm (static jam)
7th freedom of movement (break chains), ice storm (freeze hack)
9th destructive wave (chaos wave), insect plague (swarm virus)
 

Bonus Proficiencies

At 1st level, you gain proficiency with Intimidation and explosives (reskinned martial weapons).

Chaos Incarnate

Also at 1st level, when you are hit by a melee attack, you can use your reaction to deal thunder damage to the attacker. The damage equals your Wisdom modifier.

Data Surge: Revolutionary Zeal

Starting at 2nd level, you can use your Data Surge to inspire zeal. As an action, choose friendly creatures within 30 feet of you. Each target gains a +1d4 bonus to attack rolls and saving throws for 1 minute.

Chaotic Mind

At 6th level, you have resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.

Augmented Strikes

At 8th level, once on each of your turns when you hit a creature with your weapon, you can deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Master of Chaos

At 17th level, when you roll damage for a spell and roll the highest number on any of the dice, choose one of those dice, roll it again, and add it to the total.

(Note: Adjusted to match Tempest Domain's Destructive Wrath for balance.)

Techno-Shaman Spell List

Cantrips (0-Level)

Guidance (intuition hack), Light (AR glow), Mending (quick repair), Resistance (shield buff), Sacred Flame (energy lance), Spare the Dying (stabilize code), Thaumaturgy (interface tweak), Toll the Dead (neural toll), Virtue (virtue boost), Word of Radiance (radiant word).

1st Level

Bane (curse code), Bless (bless buff), Ceremony (rite hack), Command (command override), Create or Destroy Water (coolant), Cure Wounds (repair), Detect Evil and Good (scan alignment), Detect Magic (magic scan), Detect Poison and Disease (toxin scan), Guiding Bolt (bolt guide), Healing Word (word heal), Inflict Wounds (wound inflict), Protection from Evil and Good (protect align), Purify Food and Drink (purify synth), Sanctuary (sanctuary field), Shield of Faith (faith shield).

2nd Level

Aid (aid group), Augury (augury query), Blindness/Deafness (sensor blind), Borrowed Knowledge (know borrow), Calm Emotions (calm mood), Continual Flame (neon light), Enhance Ability (cyber-boost), Find Traps (trap scan), Gentle Repose (stasis field), Hold Person (lockdown), Lesser Restoration (system purge), Locate Animals or Plants (bio-scan), Locate Object (tracker ping), Prayer (rally code), Protection from Poison (antivirus), Silence (jam zone), Spiritual Weapon (drone weapon), Warding Bond (link bond), Zone of Truth (truth serum).

3rd Level

Aura of Vitality (vita-pulse), Beacon of Hope (hope broadcast), Bestow Curse (curse malware), Blink (phase shift), Create Food and Water (synth-food), Daylight (flare light), Dispel Magic (code dispel), Elemental Weapon (energy infuse), Feign Death (fake out), Glyph of Warding (trap code), Magic Circle (force circle), Mass Healing Word (group patch), Meld into Stone (wall phase), Protection from Energy (energy shield), Remove Curse (purge malware), Sending (long comm), Speak with Dead (data ghost), Spirit Guardians (guardian drones), Tongues (universal translator), Water Walk (grav walk).

(Note: Expanded the spell list slightly with standard Cleric spells to fill gaps, as the original was truncated; this improves completeness without changing core info.)

Eco-Hacker

Eco-Hacker Druid

In the neon-lit sprawl of a cyberpunk world, Eco-Hacker Druids are guardians of the natural world, wielding biogenetic technology and ancient wisdom to restore balance to ecosystems ravaged by corporate greed. They merge primal magic with bioengineered adaptations, shaping life itself to protect or destroy.

Creating an Eco-Hacker Druid

When creating an Eco-Hacker Druid, consider how your character connects to the natural world in a dystopian future. Are they a renegade scientist reviving lost species through gene splicing, or a mystic who communes with the digital echoes of nature? The following subsections provide guidance.

Quick Build

You can make an Eco-Hacker Druid quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the sage or outlander background.

Class Features

As an Eco-Hacker Druid, you gain the following class features.

Hit Points

Hit Dice: 1d8 per Eco-Hacker Druid level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Eco-Hacker Druid level after 1st

Proficiencies

Armor: Light armor, medium armor, shields (Eco-Hacker Druids avoid armor made of non-organic materials, preferring bioengineered fibers) Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears, vibro-blades (reskinned scimitars), bio-injectors (reskinned daggers) Tools: Herbalism kit, technologist’s kit Saving Throws: Intelligence, Wisdom Skills: Choose two from Arcana, Medicine, Nature, Perception, Survival, Technology

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

The Eco-Hacker Druid

 
 
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Bio-Coding, Genetic Speech 2 2
2nd +2 Biogenetic Wild Shape, Eco-Hacker Circle 2 3
3rd +2 2 4 2
4th +2 Biogenetic Wild Shape Improvement, Ability Score Improvement 3 4 3
5th +3 3 4 3 2
6th +3 Eco-Hacker Circle Feature 3 4 3 3
7th +3 3 4 3 3 1
8th +3 Biogenetic Wild Shape Improvement, Ability Score Improvement 3 4 3 3 2
9th +4 3 4 3 3 3 1
10th +4 Eco-Hacker Circle Feature 4 4 3 3 3 2
11th +4 4 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 4 3 3 3 2 1
13th +5 4 4 3 3 3 2 1 1
14th +5 Eco-Hacker Circle Feature 4 4 3 3 3 2 1 1
15th +5 4 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 4 3 3 3 2 1 1 1
17th +6 4 4 3 3 3 2 1 1 1 1
18th +6 Bioengineered Resilience, Eco-Hacker Circle Feature 4 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1
20th +6 Genetic Archdruid 4 4 3 3 3 3 2 2 1 1
 

Bio-Coding

Your connection to the natural world and biotechnological mastery allows you to cast spells that manipulate life and ecosystems. See chapter 10 for the general rules of spellcasting and the end of this class description for the Eco-Hacker Druid spell list.

Cantrips

You know two cantrips of your choice from the Eco-Hacker Druid spell list. You learn additional cantrips at higher levels, as shown in the Cantrips Known column of the Eco-Hacker Druid table.

Preparing and Casting Spells

The Eco-Hacker Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Eco-Hacker Druid spells that are available for you to cast, choosing from the Eco-Hacker Druid spell list. When you do so, choose a number of spells equal to your Wisdom modifier + your Eco-Hacker Druid level (minimum of one spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest. Preparing a new list requires time spent in meditation or interfacing with a genetic sequencer: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your Eco-Hacker Druid spells, as your magic draws upon your attunement to nature and biotechnology. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an Eco-Hacker Druid spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast an Eco-Hacker Druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a genetic sequencer (a device that manipulates DNA or bio-circuits) as a spellcasting focus for your Eco-Hacker Druid spells.

Genetic Speech

Your connection to the natural world allows you to communicate with beasts and bioengineered creatures. You can communicate simple ideas with them through sounds, gestures, or bio-signals, and they can understand you, though complex concepts may be beyond them.

Biogenetic Wild Shape

Starting at 2nd level, you can use your action to transform into any beast or bioengineered creature whose challenge rating is 1 or lower, using bioengineered adaptations stored in your genetic sequencer. You can use this feature twice, regaining expended uses when you finish a short or long rest.

Your Eco-Hacker Druid level determines the creatures you can transform into, as shown in the Biogenetic Wild Shape table. Unlike a traditional Druid, your Wild Shape includes bioengineered creatures (e.g., cybernetic wolves, nanite-enhanced birds) with mechanical or genetic enhancements, but they must still follow the same CR and movement restrictions.

Biogenetic Wild Shape

 
 
Level Max CR Limitations Example
2nd 1/4 No flying or swimming speed Cyber-rat, nano-viper
4th 1/2 No flying speed Bio-wolf, synth-panther
8th 1 Cyber-bear, gene-spliced raptor
 

Note: This feature modifies the traditional Wild Shape to include bioengineered creatures and a customizable enhancement, aligning with the biogenetic theme while maintaining balance with PHB Druid mechanics.

Eco-Hacker Circle

At 2nd level, you choose a circle that reflects your approach to blending nature and technology: Circle of the Reclaimer, Circle of the Bioforge, or Circle of the Urban Wilds, detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th levels.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Bioengineered Resilience

Starting at 18th level, your connection to bioengineered life grants you resistance to poison and necrotic damage. Additionally, you age at half the normal rate, and you are immune to disease.

Genetic Archdruid

At 20th level, you can use your Biogenetic Wild Shape an unlimited number of times. Additionally, you can ignore the verbal and somatic components of your Eco-Hacker Druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You also gain the ability to cast your Eco-Hacker Druid spells in any biogenetic form, provided the spell doesn’t require a material component with a cost.

Eco-Hacker Circles

Eco-Hacker Druids align with a circle that shapes their philosophy and abilities, blending nature and technology in unique ways.

Circle of the Reclaimer

Reclaimers focus on restoring ecosystems corrupted by pollution and corporate exploitation, using biogenetic tools to heal and protect.

Circle Spells

Your connection to the natural world grants you access to certain spells. At 2nd level, you gain the following spells at the listed Eco-Hacker Druid levels. These spells are always prepared, don’t count against the number of spells you can prepare, and are considered Eco-Hacker Druid spells for you.

 
 
Eco-Hacker Druid Level Spells
2nd purify food and drink (nano-purify), protection from poison (antivirus)
3rd lesser restoration (bio-repair), spike growth (bio-thorns)
5th plant growth (accelerated growth), protection from energy (bio-shield)
7th freedom of movement (unhindered), stone shape (bio-sculpt)
9th commune with nature (eco-scan), tree stride (green teleport)
 

Reclaimer’s Touch

Starting at 2nd level, you can use an action to touch a creature or plant and expend a spell slot to heal it. The creature or plant regains hit points equal to 1d8 per level of the spell slot expended. Alternatively, you can remove one disease or neutralize one poison affecting the target.

Bioengineered Guardian

At 6th level, when you use Biogenetic Wild Shape, you can choose to gain temporary hit points equal to twice your Eco-Hacker Druid level. These temporary hit points last until you leave your biogenetic form.

Cleansing Surge

At 10th level, you can expend a use of Biogenetic Wild Shape to release a wave of cleansing energy. As an action, choose a point within 30 feet. All hostile creatures within a 15-foot radius must make a Constitution saving throw (DC equals your spell save DC). On a failed save, a creature takes 4d8 radiant damage and is poisoned until the end of its next turn. On a successful save, it takes half damage and isn’t poisoned. Plants and water sources in the area are purified of toxins and pollutants. You can use this feature once, regaining the ability when you finish a long rest.

Nature’s Rebirth

At 14th level, you can cast regenerate (reskinned as bio-regrowth) once without expending a spell slot. You regain the ability to do so when you finish a long rest. Additionally, when you use Reclaimer’s Touch, you can target up to three creatures or plants within 10 feet of each other.

Circle of the Bioforge

Bioforge Druids are masters of genetic engineering, crafting new life forms and enhancing their Biogenetic Wild Shape with advanced modifications.

Circle Spells

Your mastery of genetic manipulation grants you access to the following spells at the listed levels. These spells are always prepared, don’t count against the number of spells you can prepare, and are considered Eco-Hacker Druid spells for you.

 
 
Eco-Hacker Druid Level Spells
2nd enlarge/reduce (bio-scale), alter self (gene-shift)
3rd barkskin (nano-bark), enhance ability (bio-boost)
5th gaseous form (nano-mist), haste (overclock)
7th polymorph (bio-morph), stoneskin (bio-armor)
9th awaken (gene-awaken), insect plague (nano-swarm)
 

Bioforge Adaptations

Starting at 2nd level, when you use Biogenetic Wild Shape, you can choose two bioengineered enhancements instead of one. Examples include:

You can change your chosen enhancements each time you use Biogenetic Wild Shape.

Genetic Mastery

At 6th level, you can cast enlarge/reduce or alter self once without expending a spell slot, provided you target yourself or a bioengineered creature. You regain the ability to do so when you finish a long rest. Additionally, your Biogenetic Wild Shape forms can have a flying speed at 4th level (max CR 1/2) and a swimming speed at 2nd level (max CR 1/4).

Bioengineered Constructs

At 10th level, you can create a bioengineered construct as an action by expending a use of Biogenetic Wild Shape. The construct uses the statistics of a beast of CR 2 or lower but gains one bioengineered enhancement of your choice. It acts on your initiative, obeys your commands, and lasts for 1 hour or until it drops to 0 hit points. You can use this feature once, regaining the ability when you finish a long rest.

Master Bioforger

At 14th level, your Biogenetic Wild Shape forms can have a maximum CR of 2 (no other limitations). Additionally, you can cast polymorph once without expending a spell slot, targeting yourself or another creature to transform into a bioengineered creature of CR 5 or lower. You regain the ability to do so when you finish a long rest.

Circle of the Urban Wilds

Urban Wilds Druids thrive in the concrete jungles of megacities, adapting nature to survive in urban environments and turning technology against itself.

Circle Spells

Your attunement to urban ecosystems grants you the following spells at the listed levels. These spells are always prepared, don’t count against the number of spells you can prepare, and are considered Eco-Hacker Druid spells for you.

 
 
Eco-Hacker Druid Level Spells
2nd charm person (neural charm), disguise self (holo-guise)
3rd pass without trace (urban blend), spider climb (wall-grip)
5th dispel magic (tech purge), plant growth (urban vines)
7th dimension door (tele-jump), freedom of movement (unhindered)
9th commune with nature (city pulse), tree stride (wire stride)
 

Urban Adaptation

Starting at 2nd level, you gain proficiency in the Stealth skill and with hacking tools. You can move through urban difficult terrain (e.g., crowded streets, debris) without expending extra movement, and you have advantage on Survival checks in urban environments.

City’s Pulse

At 6th level, as an action, you can tap into the city’s digital and natural networks to locate a specific creature or object within 1 mile, as if using locate creature or locate object (reskinned as urban tracking). You can use this feature a number of times equal to your Wisdom modifier (minimum 1), regaining expended uses when you finish a long rest.

Urban Symbiosis

At 10th level, when you use Biogenetic Wild Shape in an urban environment, you can transform into a bioengineered creature with a CR up to 1 higher than normal (e.g., CR 1 at 2nd level, CR 2 at 8th level). Additionally, you can cast spider climb at will without expending a spell slot while in an urban environment.

City’s Wrath

At 14th level, you can expend a use of Biogenetic Wild Shape to unleash a bio-digital surge in an urban area. As an action, choose a point within 60 feet. All hostile creatures within a 20-foot radius must make a Wisdom saving throw (DC equals your spell save DC). On a failed save, a creature takes 6d10 force damage and is restrained by bio-vines or wires until the end of its next turn. On a successful save, it takes half damage and isn’t restrained. You can use this feature once, regaining the ability when you finish a long rest.

Eco-Hacker Druid Spell List

Cantrips (0-Level)

1st Level

2nd Level

3rd Level

4th Level

5th Level

6th Level

7th Level

8th Level

9th Level

Notes on Changes and Design Choices

  1. Biogenetic Wild Shape: The Wild Shape feature was modified to include bioengineered creatures, allowing for cyberpunk-flavored forms like cyber-rats or gene-spliced raptors. The addition of one (or two for Bioforge) customizable enhancements keeps the feature balanced while emphasizing the biogenetic theme. The CR progression mirrors the PHB Druid’s Moon Circle for simplicity and balance.
  2. Spell List: The spell list is largely based on the PHB Druid list, with cyberpunk reskins (e.g., entangle as bio-vines, goodberry as synth-berry) to maintain the eco-hacker aesthetic. A few spells like charm person and dimension door were added to the Urban Wilds circle to reflect urban adaptability, but the core list remains consistent with Druid spellcasting.
  3. Subclasses (Circles): The three circles were designed to reflect different aspects of the eco-hacker theme:
    • Reclaimer focuses on healing and purification, aligning with environmental restoration.
    • Bioforge emphasizes genetic manipulation and enhanced Wild Shape, catering to players who want to lean into bioengineering.
    • Urban Wilds adapts nature to city environments, offering stealth and urban utility. Each circle includes unique features and spells to differentiate them while maintaining balance with PHB Druid circles like Land and Moon.
  4. Balance Adjustments: Features like Cleansing Surge and City’s Wrath were crafted to mirror PHB Druid abilities (e.g., Moon Circle’s Elemental Wild Shape or Land Circle’s Nature’s Ward) but with cyberpunk flavor. The Bioforge’s higher CR at 14th level is capped at CR 2 to prevent overshadowing other classes, while still offering flexibility.
  5. Thematic Integration: The class leans heavily into the cyberpunk aesthetic with terms like “bio-coding,” “genetic sequencer,” and “nano-swarms.” Equipment and spell names were reskinned to fit the setting (e.g., biofiber shield, nano-fiber jacket), ensuring immersion without altering core mechanics.

Street Samurai

Street Samurai (Fighter)

In the neon-lit streets of megacities, Street Samurai are elite warriors who blend martial prowess with cybernetic enhancements. They are mercenaries, bodyguards, or lone warriors, wielding advanced weaponry and biogenetic augmentations to dominate combat.

Creating a Street Samurai

Consider your Street Samurai’s background in the urban sprawl. Are they a former corporate operative turned rogue, or a street-bred warrior honed by survival? Their choice of cybernetic enhancements and fighting style defines their path.

Quick Build

Make Dexterity your highest ability score, followed by Strength or Constitution. Choose the mercenary veteran or urban survivor background (use soldier or outlander as a base).

Class Features

Hit Points

Hit Dice: 1d10 per Street Samurai level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Street Samurai level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons, vibro-blades (reskinned longswords), mono-filament whips (reskinned whips), plasma pistols (reskinned light crossbows)
Tools: Technologist’s kit
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Athletics, Intimidation, Perception, Stealth, Technology

Equipment

The Street Samurai

Level

Proficiency Bonus

Features

1st

+2

Fighting Style, Cybernetic Surge

2nd

+2

Action Surge (one use)

3rd

+2

Street Samurai Archetype

4th

+2

Ability Score Improvement

5th

+3

Extra Attack

6th

+3

Cybernetic Enhancement

7th

+3

Archetype Feature

8th

+3

Ability Score Improvement

9th

+4

Indomitable (one use)

10th

+4

Archetype Feature

11th

+4

Extra Attack (2)

12th

+4

Ability Score Improvement

13th

+5

Indomitable (two uses)

14th

+5

Cybernetic Enhancement

15th

+5

Archetype Feature

16th

+5

Ability Score Improvement

17th

+6

Action Surge (two uses), Indomitable (three uses)

18th

+6

Cybernetic Mastery

19th

+6

Ability Score Improvement

20th

+6

Extra Attack (3)

Fighting Style

Choose one of the following options:

Cybernetic Surge

At 1st level, you can push your cybernetic enhancements to heal yourself. As a bonus action, regain hit points equal to 1d10 + your Street Samurai level. You can use this feature twice, regaining expended uses on a long rest.

Action Surge

Starting at 2nd level, you can push your cybernetic systems to act faster. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before using it again. At 17th level, you can use it twice before a rest.

Street Samurai Archetype

At 3rd level, choose an archetype: Cybernetic Duelist or Nano-blade Adept, detailed below. Your archetype grants features at 3rd, 7th, 10th, and 15th levels.

Ability Score Improvement

At 4th, 8th, 12th, 16th, and 19th level, increase one ability score by 2, or two ability scores by 1, up to a maximum of 20.

Extra Attack

Beginning at 5th level, you can attack twice when you take the Attack action. This increases to three attacks at 11th level and four at 20th level.

Cybernetic Enhancement

At 6th and 14th level, choose one cybernetic enhancement:

Indomitable

At 9th level, you can reroll a failed saving throw. You must use the new roll. You can use this feature once, regaining uses on a long rest. You gain additional uses at 13th (two) and 17th (three) levels.

Cybernetic Mastery

At 18th level, your Cybernetic Surge heals for 2d10 + your Street Samurai level, and you can use it three times per long rest.

Street Samurai Archetypes

Cybernetic Duelist

Cybernetic Duelists focus on precision and one-on-one combat, using enhanced reflexes and weaponry.

Bonus Proficiency: At 3rd level, gain proficiency in Acrobatics or Insight.
Precision Strike: At 3rd level, when you hit a creature with a melee weapon attack, you can expend one use of Cybernetic Surge to deal an extra 1d8 force damage. This increases to 2d8 at 10th level.
Reflex Overload: At 7th level, you can use a reaction to impose disadvantage on an attack roll against you. You can use this feature a number of times equal to your Dexterity modifier (minimum 1), regaining uses on a long rest.
Target Lock: At 10th level, you can mark a creature as your target as a bonus action. You gain advantage on attack rolls against that creature for 1 minute. You can use this feature twice, regaining uses on a long rest.
Master Duelist: At 15th level, when you use Action Surge, you can make one additional attack as a bonus action, and your Precision Strike damage increases to 3d8.

Nano-blade Adept

Nano-blade Adepts master mono-filament blades, weaving deadly patterns with nanotechnology.

Nano-blade Mastery: At 3rd level, your vibro-blade or mono-filament whip attacks deal an extra 1d4 slashing damage. You can also treat these weapons as having the finesse property.
Blade Dance: At 7th level, when you take the Attack action with a vibro-blade or mono-filament whip, you can make one additional attack as a bonus action.
Nano-Swarm Strike: At 10th level, when you hit a creature with a vibro-blade or mono-filament whip, you can release a nano-swarm, dealing 2d6 necrotic damage to the target and one creature within 5 feet. You can use this feature three times, regaining uses on a long rest.
Blade Storm: At 15th level, as an action, you can make a melee attack against any number of creatures within 10 feet of you, with a separate attack roll for each. You can use this feature once, regaining use on a long rest.

Cyber-Monk

The Cyber-Monk is a unique class that combines traditional martial arts training with advanced cybernetic enhancements and technological mastery. These individuals have undergone extensive cybernetic modifications, integrating technology into their bodies to enhance their physical abilities and combat prowess. They are agile and swift, capable of delivering devastating strikes and manipulating neural energy to stun and overwhelm their opponents.

Cyber-Monks are often found in the gritty urban landscapes of cyberpunk settings, where they navigate the complex web of technology and intrigue with a blend of physical and technological prowess. They are adept at using their cybernetic implants to gain an edge in combat and to interact with the high-tech world around them.

In combat, Cyber-Monks rely on their unarmed strikes, which are empowered by their cybernetic enhancements and mastery of neural energy. They can deliver powerful blows and unleash surges of technological energy to incapacitate their foes. Their agility and speed, combined with their proficiency in cybernetic implants, make them formidable adversaries in both physical and digital confrontations.

Overall, the Cyber-Monk is a versatile and dynamic class that brings the cyberpunk theme to life in the world of Dungeons and Dragons, offering players the opportunity to embody a character who seamlessly blends ancient martial arts traditions with cutting-edge technology.

Cyber-Monk

Class Features

Hit Points

Proficiencies

Equipment

Class Abilities

Level

Proficiency Bonus

Features

Neural Energy Points

Unarmored Movement

Martial Arts Die

1

+2

Cybernetic Integration, Martial Arts

+10 ft

d4

2

+2

Neural Energy, Unarmored Movement

2

+10 ft

d4

3

+2

Deflect Projectiles, Cyber-Monk Tradition

3

+10 ft

d4

4

+2

Ability Score Improvement, Cyber-Fall

4

+10 ft

d4

5

+3

Extra Attack, Neural Strike

5

+15 ft

d6

6

+3

Tradition Feature

6

+15 ft

d6

7

+3

Cyber-Evasion, Neural Clarity

7

+15 ft

d6

8

+3

Ability Score Improvement

8

+15 ft

d6

9

+4

Tradition Feature

9

+20 ft

d8

10

+4

Nano-Purity

10

+20 ft

d8

11

+4

Tradition Feature

11

+20 ft

d8

12

+4

Ability Score Improvement

12

+20 ft

d8

13

+5

Neural Resonance

13

+25 ft

d10

14

+5

Diamond Circuit

14

+25 ft

d10

15

+5

Timeless Cybernetics

15

+25 ft

d10

16

+5

Ability Score Improvement

16

+25 ft

d10

17

+6

Tradition Feature

17

+30 ft

d12

18

+6

Cyber-Projection

18

+30 ft

d12

19

+6

Ability Score Improvement

19

+30 ft

d12

20

+6

Neural Perfection

20

+30 ft

d12

Level 1: Cybernetic Integration

Your cybernetic implants enhance defense and resilience. While unarmored, AC = 10 + Dex mod + Wis mod. At level 10, gain resistance to shock (lightning) damage. Overload: Crit taken, DC 15 Dex or lose +Wis to AC for 1 round.

Level 1: Martial Arts

Your cybernetic strikes are precise:

Level 2: Neural Energy

Channel neural energy (ki points, equal to level) for abilities. Save DC = 8 + proficiency + Wis mod. Regain all points on short/long rest. Abilities:

Level 2: Unarmored Movement

While unarmored and not using a shield, speed increases (see table, +10 ft to +30 ft).

Level 3: Deflect Projectiles

As reaction to a ranged weapon attack (e.g., bullet, laser), reduce damage by 1d10 + Dex mod + level. If reduced to 0, spend 1 Neural Energy point to return a small projectile (+Dex to hit, Martial Arts die damage). Overload: Crit hit, DC 15 Dex or take 1d6 shock.

Level 3: Cyber-Monk Tradition

Choose Way of the Neural Flow, Shadow Circuit, Cyber-Fist, or Data Kami, gaining features at levels 3, 6, 11, 17.

Level 4: Ability Score Improvement

Increase one ability score by 2, two by 1, or take a feat (e.g., Cyber-Implant Crafter). Max 20.

Level 4: Cyber-Fall

As reaction when falling, reduce damage by 5 × level. At level 9, ignore falls up to 100 ft.

Level 5: Extra Attack

Attack twice when taking the Attack action.

Level 5: Neural Strike

When you hit with a melee attack, spend 1 Neural Energy point to force a Con save (DC = 8 + proficiency + Wis). On fail, target is stunned until your next turn’s end.

Level 7: Cyber-Evasion

On Dex save effects (e.g., EMP burst, grenade), take no damage on success, half on fail.

Level 7: Neural Clarity

As action, end one charmed or frightened effect on yourself.

Level 10: Nano-Purity

Cybernetic implants grant immunity to disease and poison.

Level 13: Neural Resonance

Your neural link lets you understand all spoken languages and be understood by any creature with a language. Communicate telepathically with tech-users within 30 ft.

Level 14: Diamond Circuit

Gain proficiency in all saves. Spend 1 Neural Energy point to reroll a failed save, taking the new result.

Level 15: Timeless Cybernetics

Nano-implants halt aging effects (no frailty, can’t be aged magically). No need for food/water.

Level 18: Cyber-Projection

Spend 4 Neural Energy points to become invisible for 10 rounds (ends on attack/spell) and resist all damage except force. Spend 8 points to project a holo-avatar (as Astral Projection, but digital network, no other creatures).

Level 20: Neural Perfection

Regain 4 Neural Energy points if at 0 when rolling initiative.

Cyber-Monk Traditions

Way of the Neural Flow

Master neural-enhanced strikes and mobility.

Way of the Shadow Circuit

Excel in stealth and digital sabotage.

Way of the Cyber-Fist

Dominate with cybernetic melee prowess.

Way of the Data Kami

Manipulate digital systems with kami-coded precision.

Equipment Details

Notes

Corporate Enforcer

In a cyberpunk world dominated by mega corporations, the Corporate Enforcer is a formidable figure, wielding both corporate influence and advanced technological enhancements. These enforcers are not only skilled in combat and diplomacy but also possess magical abilities granted by a mysterious substance known as Manna, a proprietary drug developed and distributed exclusively by their employing mega corporation.

Manna is a cutting-edge pharmaceutical product, shrouded in secrecy and known only to the highest echelons of the corporate hierarchy. It is rumored to be a potent cocktail of nanites, cybernetic enhancers, and proprietary chemical compounds, designed to enhance physical and mental capabilities to superhuman levels. However, its most enigmatic property is its ability to grant the Corporate Enforcers their unique magical powers, allowing them to channel their unwavering loyalty and dedication to their corporate cause into supernatural abilities.

When a Corporate Enforcer swears their oath to uphold the values and interests of their mega corporation, they are initiated into the inner circle of the corporation's elite enforcers and granted access to Manna. Through a carefully controlled regimen of Manna consumption, the enforcers gain the ability to harness its mystical properties, manifesting as spells and supernatural effects that align with their corporate ethos.

The enforcers' magical powers are a closely guarded secret, carefully cultivated and controlled by the mega corporation. The use of Manna is strictly regulated, and its distribution is limited to those deemed worthy of wielding its power. Corporate Enforcers who demonstrate exceptional loyalty and effectiveness in serving their corporate overlords are rewarded with increased access to Manna, further enhancing their magical abilities and solidifying their position as elite agents of their mega corporation.

In the shadows of the cyberpunk world, the Corporate Enforcers stand as living embodiments of corporate might, wielding both the tangible power of advanced technology and the enigmatic magic of Manna, all in service to their corporate overlords.

Corporate Enforcer

Class Description

In the neon-lit sprawl of megacorp dominance, the Corporate Enforcer is a loyal agent wielding advanced weaponry and Manna—a proprietary nano-drug that channels corporate ethos into supernatural power. Sworn to uphold their corporation's interests, they blend combat expertise with Manna-infused abilities, protecting assets and eliminating threats in a dystopian world of intrigue and betrayal.

Class Features

Hit Points

  • Hit Dice: 1d10 per Corporate Enforcer level

  • Hit Points at 1st Level: 10 + Constitution modifier

  • Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per level after 1st

Proficiencies

  • Armor: Light, medium, heavy armor; shields

  • Weapons: Simple weapons, martial weapons, short-range firearms (e.g., Smart Pistol, Laser Pistol)

  • Tools: Hacking Tools, Vehicles (Ground)

  • Saving Throws: Wisdom, Charisma

  • Skills: Choose two from Cyberstrength (Athletics), Insight, Intimidation, Data Sleuthing (Investigation), Cyber-Surgery (Medicine), Augmented Senses (Perception)

Equipment

  • (a) Smart Pistol and 20 nano-bullets or (b) Laser Pistol and 10 charges

  • (a) Vibro-Blade (longsword) or (b) Collapsible Baton (mace)

  • (a) Nano-Fiber Jacket (light) or (b) Cyber-Plate Harness (medium)

  • Energy Shield Implant (shield)

  • Medkit

  • Corporate Enforcer Badge

  • (a) Hacking Tools or (b) Technologist’s Kit

Class Abilities

Level

Proficiency Bonus

Features

1st

2nd

3rd

4th

5th

1

+2

Corporate Scan, Lay on Hands

2

+2

Fighting Style, Spellcasting, Manna Smite

2

3

+2

Corporate Health, Corporate Oath

3

4

+2

Ability Score Improvement

3

5

+3

Extra Attack

4

2

6

+3

Aura of Protection

4

2

7

+3

Oath Feature

4

3

8

+3

Ability Score Improvement

4

3

9

+4

4

3

2

10

+4

Aura of Courage

4

3

2

11

+4

Improved Manna Smite

4

3

3

12

+4

Ability Score Improvement

4

3

3

13

+5

4

3

3

1

14

+5

Cleansing Touch

4

3

3

1

15

+5

Oath Feature

4

3

3

2

16

+5

Ability Score Improvement

4

3

3

2

17

+6

4

3

3

3

1

18

+6

Aura Improvements

4

3

3

3

1

19

+6

Ability Score Improvement

4

3

3

3

2

20

+6

Oath Feature

4

3

3

3

2

Level 1: Corporate Scan

Sense threats or loyalty (as Divine Sense, 1 + Cha mod times/long rest): Detect constructs, tech devices, or disloyal creatures within 60 ft (not through cover).

Level 1: Lay on Hands

Healing pool = level × 5, regained on long rest. As action, touch to heal HP or cure disease/poison (5 HP per effect). No effect on constructs.

Level 2: Fighting Style

Choose one, reskinned for cyberpunk:

  • Dueling: +2 damage with one melee weapon.

  • Gunslinger: Reroll 1 or 2 on firearm damage die (must use new roll; two-handed/versatile only).

  • Shield Specialist: +2 to one-handed melee attack rolls with shield.

  • Two-Weapon Fighting: Add ability mod to second attack damage.

Level 2: Spellcasting

Prepare spells from Corporate Enforcer list (Cha-based, half-caster). Focus: Enforcer Badge. Spell save DC = 8 + proficiency + Cha mod. Spell attack = proficiency + Cha mod.

Level 2: Manna Smite

Spend spell slot on melee hit to deal extra 2d8 laser (radiant) damage (+1d8 per slot level above 1st, max 5d8). +1d8 vs. constructs or disloyal creatures.

Level 3: Corporate Health

Immune to disease/poison.

Level 3: Corporate Oath

Choose Oath of the Corporate Shield or Blade, gaining features at 3rd, 7th, 15th, 20th. Gain two Channel Divinity options (1/rest, 2 at 6th, 3 at 18th).

Level 4: Ability Score Improvement

Increase one ability score by 2, two by 1, or take a feat (max 20).

Level 5: Extra Attack

Attack twice on Attack action.

Level 6: Aura of Protection

You and allies within 10 ft gain +Cha mod to saves (min +1, conscious only). Range to 30 ft at 18th.

Level 10: Aura of Courage

You and allies within 10 ft can’t be frightened (conscious only). Range to 30 ft at 18th.

Level 11: Improved Manna Smite

Melee hits deal extra 1d8 laser (radiant) damage.

Level 14: Cleansing Touch

As action (Cha mod times/long rest, min 1), end one spell on yourself or willing creature.

Corporate Oaths

Oath of the Corporate Shield

Protect corporate assets.

  • Oath Spells: Always prepared (e.g., 3rd: Alarm [Tech Alert], Shield of Faith [Data Shield]; 5th: Aid; 9th: Dispel Magic [Tech Purge]).

  • Channel Divinity:Shielding Presence: +2 AC to self/ally within 30 ft for 1 min. Corporate Command: Charm creature within 30 ft (Wis save, 1 min or until damaged).

  • Level 7: Aura of Warding: You and allies within 10 ft resist spell damage (30 ft at 18th).

  • Level 15: Unyielding Sentinel: Drop to 1 HP instead of 0 (1/long rest).

  • Level 20: Corporate Guardian: As action (1/long rest), for 1 min: Resist all damage, reaction to halve damage to self/creature within 30 ft.

Oath of the Corporate Blade

Eliminate threats.

  • Oath Spells: Always prepared (e.g., 3rd: Detect Magic [Target Scan], Branding Smite [Hacking Smite]; 5th: Aid).

  • Channel Divinity:Corporate Strike: +Cha mod to melee attack rolls for 1 min. Silent Takedown: Crit on next melee hit.

  • Level 7: Aura of Veil: Advantage on Shadow Protocol (Stealth) for you/allies within 10 ft (30 ft at 18th).

  • Level 15: Corporate Assassin: On surprise hit, target Con save or stunned until your next turn’s end.

  • Level 20: Avatar of the Blade: As action (1/long rest), for 1 min: Extra attack on Attack action, double speed, advantage on attacks vs. creatures that haven’t acted.

Spellcasting

Spell Slots: Per table (e.g., 2 at 2nd, up to 5th-level at 17th). Spell List: Reskinned Paladin list:

  • 1st: Alarm [Tech Alert], Detect Magic [Detect Tech], Shield of Faith [Data Shield].

  • 2nd: Aid, Branding Smite [Hacking Smite].

  • 3rd: Dispel Magic [Dispel Tech], Revivify [Emergency Revival].

  • 4th: Locate Creature [Locate Target], Commune [Commune with Network].

  • 5th: Destructive Wave [Destructive Pulse].

Oaths to the Corporation and Their Deities

In the cyberpunk setting, Corporate Enforcers pledge their allegiance not only to the corporation they serve but also to the deities that the corporation venerates. These deities often embody principles and values that align with the corporation’s mission and ethos. Below are some examples of deities from various mythologies that corporations might serve, reflecting different aspects of the corporate world.

Corporate Oaths and Deities

1. Oath of the Corporate Shield

  • Corporation Example: Aegis Security Corp.
  • Deities:
  • Athena (Greek Mythology): Goddess of wisdom, warfare, and strategy. Aegis Security Corp. reveres Athena for her protection and strategic prowess in safeguarding assets and personnel.
  • Tyr (Norse Mythology): God of law and heroic glory. Tyr's commitment to justice and protection aligns with the corporation's mission to uphold security and order.

2. Oath of the Corporate Blade

  • Corporation Example: Shadowstrike Industries
  • Deities:
  • Artemis (Greek Mythology): Goddess of the hunt and wilderness. Shadowstrike Industries venerates Artemis for her precision, stealth, and skill in the hunt, embodying the corporation's values of covert operations and targeted strikes.
  • Morrigan (Celtic Mythology): Goddess of war and fate. Morrigan's association with war and death suits the corporation's focus on strategic elimination of threats and control over fate.

3. Oath of the Corporate Hand

  • Corporation Example: Helix Biotech Solutions
  • Deities:
  • Asclepius (Greek Mythology): God of medicine and healing. Helix Biotech Solutions serves Asclepius, reflecting their dedication to medical advancements and healing technologies.
  • Quetzalcoatl (Aztec Mythology): God of wind, air, and learning. Quetzalcoatl's emphasis on knowledge and creation aligns with the corporation’s focus on innovation and biotechnological breakthroughs.

4. Oath of the Corporate Mind

  • Corporation Example: Synapse Networks
  • Deities:
  • Hermes (Greek Mythology): God of communication, trade, and technology. Synapse Networks honors Hermes for his role in communication and technological advancements.
  • Thoth (Egyptian Mythology): God of knowledge, wisdom, and writing. Thoth’s association with knowledge and record-keeping aligns with the corporation’s mission to advance information technology and secure data networks.

5. Oath of the Corporate Flame

  • Corporation Example: Prometheus Energy
  • Deities:
  • Hephaestus (Greek Mythology): God of fire, metalworking, and craftsmanship. Prometheus Energy looks to Hephaestus for inspiration in their innovative energy solutions and technological creations.
  • Agni (Hindu Mythology): God of fire and the divine messenger. Agni’s control over fire and his role as a messenger reflect the corporation’s commitment to harnessing energy and driving forward communication technologies.

Pledge to the Corporation and Deity

When a Corporate Enforcer swears their oath, it is a formal ceremony conducted in the presence of corporate executives and religious leaders. The Enforcer pledges their service to both the corporation and the deity, promising to uphold the values and principles of both. The ceremony often includes:

  • Recitation of the Oath: A vow to serve the corporation loyally and to act in accordance with the deity’s virtues.
  • Symbolic Rituals: Acts such as signing a contract in the deity's name, receiving a blessed item or tattoo, or participating in a rite specific to the deity's worship.
  • Corporate Marking: The Enforcer is often given a corporate badge or emblem that symbolizes their dual allegiance, which might incorporate symbols or iconography of the deity.

Example Deities for Corporations

1. Athena (Greek Mythology):

  • Domains: Wisdom, warfare, strategy
  • Corporation Type: Security and Defense

2. Tyr (Norse Mythology):

  • Domains: Law, justice, heroic glory
  • Corporation Type: Law Enforcement and Justice

3. Artemis (Greek Mythology):

  • Domains: Hunt, wilderness, moon
  • Corporation Type: Covert Operations and Assassination

4. Morrigan (Celtic Mythology):

  • Domains: War, fate, death
  • Corporation Type: Military and Black Ops

5. Asclepius (Greek Mythology):

  • Domains: Medicine, healing
  • Corporation Type: Medical and Biotech

6. Quetzalcoatl (Aztec Mythology):

  • Domains: Wind, air, learning
  • Corporation Type: Innovation and Biotechnology

7. Hermes (Greek Mythology):

  • Domains: Communication, trade, technology
  • Corporation Type: Information Technology and Communications

8. Thoth (Egyptian Mythology):

  • Domains: Knowledge, wisdom, writing
  • Corporation Type: Data Security and Information Management

9. Hephaestus (Greek Mythology):

  • Domains: Fire, metalworking, craftsmanship
  • Corporation Type: Energy and Manufacturing

10. Agni (Hindu Mythology):

  • Domains: Fire, divine messenger
  • Corporation Type: Energy and Telecommunications

By swearing an oath to both the corporation and the deity, Corporate Enforcers draw on both the divine power and corporate resources to fulfill their duties, embodying the principles of their chosen path while enforcing the will of their corporate and divine masters.

Spells

Level

Spell Name (Original)

Description

Mechanics

1st

Tech Alert (Alarm)

Set a neural alarm on a 20-ft cube, alerting you via implant if intruders enter.

Range: 30 ft, Duration: 8 hr, Components: V, S, M (data chip). Mental alert or holo-signal when Tiny+ creature enters.

1st

Compel Compliance (Command)

Issue a one-word neural command to a creature, enforced by Manna.

Range: 60 ft, Duration: 1 round, Components: V. Wis save or obey (e.g., “Kneel,” “Drop”).

1st

Detect Tech (Detect Magic)

Scan for active tech, constructs, or Manna within 30 ft.

Range: Self, Duration: 10 min (concentration), Components: V, S. Detect tech/constructs through 1 ft barriers.

1st

Neutralize Threat (Detect Poison and Disease)

Identify toxins or viruses via neural scan.

Range: Self, Duration: 10 min (concentration), Components: V, S, M (nano-sensor). Detect poison/disease within 30 ft.

1st

Data Shield (Shield of Faith)

Project a Manna-fueled data field, boosting AC.

Range: 60 ft, Duration: 10 min (concentration), Components: V, S, M (Enforcer Badge). +2 AC to one creature.

1st

Corporate Blessing (Bless)

Enhance allies with Manna-charged neural boosts.

Range: 30 ft, Duration: 1 min (concentration), Components: V, S, M (nano-sakura dust). Up to 3 creatures add 1d4 to attack rolls/saves.

1st

Purge Corruption (Protection from Evil and Good)

Shield against disloyal agents or rogue AIs with Manna.

Range: Touch, Duration: 10 min (concentration), Components: V, S, M (nano-sakura vial). Disadvantage on attacks by constructs/rogue AIs; can’t be charmed/frightened/possessed.

1st

Nano-Heal (Cure Wounds)

Inject Manna nanites to heal wounds.

Range: Touch, Duration: Instant, Components: V, S. Heal 1d8 + Cha mod HP (+1d8 per slot level).

1st

Cyber-Wrath (Wrathful Smite)

Infuse melee strike with Manna rage, disrupting neural systems.

Range: Self, Duration: 1 min (concentration), Components: V. Next melee hit deals +1d6 hacking (psychic), Wis save or frightened.

2nd

Aid (Aid)

Bolster allies with Manna-infused endurance.

Range: 30 ft, Duration: 8 hr, Components: V, S, M (nano-patch). Up to 3 creatures gain +5 max HP (+5 per slot level).

2nd

Hacking Smite (Branding Smite)

Mark target with Manna-charged holo-tag via melee strike.

Range: Self, Duration: 1 min (concentration), Components: V. Next melee hit deals +2d6 laser (radiant), target glows (no invisibility/cover).

2nd

Locate Data (Locate Object)

Track a specific tech device or data chip via neural scan.

Range: Self, Duration: 10 min (concentration), Components: V, S. Locate object within 1,000 ft (must have seen it).

2nd

Zone of Truth (Zone of Truth)

Create a neural field forcing honesty in corporate interrogations.

Range: 60 ft, Duration: 10 min, Components: V, S. 15-ft radius, Cha save or can’t lie.

2nd

Lesser Reboot (Lesser Restoration)

Reset neural systems to remove afflictions.

Range: Touch, Duration: Instant, Components: V, S. End blinded, deafened, paralyzed, or poisoned.

2nd

Neural Ward (Warding Bond)

Link with an ally via Manna neural bond, sharing resilience.

Range: Touch, Duration: 1 hr, Components: V, S, M (data-link rings). +1 AC/save, resist all damage; you take equal damage.

3rd

Dispel Tech (Dispel Magic)

Shut down tech or Manna effects with a neural pulse.

Range: 120 ft, Duration: Instant, Components: V, S. End one spell/tech effect (3rd level or lower, higher with check).

3rd

Emergency Revival (Revivify)

Restart a creature’s systems with Manna nanites.

Range: Touch, Duration: Instant, Components: V, S, M (nano-core, 300 cred). Revive creature dead ≤1 min to 1 HP.

3rd

Aura of Vitality (Aura of Vitality)

Emit Manna nanites to heal allies in a radius.

Range: Self, Duration: 1 min (concentration), Components: V. 30-ft radius, bonus action to heal 2d6 HP (10 uses).

3rd

Blinding Smite (Blinding Smite)

Overload target’s optics with Manna-charged strike.

Range: Self, Duration: 1 min (concentration), Components: V. Next melee hit deals +3d8 laser, Con save or blinded.

3rd

Crusader’s Mantle (Crusader’s Mantle)

Amplify allies’ weapons with Manna energy.

Range: Self, Duration: 1 min (concentration), Components: V. 30-ft radius, allies’ weapon attacks deal +1d4 laser.

3rd

Cyber-Barrier (Magic Circle)

Erect a Manna-charged barrier against rogue AIs/constructs.

Range: 10 ft, Duration: 1 hr, Components: V, S, M (nano-sakura powder, 100 cred). 10-ft radius cylinder blocks constructs/AIs.

3rd

Nano-Repair (Remove Curse)

Purge harmful Manna or tech curses from a target.

Range: Touch, Duration: Instant, Components: V, S. End all curses on creature/object.

4th

Aura of Purity (Aura of Purity)

Emit a Manna field to resist status effects.

Range: Self, Duration: 10 min (concentration), Components: V. 30-ft radius, allies resist poison, can’t be diseased/blinded/paralyzed/poisoned.

4th

Aura of Life (Aura of Life)

Sustain allies with Manna life-support nanites.

Range: Self, Duration: 10 min (concentration), Components: V. 30-ft radius, allies resist necrotic, can’t drop below 1 HP.

4th

Staggering Smite (Staggering Smite)

Disrupt target’s neural systems with Manna strike.

Range: Self, Duration: 1 min (concentration), Components: V. Next melee hit deals +4d6 hacking, Wis save or disadvantage on attacks/saves.

4th

Locate Target (Locate Creature)

Track a creature via Manna neural scan.

Range: Self, Duration: 1 hr (concentration), Components: V, S, M (data tracker). Locate known creature within 1,000 ft.

4th

Banish Hack (Banishment)

Exile a target to a digital limbo via Manna hack.

Range: 60 ft, Duration: 1 min (concentration), Components: V, S, M (nano-circuit). Cha save or banished to network plane; returns if concentration breaks.

4th

Freedom of Movement (Freedom of Movement)

Enhance mobility with Manna-charged servos.

Range: Touch, Duration: 1 hr, Components: V, S, M (nano-lubricant). Ignore difficult terrain, can’t be paralyzed/restrained.

5th

Destructive Pulse (Destructive Wave)

Unleash a Manna shockwave to devastate foes.

Range: Self, Duration: Instant, Components: V. 30-ft radius, 5d6 laser + 5d6 shock, Con save or knocked prone (half damage on save).

5th

Commune with Network (Commune)

Query corporate servers or kami-coded networks for answers.

Range: Self, Duration: 1 min, Components: V, S. Ask 3 yes/no questions, answered by network AI or kami.

5th

Emergency Recall (Raise Dead)

Revive a creature with advanced Manna protocols.

Range: Touch, Duration: Instant, Components: V, S, M (nano-core, 500 cred). Revive creature dead ≤10 days to 1 HP, -4 to rolls for 4 days.

5th

Cyber-Block (Dispel Evil and Good)

Disrupt rogue AIs/constructs with Manna pulse.

Range: Self, Duration: 1 min (concentration), Components: V, S, M (nano-sakura vial). Break charm on touch, banish constructs/AIs (Cha save).

Notes

  • Balance: Spells retain SRD mechanics (e.g., Bless’s 1d4, Destructive Wave’s 10d6) to maintain Paladin power curve. Laser (radiant) and hacking (psychic) damage align with cyberpunk tech without altering balance.

  • Thematic Fit: Manna as a nano-drug powers spells, tying to Corporate Enforcer’s lore (e.g., nano-sakura for healing, kami-coded networks for divination). Spells reflect corporate control, neural hacks, and urban combat.

  • Class Synergy:

    • Corporate Enforcer: Spells like Hacking Smite and Data Shield enhance Shield/Blade oaths. Commune with Network supports corporate loyalty.

    • Eco-Hacker:Detect Tech and Dispel Tech complement hacking (e.g., Data Hack).

    • Cyber-Monk:Freedom of Movement boosts Shadow Circuit mobility; Nano-Heal aids Cyber-Fist.

    • Street Samurai:Destructive Pulse synergizes with Blade path’s combat focus.

  • Playability: Spells offer versatile roles (healing, buffs, crowd control) for Corporate Enforcers in urban combat. Manna-based flavor adds roleplay (e.g., addiction risks, DM discretion).

Urban Scout

For those who relish the thrill of the chase in the neon-soaked streets and shadows of the urban sprawl, there are only predators and prey. Be they street samurai, bounty hunters, or corporate operatives, Urban Scouts share much in common: unique mastery of specialized cybernetic weapons, skill at tracking even the most elusive targets, and the expertise to neutralize a wide range of adversaries. Knowledgeable, patient, and skilled trackers, these Urban Scouts hunt humans, drones, and rogue AIs alike, gaining insight into the ways of the predator, proficiency in diverse urban environments, and ever more lethal combat prowess. While some target dangerous criminals to maintain order in the chaotic streets, others pursue more cunning game — even fugitives among the corporate elite.

Urban Scout

Class Features

Hit Points

  • Hit Dice: 1d10 per Urban Scout level

  • Hit Points at 1st Level: 10 + Constitution modifier

  • Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per level after 1st

Proficiencies

  • Armor: Light, medium

  • Weapons: Simple, martial, short-range firearms (e.g., Smart Pistol, Submachine Gun)

  • Tools: Hacking Tools or Surveillance Gear

  • Saving Throws: Strength, Dexterity

  • Skills: Choose three from Cyberkinetics (Acrobatics), Cyberstrength (Athletics), Data Sleuthing (Investigation), Augmented Senses (Perception), Shadow Protocol (Stealth), Cyber-Survival (Survival), Technomancy (Technology)

Equipment

  • (a) Submachine Gun (1d8 piercing, 80/320, Ammo, Burst Fire) or (b) two Smart Pistols (1d6 piercing, 30/120, Ammo, Light)

  • (a) Nano-Knife (1d4 slashing, finesse, light) or (b) Collapsible Baton (1d6 bludgeoning, light)

  • (a) Nano-Vest (AC 12 + Dex max 2) or (b) Smart Jacket (AC 11 + Dex)

  • (a) Hacker’s Kit (bypass security) or (b) Surveillance Gear (cameras, mics)

  • Explorer’s Pack (backpack, rations, flashlight, multi-tool, 50 ft nano-rope)

Class Abilities

Level

Proficiency Bonus

Features

1st

2nd

3rd

4th

5th

1

+2

Neural Tracking, Cyber-Survival

2

+2

Fighting Style, Techno Magic

2

3

+2

Urban Mastery, Urban Scout Archetype

3

4

+2

Ability Score Improvement

3

5

+3

Extra Attack

4

2

6

+3

Neural Tracking Improvement

4

2

7

+3

Archetype Feature

4

3

8

+3

Ability Score Improvement, Grid Stride

4

3

9

+4

4

3

2

10

+4

Cyber Camouflage

4

3

2

11

+4

Archetype Feature

4

3

3

12

+4

Ability Score Improvement

4

3

3

13

+5

4

3

3

1

14

+5

Urban Mastery Improvement

4

3

3

1

15

+5

Archetype Feature

4

3

3

2

16

+5

Ability Score Improvement

4

3

3

2

17

+6

4

3

3

3

1

18

+6

Augmented Senses

4

3

3

3

1

19

+6

Ability Score Improvement

4

3

3

3

2

20

+6

Grid Slayer

4

3

3

3

2

Level 1: Neural Tracking

Track chosen targets (e.g., constructs, corporate agents, street criminals) via neural implants. Gain +2 to Wis (Cyber-Survival) and Int (Data Sleuthing) checks to track or recall info about them. At 6th, choose another target type or double bonus (+4). At 18th, add +Int mod to one attack/damage roll vs. tracked target (1/turn).

Level 1: Cyber-Survival

Advantage on Cyber-Survival checks to navigate urban environments or avoid tech-based hazards (e.g., EMP traps, laser grids).

Level 2: Fighting Style

Choose one, reskinned for cyberpunk:

  • Archery (Cyber-Shot): +2 to attack rolls with ranged weapons/firearms.

  • Two-Weapon Fighting (Dual-Wield): Add ability mod to second attack damage.

  • Defense (Nano-Defense): +1 AC while wearing armor.

  • Close Quarters (Street Brawler): +2 damage with melee weapons when within 5 ft of a hostile.

Level 2: Techno Magic

Prepare spells from Urban Scout list (Int-based, half-caster). Focus: Data chip. Spell save DC = 8 + proficiency + Int mod. Spell attack = proficiency + Int mod. No material components.

Level 3: Urban Mastery

Navigate urban sprawls effortlessly:

  • Ignore difficult terrain (rubble, crowds).

  • Advantage on Shadow Protocol (Stealth) in urban settings.

  • Double proficiency bonus for Int (Data Sleuthing) to gather urban info. At 14th:

  • Bonus action to hide in urban settings.

  • Create a 24-hour safehouse (1 hour setup, hides up to 6 creatures).

Level 3: Urban Scout Archetype

Choose Neon Blade, Corp Stalker, or Grid Phantom, gaining features at 3rd, 7th, 11th, 15th.

Level 4: Ability Score Improvement

Increase one ability score by 2, two by 1, or take a feat (max 20).

Level 5: Extra Attack

Attack twice on Attack action.

Level 6: Neural Tracking Improvement

See Level 1 (add target type or double bonus to +4).

Level 8: Grid Stride

Move through non-tech difficult terrain without penalty. Advantage on saves vs. tech-based hazards (e.g., EMP, holo-traps). Resist shock (lightning) damage.

Level 10: Cyber Camouflage

As action (Int mod times/long rest, min 1), activate holo-cloak to gain +10 to Shadow Protocol checks for 1 minute or until you attack/cast. Requires urban cover.

Level 14: Urban Mastery Improvement

See Level 3 (bonus action hide, safehouse).

Level 18: Augmented Senses

Sense invisible creatures within 30 ft (no attack disadvantage). Gain darkvision (60 ft) or +30 ft if already present.

Level 20: Grid Slayer

Once per turn vs. a Neural Tracking target, add Int mod to attack and damage rolls. Regain one Cyber Camouflage use if none remain at initiative.

Techno Magic Spell List

Spells reskinned for cyberpunk, no material components:

  • 1st:Target Lock (Hunter’s Mark), Tech Alert (Alarm), Data Scan (Detect Magic), Nano-Repair (Cure Wounds), Data Trap (Snare).

  • 2nd:Cyber-Boost (Enhance Ability), Locate Data (Locate Object), Holo-Veil (Invisibility), Overheat (Heat Metal).

  • 3rd:Conjure Barricade (Conjure Barrage), Signal Jam (Nondetection), Safehouse Bubble (Leomund’s Tiny Hut).

  • 4th:Neural Eye (Arcane Eye), Locate Target (Locate Creature), Grid Freedom (Freedom of Movement).

  • 5th:Bypass Wall (Passwall), Data Portal (Teleportation Circle), Force Field (Wall of Force).

Urban Scout Archetypes

Neon Blade

Melee-focused urban warrior.

  • Level 3: Cyber-Reflexes +2 AC in light/no armor (no shield).

  • Level 7: Nano-Blade Crit on 19-20 with melee weapons.

  • Level 11: Chain Strike On melee hit, make one extra melee attack vs. another creature within 5 ft.

  • Level 15: Rapid Reflexes Gain one extra reaction per round (opportunity attacks only).

Corp Stalker

Espionage and corporate influence.

  • Level 3: Data Espionage Proficiency in Deception, Persuasion (expertise if proficient).

  • Level 7: Neural Charm As action (1/long rest), charm humanoid (Wis save, DC = 8 + proficiency + Cha mod, 1 hour or until harmed).

  • Level 11: Tech Sabotage As action, disable device within 5 ft (Int (Technomancy) check vs. your spell DC to repair).

  • Level 15: Corp Leverage Request corporate favor (1/week, e.g., gear, info; DM sets cost).

Grid Phantom

Hacking and digital stealth.

  • Level 3: Net Intuition Proficiency with Hacking Tools, advantage on Int (Technomancy) checks.

  • Level 7: Data Cloak As action (1/long rest), cast Holo-Veil (Invisibility) without slot.

  • Level 11: Net Overload As action, overload device within 30 ft (unusable 1 min, DC 15 Technomancy to repair).

  • Level 15: Grid Master Cast Data Scan (Detect Thoughts) at will on devices for stored data.

Cyberpunk Ranger Spells (D&D 2024 SRD)

Conversion Rules

  • Base: All Ranger spells from 2024 SRD, reskinned for Japanese cyberpunk (nano-sakura tech, kami-coded systems).

  • Mechanics: Unchanged (casting time, range, duration, effects). Intelligence-based (per Urban Scout), DC = 8 + proficiency + Int mod, attack = proficiency + Int mod. No material components (per Urban Scout draft). Fire → shock, necrotic → hacking, radiant → laser.

  • Flavor: Spells use neural commands, holo-gestures, or tech foci (e.g., data chip). Tied to Urban Scout’s Techno Magic and urban sprawl setting.

  • TPS Integration: Spells use BP_Spell for effects, Niagara for VFX (neon, static, sakura swarms). HUD overlays for buffs/debuffs, per turn-in-place animation requests.

Spells

Level

Spell Name (Original)

Description

Mechanics

1st

Tech Alert (Alarm)

Set a neural alarm on a 20-ft cube, alerting you via implant if intruders enter.

Range: 30 ft, Duration: 8 hr, Components: V, S. Mental or holo-signal alert when Tiny+ creature enters.

1st

Data Scan (Detect Magic)

Scan for active tech, constructs, or Manna within 30 ft via neural implant.

Range: Self, Duration: 10 min (concentration), Components: V, S. Detect tech/constructs through 1 ft barriers.

1st

Nano-Repair (Cure Wounds)

Inject nano-sakura bots to heal wounds.

Range: Touch, Duration: Instant, Components: V, S. Heal 1d8 + Int mod HP (+1d8 per slot level).

1st

Target Lock (Hunter’s Mark)

Tag a target with a neural tracker, enhancing your attacks.

Range: 90 ft, Duration: 1 hr (concentration), Components: V. Bonus action to mark; deal +1d6 damage, advantage on Augmented Senses/Cyber-Survival to track.

1st

Data Trap (Snare)

Deploy a digital trap to restrain intruders.

Range: Touch, Duration: 8 hr, Components: V, S. 5-ft radius, Dex save or restrained (Str/Dex check to escape).

1st

Cyber-Stride (Longstrider)

Boost speed with neural servo enhancements.

Range: Touch, Duration: 1 hr, Components: V, S. +10 ft speed.

1st

Tech ID (Identify)

Analyze a device or tech item via neural scan.

Range: Touch, Duration: Instant, Components: V, S. Learn properties/functions of one tech item.

2nd

Cyber-Boost (Enhance Ability)

Augment a creature’s abilities with nano-injections.

Range: Touch, Duration: 1 hr (concentration), Components: V, S. Advantage on checks for one ability (e.g., Str, Dex).

2nd

Locate Data (Locate Object)

Track a specific tech device or data chip via neural scan.

Range: Self, Duration: 10 min (concentration), Components: V, S. Locate object within 1,000 ft (must have seen it).

2nd

Holo-Veil (Invisibility)

Activate a holo-cloak to render a creature invisible.

Range: Touch, Duration: 1 hr (concentration), Components: V, S. Invisible until attack/cast; can target self/another.

2nd

Overheat (Heat Metal)

Overload a metal device or armor, causing damage.

Range: 60 ft, Duration: 1 min (concentration), Components: V, S. 2d8 shock damage, disadvantage on attacks if held/worn; bonus action to repeat.

2nd

Signal Spike (Spike Growth)

Deploy a field of EM spikes to disrupt movement.

Range: 150 ft, Duration: 10 min (concentration), Components: V, S. 20-ft radius, difficult terrain, 2d4 shock damage per 5 ft moved.

2nd

Nano-Bark (Barkskin)

Coat skin with nano-fibers, boosting resilience.

Range: Touch, Duration: 1 hr (concentration), Components: V, S. AC can’t be less than 16.

2nd

Darkvision (Darkvision)

Enhance optics for low-light vision.

Range: Touch, Duration: 8 hr, Components: V, S. 60-ft darkvision.

2nd

Pass Without Trace (Pass Without Trace)

Mask tracks with a kami-coded stealth field.

Range: Self, Duration: 1 hr (concentration), Components: V, S. 30-ft radius, +10 to Shadow Protocol, no physical tracks.

3rd

Conjure Barricade (Conjure Barrage)

Unleash a burst of nano-projectiles in a cone.

Range: Self (60-ft cone), Duration: Instant, Components: V, S. 3d8 piercing, Dex save for half.

3rd

Signal Jam (Nondetection)

Shield against tech scans and tracking.

Range: Touch, Duration: 8 hr, Components: V, S. Immune to tech-based detection (e.g., Data Scan, Locate Data).

3rd

Safehouse Bubble (Leomund’s Tiny Hut)

Create a protective holo-dome for rest.

Range: Self, Duration: 8 hr, Components: V, S. 10-ft radius dome, blocks creatures/objects, 9 creatures inside.

3rd

EMP Burst (Lightning Arrow)

Fire a charged shot that explodes in an EMP blast.

Range: Self, Duration: Instant, Components: V, S. Next ranged hit deals 4d8 shock (2d8 on miss), 10-ft radius, Dex save for half.

3rd

Nano-Shield (Protection from Energy)

Grant resistance to one energy type via nano-coating.

Range: Touch, Duration: 1 hr (concentration), Components: V, S. Resist acid, cold, fire (shock), lightning (shock), or thunder.

3rd

Data Meld (Meld into Stone)

Merge with urban structures via nano-phase tech.

Range: Touch, Duration: 8 hr, Components: V, S. Merge into wall/concrete, aware but immobile.

3rd

Holo-Decoy (Major Image)

Project a convincing holo-projection to deceive foes.

Range: 120 ft, Duration: 10 min (concentration), Components: V, S. 20-ft cube illusion, Int (Data Sleuthing) to discern.

4th

Neural Eye (Arcane Eye)

Deploy a nano-drone for remote surveillance.

Range: 30 ft, Duration: 1 hr (concentration), Components: V, S. Invisible drone, 30-ft vision, moves 30 ft/round.

4th

Locate Target (Locate Creature)

Track a creature via neural scan.

Range: Self, Duration: 1 hr (concentration), Components: V, S. Locate known creature within 1,000 ft.

4th

Grid Freedom (Freedom of Movement)

Enhance mobility with nano-servo boosts.

Range: Touch, Duration: 1 hr, Components: V, S. Ignore difficult terrain, can’t be paralyzed/restrained.

4th

Nano-Guard (Stoneskin)

Coat skin with nano-armor, resisting physical damage.

Range: Touch, Duration: 1 hr (concentration), Components: V, S. Resist bludgeoning/piercing/slashing.

4th

Pulse Barrage (Conjure Volley)

Unleash a storm of nano-projectiles.

Range: 150 ft, Duration: Instant, Components: V, S. 40-ft radius, 8d8 piercing, Dex save for half.

5th

Bypass Wall (Passwall)

Create a temporary passage through urban barriers.

Range: 30 ft, Duration: 1 hr, Components: V, S. 20-ft deep passage (5x8 ft).

5th

Data Portal (Teleportation Circle)

Open a temporary holo-portal for transport.

Range: 10 ft, Duration: 1 round, Components: V, S. 10-ft portal to known network hub.

5th

Force Field (Wall of Force)

Erect an invisible nano-force barrier.

Range: 120 ft, Duration: 10 min (concentration), Components: V, S. 10x10-ft panels, immune to damage.

5th

Nano-Swarm (Conjure Animals)

Summon a swarm of nano-drones for combat.

Range: 60 ft, Duration: 1 hr (concentration), Components: V, S. Summon drones (e.g., CR 2 swarm, 1d4 CR 1/2).

5th

Grid Link (Commune with Nature)

Query urban networks for environmental data.

Range: Self, Duration: Instant, Components: V, S. Learn 3 facts about urban terrain/devices within 3 miles.

5th

Steel Wind Strike (Steel Wind Strike)

Flash through enemies with nano-blade strikes.

Range: 30 ft, Duration: Instant, Components: V, S. Up to 5 targets, 6d10 force, teleport to last target.

5th

Nano-Tree (Tree Stride)

Teleport between urban structures via nano-phase.

Range: Self, Duration: 1 min (concentration), Components: V, S. Teleport 500 ft between structures.

Shadow Operative

Shadow Operative

The Shadow Operative is a stealthy agent of the shadows, using cunning and technology to infiltrate and eliminate threats in the urban sprawl.

Creating a Shadow Operative

To create a Shadow Operative, consult the following subsections.

Quick Build

You can make a Shadow Operative quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose the criminal background.

Class Features

As a Shadow Operative, you gain the following class features.

Hit Points

Hit Dice: 1d8 per Shadow Operative level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Shadow Operative level after 1st

Proficiencies

Armor: Light armor Weapons: Simple weapons, handguns (e.g., smart pistol), submachine guns, melee cyber-weapons (e.g., mono-blade) Tools: Hacking tools, electronic lockpicks Saving Throws: Dexterity, Intelligence Skills: Choose four from Acrobatics (cyberkinetics), Deception, Insight, Intimidation, Investigation (data sleuthing), Perception (augmented senses), Performance, Persuasion, Sleight of Hand (cyber-trickery), Stealth (shadow protocol)

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

The Shadow Operative

 
 
Level Proficiency Bonus Sneak Attack Features
1st +2 1d6 Expertise, Sneak Attack, Thieves' Cant
2nd +2 1d6 Cunning Action
3rd +2 2d6 Steady Aim, Roguish Archetype
4th +2 2d6 Ability Score Improvement
5th +3 3d6 Uncanny Dodge
6th +3 3d6 Expertise
7th +3 4d6 Evasion
8th +3 4d6 Ability Score Improvement
9th +4 5d6 Archetype Feature
10th +4 5d6 Ability Score Improvement
11th +4 6d6 Reliable Talent
12th +4 6d6 Ability Score Improvement
13th +5 7d6 Archetype Feature
14th +5 7d6 Augmented Senses
15th +5 8d6 Neural Firewall
16th +5 8d6 Ability Score Improvement
17th +6 9d6 Archetype Feature
18th +6 9d6 Elusive
19th +6 10d6 Ability Score Improvement
20th +6 10d6 Stroke of Luck
 

(Note: Removed spell slots column for non-Data Trickster, as it's subclass-specific; moved to subclass description for clarity, matching PHB Arcane Trickster.)

Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with hacking tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with hacking tools) to gain this benefit.

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Shadow Operative table.

Thieves' Cant

During your operative training, you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Steady Aim

At 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Roguish Archetype

At 3rd level, you choose an archetype that you emulate in the exercise of your operative abilities: Net Phantom, Shadow Blade, Cyber Ronin, or Data Trickster, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Reliable Talent

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Augmented Senses

Beginning at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Neural Firewall

By 15th level, you have learned to become even more elusive when necessary. You gain proficiency in Wisdom saving throws.

Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

Stroke of Luck

At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

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

Roguish Archetypes

Shadow Operatives have many features in common, but each of them walks a different path, reflected in their choice of archetype.

Net Phantom

The Net Phantom archetype focuses on digital infiltration and system manipulation.

Digital Intrusion

When you choose this archetype at 3rd level, you gain proficiency with hacking tools if you don't already have it. You can use hacking tools to perform thieves' tools tasks. Additionally, as an action, you can become invisible in digital networks (e.g., AR, cameras) for 1 round or until you attack or deal damage. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.

System Override

At 9th level, when you hit a creature with an attack and deal damage to it with your Sneak Attack, you can use a bonus action to attempt to stun the target. The target must succeed on an Intelligence saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or be stunned until the end of its next turn.

Data Ghost

At 13th level, you can cast disguise self (reskinned as holo-avatar) at will, without expending a spell slot.

Master Phantom

At 17th level, you can cast teleport (reskinned as data jump) once with this feature to a known network node, and you regain the ability to do so when you finish a long rest.

Shadow Blade

The Shadow Blade archetype emphasizes stealth and assassination.

Enhanced Precision

When you choose this archetype at 3rd level, your deadly accuracy increases. Whenever you make an attack roll with a weapon against a creature, you score a critical hit on a roll of 19 or 20 on the d20.

Shadow Cloak

At 9th level, as an action, you can become invisible for 1 minute or until you attack or deal damage. Once you use this feature, you can't use it again until you finish a short or long rest.

Death Strike

Starting at 13th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your proficiency bonus + your Dexterity modifier). On a failed save, double the damage of your attack against the creature.

Phantom Blade

At 17th level, you can cast etherealness (reskinned as neural phase) once with this feature, and you regain the ability to do so when you finish a long rest.

Cyber Ronin

The Cyber Ronin archetype is for cybernetic melee masters.

Cyber Enhancements

When you choose this archetype at 3rd level, your body is enhanced with cybernetics. Choose one of the following options:

Superior Defense

At 9th level, you gain proficiency with medium armor. While wearing medium armor, you can add your full Dexterity modifier to your AC (instead of a maximum of +2).

Cyber Resilience

At 13th level, you have advantage on saving throws against being poisoned, and you have resistance to poison damage.

Cyber Ronin

At 17th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. If you already have the Extra Attack feature from another class, this feature allows you to make one additional attack.

Data Trickster

The Data Trickster archetype combines hacking with illusion and enchantment magic.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and the end of this class description for the Data Trickster spell list.

Cantrips. You learn three cantrips: mage hand and two other cantrips of your choice from the Data Trickster spell list. At 10th level you learn another cantrip from the Data Trickster spell list.

Spell Slots. The Data Trickster Spellcasting table shows how many spell slots you have to cast your Data Trickster spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st-Level and Higher. You know three 1st-level Data Trickster spells of your choice, two of which you must choose from the enchantment and illusion spells on the Data Trickster spell list.

The Spells Known column of the Data Trickster Spellcasting table shows when you learn more Data Trickster spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the Data Trickster spells you know with another spell from the Data Trickster spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability. Intelligence is your spellcasting ability for your Data Trickster spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Data Trickster spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Data Trickster Spellcasting

 
 
Shadow Operative Level Spells Known 1st 2nd 3rd 4th
3rd 3 2
4th 4 3
7th 5 4 2
8th 6 4 3
10th 7 4 3
11th 8 4 3 2
13th 9 4 3 3
14th 10 4 3 3
16th 11 4 3 3
19th 12 4 3 3 1
20th 13 4 3 3 1
 

Nano-Hand Legerdemain

Starting at 3rd level, when you cast mage hand (reskinned as nano-hand), the hand is invisible and can perform additional tasks. The hand can stow one object it is holding in a container worn or carried by another creature. It can retrieve an object in a container worn or carried by another creature. It can use thieves' tools to pick locks and disarm traps at range.

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

In addition, you can use the bonus action granted by your Cunning Action to control the hand.

Neural Ambush

At 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.

Versatile Trickster

At 13th level, as a bonus action on your turn, you can designate a creature within 5 feet of your nano-hand. Doing so gives you advantage on attack rolls against that creature until the end of the turn.

Spell Hack

At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster. Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make an Intelligence saving throw with your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn't need to be a Data Trickster spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can't cast that spell until the 8 hours have passed.

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

Data Trickster Spell List

Cantrips: mage hand (nano-hand), shocking grasp (shock spark), light (holo-flare), message (data whisper), minor illusion (glitch pulse).

1st Level: charm person (neural charm), disguise self (holo-avatar), invisibility (holo-veil), silent image (silent grid), alarm (tech alert), detect magic (data scan).

2nd Level: suggestion (neural hack), mirror image (data mirage), blur (shadow veil), heat metal (overheat), locate object (locate data).

3rd Level: major image (holo-decoy), hypnotic pattern (neural override), nondetection (signal jam), lightning bolt (EMP burst).

4th Level: confusion (grid confusion), greater invisibility (neural cloak), arcane eye (neural eye), freedom of movement (grid freedom).

Technomancer

Technomancer

The Technomancer is a spellcaster whose power comes from an innate connection to digital sorcery, manifesting as hacks and surges.

Creating a Technomancer

To create a Technomancer, consult the following subsections.

Quick Build

You can make a Technomancer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the sage background.

Class Features

As a Technomancer, you gain the following class features.

Hit Points

Hit Dice: 1d6 per Technomancer level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Technomancer level after 1st

Proficiencies

Armor: Light armor Weapons: Simple weapons, energy pistols Tools: Hacking tools Saving Throws: Constitution, Charisma Skills: Choose two from Arcana (technomancy), Deception, Insight, Intimidation, Persuasion, Technology

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

The Technomancer

 
 
Level Proficiency Bonus Sorcery Points Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Technomancy Origin 4 2 2
2nd +2 2 Code Reservoir 4 3 3
3rd +2 3 Meta-Hacks 4 4 4 2
4th +2 4 Ability Score Improvement 5 5 4 3
5th +3 5 5 6 4 3 2
6th +3 6 Origin Feature 5 7 4 3 3
7th +3 7 5 8 4 3 3 1
8th +3 8 Ability Score Improvement 5 9 4 3 3 2
9th +4 9 5 10 4 3 3 3 1
10th +4 10 Meta-Hacks 6 11 4 3 3 3 2
11th +4 11 6 11 4 3 3 3 2 1
12th +4 12 Ability Score Improvement 6 11 4 3 3 3 2 1
13th +5 13 6 12 4 3 3 3 2 1 1
14th +5 14 Origin Feature 6 12 4 3 3 3 2 1 1
15th +5 15 6 12 4 3 3 3 2 1 1 1
16th +5 16 Ability Score Improvement 6 13 4 3 3 3 2 1 1 1
17th +6 17 Meta-Hacks 6 13 4 3 3 3 2 1 1 1 1
18th +6 18 Origin Feature 6 13 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Improvement 6 14 4 3 3 3 3 2 1 1 1
20th +6 20 Code Reclamation 6 15 4 3 3 3 3 2 2 1 1
 

Spellcasting

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with digital sorcery. This font of magic, whatever its origin, fuels your spells. See chapter 10 for the general rules of spellcasting and the end of this class description for the Technomancer spell list.

Cantrips

You know four cantrips of your choice from the Technomancer spell list. You learn additional Technomancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Technomancer table.

Spell Slots

The Technomancer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Technomancer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the Technomancer spell list.

The Spells Known column of the Technomancer table shows when you learn more Technomancer spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Technomancer spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the Technomancer spells you know and replace it with another spell from the Technomancer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your Technomancer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Technomancer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your Technomancer spells.

Technomancy Origin

Choose a Technomancy origin, which describes the source of your innate magical power: Cyber Augmented or Biohacker, detailed at the end of the class description.

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th levels.

Code Reservoir

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Sorcery Points

You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Technomancer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Flexible Casting

You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.

Any spell slot you create with this feature vanishes when you finish a long rest.

Creating Spell Slots

 
 
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
 

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

Meta-Hacks

At 3rd level, you gain metamagic options that allow you to twist your spells to suit your needs. You gain two of the following Meta-Hack options of your choice. You gain another one at 10th and 17th levels.

You can use only one Meta-Hack option on a spell when you cast it, unless otherwise noted.

Distant Hack

When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

Extended Hack

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

Subtle Hack

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Twinned Hack

When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Digital Resilience

Starting at 10th level, you have resistance to radiant and lightning damage from technological sources.

Code Reclamation

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.

Technomancy Origins

Different Technomancers choose different origins for their innate power.

Cyber Augmented

Your power comes from cybernetic implants that amplify your physical and magical abilities.

Nano-Reflexes

At 1st level, you gain proficiency with light armor. While you are wearing light armor or no armor, your AC equals 13 + your Dexterity modifier.

Overclock Surge

At 6th level, you can spend 2 sorcery points to cast enhance ability without expending a spell slot.

Full Overclock

At 14th level, as a bonus action, you can spend 5 sorcery points to take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.

Neural Fusion

At 18th level, you gain immunity to poison damage and the poisoned condition. Your speed increases by 10 feet.

Biohacker

Your power comes from biological manipulations and viral codes.

Nano-Heal

At 1st level, as an action, you can regain hit points equal to 1d8 + your Charisma modifier. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Viral Code

At 6th level, you can spend 3 sorcery points to cast bestow curse without expending a spell slot.

Bio-Hack

At 14th level, when you cast a spell that deals damage, you can spend 1 sorcery point to change that damage type to poison or necrotic.

Genetic Overwrite

At 18th level, you gain immunity to poison damage and the poisoned condition. Once you gain this feature, you can cast regenerate once without expending a spell slot, and you regain the ability to do so when you finish a long rest.

Technomancer Spell List

Cantrips (0-Level)

Light (neon glow), mending (circuit fix), message (data whisper), minor illusion (holo-glitch), shocking grasp (shock pulse), true strike (target strike).

1st Level

Detect magic (tech scan), identify (data probe), mage armor (nano-shield), magic missile (code missile), shield (energy barrier), thunderwave (shock wave).

2nd Level

Blur (pixel blur), darkness (signal jam), hold person (neural lock), invisibility (holo-veil), mirror image (decoy clones), shatter (data burst).

3rd Level

Counterspell (code block), dispel magic (tech purge), fly (grid flight), haste (overclock), lightning bolt (arc discharge), major image (adv holo).

4th Level

Dimension door (tele-jump), greater invisibility (adv cloak), polymorph (morph code), resilient sphere (force bubble), stoneskin (nano-skin).

5th Level

Cloudkill (nano-virus), dominate person (mind dominate), hold monster (system freeze), wall of force (force wall).

6th Level

Chain lightning (chain arc), disintegrate (data wipe), globe of invulnerability (code sphere).

7th Level

Delayed blast fireball (delayed burst), teleport (net portal).

8th Level

Mind blank (neural blank), power word stun (code stun).

9th Level

Meteor swarm (data storm), time stop (grid halt).

Corporate Agent

Corporate Agent

The Corporate Agent is a pact-bound operative, drawing power from a corporate patron through Manna-infused contracts.

Creating a Corporate Agent

To create a Corporate Agent, consult the following subsections.

Quick Build

You can make a Corporate Agent quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the charlatan background.

Class Features

As a Corporate Agent, you gain the following class features.

Hit Points

Hit Dice: 1d8 per Corporate Agent level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Corporate Agent level after 1st

Proficiencies

Armor: Light armor Weapons: Simple weapons, light firearms, energy blades Tools: Hacking tools, corporate access devices Saving Throws: Wisdom, Charisma Skills: Choose two from Deception, Insight, Intimidation, Investigation, Persuasion, Sleight of Hand, Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

The Corporate Agent

 
 
Level Proficiency Bonus Features Spells Known Spell Slots Slot Level Invocations Known
1st +2 Corporate Patron, Pact Magic 2 1 1st
2nd +2 Eldritch Invocations 3 2 1st 2
3rd +2 Pact Boon 4 2 2nd 2
4th +2 Ability Score Improvement 5 2 2nd 2
5th +3 6 2 3rd 3
6th +3 Patron Feature 7 2 3rd 3
7th +3 8 2 4th 4
8th +3 Ability Score Improvement 9 2 4th 4
9th +4 10 2 5th 5
10th +4 Patron Feature 11 2 5th 5
11th +4 Mystic Arcanum (6th) 11 3 5th 5
12th +4 Ability Score Improvement 12 3 5th 6
13th +5 Mystic Arcanum (7th) 12 3 5th 6
14th +5 Patron Feature 13 3 5th 6
15th +5 Mystic Arcanum (8th) 13 3 5th 7
16th +5 Ability Score Improvement 14 3 5th 7
17th +6 Mystic Arcanum (9th) 14 4 5th 7
18th +6 Patron Feature 15 4 5th 8
19th +6 Ability Score Improvement 15 4 5th 8
20th +6 Eldritch Master 15 4 5th 8
 

Corporate Patron

At 1st level, you have struck a bargain with a corporate entity for your soul in exchange for power. The beings that serve as patrons for Corporate Agents are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Whatever its kind, your patron grants you power for a price. You must serve your patron's demands or risk your pact.

Your choice of patron is The CEO, The Innovator, or The Enforcer, all detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Pact Magic

Your pact with a corporate patron allows you to cast spells. See chapter 10 for the general rules of spellcasting and the end of this class description for the Corporate Agent spell list.

Spell Slots

The Corporate Agent table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Corporate Agent spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell charm person, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the Corporate Agent spell list.

The Spells Known column of the Corporate Agent table shows when you learn more Corporate Agent spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Corporate Agent spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the Corporate Agent spells you know and replace it with another spell from the Corporate Agent spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your Corporate Agent spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Corporate Agent spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your Corporate Agent spells.

Eldritch Invocations

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain Corporate Agent levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Corporate Agent table.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

Pact Boon

At 3rd level, your corporate patron bestows upon you a gift in return for your loyalty and service. You gain one of the following features of your choice.

Pact of the Blade

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.

You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Pact of the Chain

You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.

When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite (reskinned as constructs or drones).

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack with its own attack action.

Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows (reskinned as digital grimoire). When you gain this feature, choose three cantrips from any class's spell list. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known.

If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Mystic Arcanum

At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the Corporate Agent spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more Corporate Agent spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

Eldritch Master

At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

Corporate Patrons

The beings that serve as patrons for Corporate Agents are powerful corporate entities.

The CEO

Your patron is a powerful executive entity focused on manipulation and deals.

Expanded Spell List

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

CEO Expanded Spells

 
 
Spell Level Spells
1st command, charm person
2nd hold person, suggestion
3rd counterspell, fireball
4th blight, wall of fire
5th wall of force, scrying
 

Corporate Favor

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your Corporate Agent level (minimum of 1).

Dark One's Own Luck

Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.

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

Fiendish Resilience

Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.

Hurl Through Hell

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.

At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.

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

(Note: Adjusted to match Fiend patron for balance, with cyberpunk reskins in spell names.)

The Innovator

Your patron is an innovative entity focused on technology and creation.

Expanded Spell List

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

Innovator Expanded Spells

 
 
Spell Level Spells
1st dissonant whispers, Tasha's hideous laughter
2nd detect thoughts, phantasmal force
3rd clairvoyance, sending
4th dominate beast, Evard’s black tentacles
5th telekinesis, dominate person
 

Awakened Mind

Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language for you to telepathically communicate.

Entropic Ward

At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.

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

Thought Shield

Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

Create Thrall

At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.

You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.

The Enforcer

Your patron is an enforcer entity focused on combat and protection.

Expanded Spell List

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

Enforcer Expanded Spells

 
 
Spell Level Spells
1st guiding bolt, cure wounds
2nd branding smite, lesser restoration
3rd aura of vitality, revivify
4th aura of life, death ward
5th mass cure wounds, raise dead
 

Bonus Proficiencies

At 1st level, you gain proficiency with medium armor and martial weapons.

Healing Light

At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your Corporate Agent level.

As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

Your pool regains all expended dice when you finish a long rest.

Radiant Soul

Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.

Celestial Resilience

Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your Corporate Agent level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your Corporate Agent level + your Charisma modifier.

Searing Vengeance

Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and is blinded until the end of the current turn.

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

Eldritch Invocations

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Agonizing Blast Prerequisite: eldritch blast cantrip

When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

Armor of Shadows You can cast mage armor on yourself at will, without expending a spell slot or material components.

(Note: Original examples reskinned; added standard invocations for completeness, as original had few.)

Pact Magic Spell List

Cantrips (0-Level)

Blade Ward (shield protocol), chill touch (shock touch), eldritch blast (plasma blast), friends (influence hack), mage hand (drone hand), minor illusion (holo projection), poison spray (toxic gas), prestidigitation (system glitch), true strike (target lock).

1st Level

Armor of Agathys (reactive armor), arms of Hadar (hacking surge), charm person (influence protocol), comprehend languages (data translator), expeditious retreat (speed boost), hellish rebuke (firewall retribution), illusory script (encrypted message), protection from evil and good (security protocols), unseen servant (virtual assistant).

2nd Level

Cloud of daggers (nanite swarm), crown of madness (data override), darkness (cloaking field), enthrall (hypnotic display), hold person (stasis field), invisibility (optical camouflage), mirror image (holo-duplicates), shatter (EMP blast).

3rd Level

Counterspell (hack counter), dispel magic (system purge), fly (jet boots), blight (data corruption), fear (panic signal), hunger of Hadar (void field), hypnotic pattern (psychedelic display), vampiric touch (data wipe).

4th Level

Banishment (system crash), phantasmal killer (neural nightmare), wall of fire (firewall).

5th Level

Contact other plane (corporate uplink), hold monster (advanced stasis field), scrying (surveillance).

6th Level

Circle of death (EMP pulse), conjure fey (summon asset), create undead (synthetic creation).

7th Level

Etherealness (digital phase), finger of death (lethal injection), forcecage (energy prison).

8th Level

Demiplane (pocket dimension), dominate monster (neural domination).

9th Level

Astral projection (virtual projection), foresight (predictive algorithms), true polymorph (complete rebuild).

Data-Wizard

Data-Wizard

The Data-Wizard is a scholar of digital arcana, using encoded knowledge to cast spells and manipulate information.

Creating a Data-Wizard

To create a Data-Wizard, consult the following subsections.

Quick Build

You can make a Data-Wizard quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Wisdom. Second, choose the sage background.

Class Features

As a Data-Wizard, you gain the following class features.

Hit Points

Hit Dice: 1d6 per Data-Wizard level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Data-Wizard level after 1st

Proficiencies

Armor: None Weapons: Simple weapons Tools: Hacking tools Saving Throws: Intelligence, Wisdom Skills: Choose two from Arcana, History, Investigation, Perception, Technology, Deception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

The Data-Wizard

 
 
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Data Core, Code Recovery 3 2
2nd +2 Neural Interface 3 3
3rd +2 Arcane Tradition 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 4 4 3 2
6th +3 Tradition Feature 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 Tradition Feature 5 4 3 3 3 2
11th +4 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Tradition Feature 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 5 4 3 3 3 2 1 1 1 1
18th +6 Spell Mastery, Tradition Feature 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Signature Code 5 4 3 3 3 3 2 2 1 1
 

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See chapter 10 for the general rules of spellcasting and the end of this class description for the Data-Wizard spell list.

Cantrips

At 1st level, you know three cantrips of your choice from the Data-Wizard spell list. You learn additional Data-Wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Data-Wizard table.

Spellbook

At 1st level, you have a spellbook containing six 1st-level Data-Wizard spells of your choice. Your spellbook is the repository of the Data-Wizard spells you know, except your cantrips, which are fixed in your mind.

Preparing and Casting Spells

The Data-Wizard table shows how many spell slots you have to cast your Data-Wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Data-Wizard spells that are available for you to cast. To do so, choose a number of Data-Wizard spells from your spellbook equal to your Intelligence modifier + your Data-Wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Data-Wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your Data-Wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Data-Wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast a Data-Wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your Data-Wizard spells.

Learning Spells of 1st Level and Higher

Each time you gain a Data-Wizard level, you can add two Data-Wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Data-Wizard table. On your adventures, you might find other spells that you can add to your spellbook.

Data Core

Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

(Note: Reskinned as data core in description, but mechanics remain standard.)

Code Recovery

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Data-Wizard level (rounded up), and none of the slots can be 6th level or higher.

For example, if you're a 4th-level Data-Wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Neural Interface

At 2nd level, you gain proficiency in the Technology skill if you don't already have it. As an action, you can connect to a nearby data terminal or network (within 10 feet) to gain advantage on one Intelligence (Investigation) or Intelligence (Arcana) check made within the next minute. You can use this feature a number of times equal to your Intelligence modifier (minimum 1). You regain all expended uses when you finish a long rest.

Arcane Tradition

When you reach 3rd level, you choose an arcane tradition, shaping your practice of magic through one of the following schools: Techno-Alchemy or Cybernetic Archivist, both detailed at the end of the class description.

Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Spell Mastery

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level Data-Wizard spell and a 2nd-level Data-Wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

Signature Code

At 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level Data-Wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

Arcane Traditions

The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in fantasy gaming worlds, with various traditions dedicated to its complex study.

School of Techno-Alchemy

The School of Techno-Alchemy emphasizes the blending of technology and alchemy to create gadgets and potions.

Tech-Grafting

When you adopt this tradition at 3rd level, you can craft minor cyber-grafts during a long rest or downtime activity. You can have a maximum number of grafts active equal to your Intelligence modifier. Examples include a neural link (+1 to Wisdom saving throws) or a reflex booster (+1 to Dexterity checks). You can install or swap grafts during a long rest.

Nano-Concoctions

At 6th level, you can spend 1 hour creating a potion that replicates the effects of a spell of 1st level or higher (up to a level equal to half your Data-Wizard level, rounded up). The potion lasts until used or until 24 hours have passed. You can create a number of such potions equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Cyber-Alchemical Master

At 10th level, you can apply metamagic-like effects to your spells. Choose two metamagic options from the Technomancer's Meta-Hacks list. You can use them by spending sorcery points as if you were a Technomancer of your Data-Wizard level. You have sorcery points equal to your proficiency bonus, which you regain after a long rest.

(Note: Added limited sorcery points for balance, as original lacked cost; this improves integration.)

Data Bomb

At 14th level, as an action, you can choose a point you can see within 60 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes force damage equal to 8d10 on a failed save, or half as much damage on a successful one, and is stunned until the end of its next turn on a failed save. Allies in the area gain temporary hit points equal to your Intelligence modifier if they succeed on the saving throw. Once you use this feature, you can't use it again until you finish a long rest.

School of Cybernetic Archivist

The School of Cybernetic Archivist focuses on knowledge, memory, and data control.

Arcane Database

When you adopt this tradition at 3rd level, you gain proficiency with History. Additionally, as an action, you can query your neural archive to cast legend lore (reskinned as data query) without expending a spell slot. You can use this feature a number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a long rest. The information is limited to publicly accessible data unless connected to a network.

Virtual Memory Implant

At 6th level, you can cast detect thoughts or modify memory once without expending a spell slot, and the range increases to 60 feet. You regain the ability to do so when you finish a long rest.

Backup Consciousness

At 10th level, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You also gain temporary hit points equal to twice your Intelligence modifier. You can't use this feature again until you finish a short rest.

Archive of All Knowledge

At 14th level, you can cast true seeing, commune, or find the path once without expending a spell slot and without material components, and with a casting time of 1 action. You regain the ability to do so when you finish a long rest.

Data-Wizard Spell List

Cantrips (0-Level)

Fire bolt (code spark), light (neon glow), mending (circuit fix), message (data whisper), minor illusion (holo-glitch), shocking grasp (shock pulse), true strike (target lock).

1st Level

Detect magic (tech scan), find familiar (trace signal), identify (data probe), mage armor (nano-shield), magic missile (code missile), shield (energy barrier), thunderwave (shock wave).

2nd Level

Blur (pixel blur), darkness (signal jam), hold person (neural lock), invisibility (holo-veil), mirror image (decoy clones), scorching ray (overload), shatter (data burst).

3rd Level

Counterspell (code block), dispel magic (tech purge), fly (grid flight), haste (overclock), lightning bolt (arc discharge), major image (adv holo), protection from energy (firewall).

4th Level

Confusion (data scramble), dimension door (tele-jump), greater invisibility (adv cloak), polymorph (morph code), resilient sphere (force bubble), stoneskin (nano-skin).

5th Level

Animate objects (net hack), cloudkill (nano-virus), dominate person (mind dominate), hold monster (system freeze), wall of force (force wall).

6th Level

Chain lightning (chain arc), disintegrate (data wipe), globe of invulnerability (code sphere), wall of force (neural wall).

7th Level

Delayed blast fireball (delayed burst), forcecage (code lock), teleport (net portal).

8th Level

Dominate monster (grid domination), mind blank (neural blank), power word stun (code stun).

9th Level

Meteor swarm (data storm), power word kill (system collapse), time stop (grid halt).

Backgrounds

Street Rat

Background: Growing up in the neon-lit alleyways and backstreets of Neo Tokyo, you learned to survive through wit, agility, and an uncanny ability to stay one step ahead of trouble. The street was your classroom, and the lessons were harsh but invaluable. Whether you were picking pockets, running errands for local gangs, or simply trying to stay out of the reach of corporate enforcers, the skills you developed have made you a master of urban survival.

Skill Proficiencies: Stealth, Sleight of Hand

Tool Proficiencies: Thieves' tools, one type of gaming set

Equipment: A set of common clothes, a small blade (such as a dagger), a handful of credchips worth 10 credits, a set of thieves' tools, and a small keepsake from your past (a lucky charm, a piece of graffiti art, etc.)

Feature: Street Savvy
You know the layout of the city like the back of your hand. You can navigate Neo Tokyo’s streets, alleys, and underground networks with ease. Additionally, you have contacts within various street gangs and can gather information or find safe havens within the city’s underworld.

Suggested Characteristics:

  • Personality Traits: I keep my ear to the ground and stay updated on all the latest rumors and developments. I am quick to distrust authority figures.
  • Ideals: Freedom. The streets taught me the value of independence; no one should be a slave to the system.
  • Bonds: I owe my survival to a fellow street rat who once saved my life.
  • Flaws: I have a hard time trusting anyone and often suspect betrayal, even from friends.

Corporate Executive

Background: As a high-ranking executive within one of the megacorporations that control Neo Tokyo, you are accustomed to power, luxury, and the cutthroat world of corporate politics. You’ve climbed the ladder through shrewd deals, strategic alliances, and sometimes, ruthless tactics. While you may enjoy the benefits of your position, you are always aware that one misstep could lead to your downfall.

Skill Proficiencies: Persuasion, Insight

Tool Proficiencies: One type of computer or cyberdeck tools, one language (corporate jargon, legalese, etc.)

Equipment: A set of expensive corporate attire, a sleek datapad, a high-quality wristwatch, a credchip loaded with 100 credits, and a corporate ID badge.

Feature: Corporate Influence
You have connections within your corporation and can call upon favors or leverage resources when needed. You can access restricted corporate areas, gather confidential information, or secure corporate backing for certain ventures, though these actions may attract attention.

Suggested Characteristics:

  • Personality Traits: I am always impeccably dressed and composed, projecting an image of calm and control. I enjoy the thrill of corporate maneuvering and outsmarting rivals.
  • Ideals: Ambition. There’s always a higher rung to climb on the corporate ladder.
  • Bonds: My loyalty is to my corporation and its interests above all else.
  • Flaws: I can be ruthless and often prioritize corporate gains over personal relationships or ethics.

Underground Fixer

Background: You are the person people go to when they need something done discreetly, whether it's acquiring illegal tech, arranging clandestine meetings, or disposing of troublesome evidence. Operating in the shadows of Neo Tokyo, you’ve built a reputation as a reliable and resourceful operator who can make problems disappear and opportunities materialize.

Skill Proficiencies: Deception, Investigation

Tool Proficiencies: Disguise kit, forgery kit

Equipment: A set of inconspicuous clothing, a collection of fake IDs, a commlink for secure communications, a credchip with 50 credits, and a small stash of illicit items or substances.

Feature: Network of Contacts
You have a vast network of contacts in the criminal underworld, from hackers and smugglers to informants and mercenaries. You can call on these contacts to gather information, procure items, or assist with covert operations, though this often comes at a price.

Suggested Characteristics:

  • Personality Traits: I am always calm under pressure and can think on my feet to get out of tight situations. I have a network of favors owed to me, and I know how to leverage them.
  • Ideals: Loyalty. Once I make a deal, I stick to it, and I expect the same in return.
  • Bonds: I am deeply indebted to a mentor who taught me everything I know about the underground.
  • Flaws: My dealings have made me many enemies, and I am always looking over my shoulder.

Media Personality

Background: In the media-saturated world of Neo Tokyo, you are a prominent figure, whether as a journalist, celebrity, or influencer. Your ability to sway public opinion and gather information makes you a powerful player in the cyberpunk landscape. You thrive on the attention and influence your position affords you, but this also makes you a target for those who want to control the narrative.

Skill Proficiencies: Performance, Persuasion

Tool Proficiencies: One type of recording equipment (e.g., camera, microphone), one language (newspeak, street slang, etc.)

Equipment: Stylish clothing suited for public appearances, a high-end recording device, a portable holographic projector, a credchip with 75 credits, and a media pass granting access to exclusive events.

Feature: Public Persona
Your fame grants you access to places and events that are off-limits to ordinary people. You can use your influence to sway public opinion, gain interviews or exclusive stories, and receive preferential treatment from fans and sponsors. However, your actions are often under scrutiny, and any misstep can quickly become public knowledge.

Suggested Characteristics:

  • Personality Traits: I am always on the lookout for the next big story or viral moment. I thrive in the spotlight and love the energy of public engagement.
  • Ideals: Truth. The public deserves to know what’s really happening, no matter the cost.
  • Bonds: I have a loyal fanbase that looks up to me, and I strive to be a role model for them.
  • Flaws: My desire for fame sometimes leads me to take unnecessary risks or embellish the truth.

These backgrounds provide players with rich, diverse options for character creation in a cyberpunk setting, each bringing unique skills, tools, and features to their adventures.

Cyberpunk Backgrounds for DnD 5e

In a dystopian, tech-saturated world, people come from all walks of life, each shaped by the chaos, corporate greed, and technological wonders of the cyberpunk universe. These backgrounds offer characters a rich foundation and special abilities to match their experiences in the grim future of Sicarius or any cyberpunk setting.

---

Corporate Operative

You were once the eyes, ears, or even the hand of a Zaibatsu, embedded deep within the corporate structure. Trained to gather intel, execute covert missions, or manage corporate resources, your loyalty was unquestioned—until you broke free or were cast out.

---

Street Mercenary

You’ve lived your life by the edge of a blade and the barrel of a gun. As a mercenary for hire, you’ve worked for anyone willing to pay—corporations, gangs, or rogue elements. The streets taught you hard lessons, and you’ve survived in the urban jungle where others failed.

---

Netrunner

You grew up in the virtual world of the NeuroNET, more comfortable with code than flesh. As a netrunner, you’ve hacked corporate databases, stolen blackmail-worthy secrets, and danced with death in the form of ICE. The digital realm is your domain, and you wield it like a weapon.

---

Ex-Yakuza

You were once a member of the Yakuza, deeply entrenched in their criminal syndicate. You left (or were exiled) under dubious circumstances, but you carry their teachings and scars with you. Now, you either seek revenge, redemption, or simply survival.

---

Cybernetic Augmentee

You were either born into a world that saw your body as an asset for modification, or you chose to go under the knife for the chance at power. Your cybernetic implants make you more than human, but they also remind you that your flesh is slowly becoming obsolete.

---

Street Racer

The thrill of speed and the smell of burning tires have defined your life. Whether you’ve run illegal races or worked as a courier for illicit goods, you’ve mastered the art of driving in a world that thrives on chaos and competition.

---

Displaced Refugee

You come from the Ruins of Old Japan or another devastated region, where survival was a daily battle. Radiation, war, or corporate experiments destroyed your home, leaving you hardened and scarred. Now, you seek a better life in Next Tokyo, or perhaps, revenge against those who caused your suffering.

---

Corporate Heir

You were born with a silver spoon, a child of one of the elite corporate families that control the world. Groomed to inherit wealth and power, you lived a life of luxury until the realities of the outside world shattered your bubble, forcing you to adapt or perish.

---

Black Market Doctor

You’ve made a name for yourself on the streets by offering medical assistance—legal or otherwise—to those who can afford it. Your knowledge of cybernetic augmentation, drug synthesis, and emergency medicine has made you a valuable asset, but it’s also put you in dangerous situations.

---

Rogue AI Construct

You are not entirely human—or perhaps not human at all. You were created by a corporation or hacker collective as an artificial intelligence, implanted in a synthetic body. After gaining sentience, you broke free from your creators, seeking purpose or revenge.

---

These backgrounds add flavor, motivations, and mechanical advantages to characters in a cyberpunk world. They connect players to the setting while giving them tools to navigate the tech-heavy, morally gray landscape of the future.

Netrunner

Netrunner

Background: As a Netrunner, you are the master of the digital realm, navigating the intricate and perilous matrix of Next Tokyo Tokyo's cyberspace. From a young age, you were fascinated by the power of technology and the limitless possibilities it offered. Whether driven by curiosity, rebellion, or the pursuit of profit, you delved deep into hacking, becoming adept at breaching security systems, manipulating data, and evading digital traps. Your skills have made you a sought-after asset in the world of corporate espionage, underground networks, and cyber warfare.

Skill Proficiencies: Investigation, Technology (a homebrew skill reflecting proficiency with advanced tech and hacking)

Tool Proficiencies: Cyberdeck, one type of programming or hacking tools (e.g., Cryptographic Sequencer, Firewall Breacher)

Equipment: A high-end cyberdeck, a set of common clothes with hidden compartments, a portable data drive with important or incriminating information, a credchip with 50 credits, and a set of hacking tools.

Feature: Digital Ghost
You have the ability to move through cyberspace with remarkable stealth and efficiency. When you are in the matrix, you can find hidden data nodes, access secure files, and manipulate digital environments with ease. Additionally, you have contacts within the hacker community who can provide information, digital resources, or assistance in breaching particularly tough systems.

Suggested Characteristics:

Feature Details:

Skill Proficiencies:

Tool Proficiencies:

Feature: Digital Ghost:

Suggested Characteristics:

Personality Traits:

These features and characteristics create a rich and detailed background for a Netrunner, providing players with a robust framework for role-playing a master hacker in a cyberpunk setting.

Feats

Feats

This chapter offers a collection of feats, which are special features not tied to a character class. A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides.

The sections below explain the parts of a feat and list a variety of feat options separated into categories.

Your background gives you a feat, and at certain levels, your class gives you the Ability Score Improvement feat or the choice of another feat for which you qualify.

By whatever means you acquire a feat, you can take it only once unless its description says otherwise.

Feat Descriptions

This chapter’s feats are organized by category—OriginGeneralFighting Style, or Epic Boon—and alphabetized in each category. All the feats are listed alphabetically in the Feat List table. If a feat can be taken more than once, an asterisk appears after its name in that table.

Parts of a Feat

The description of a feat contains the following parts, which are presented after the feat’s name.

Category. A feat is a member of a category, which is noted in the feat. If you’re instructed to choose a feat from a specific category, such as the Origin category, that category must appear under the feat’s name. If you’re instructed to choose a feat and no category is specified, you can choose from any category.

Prerequisite. To take a feat, you must meet any prerequisite in its description unless a feature allows you to take the feat without the prerequisite. If a prerequisite includes a class, you must have at least 1 level in that class to take the feat.

Benefit. The benefits of a feat are detailed after any prerequisites are listed. If you have a feat, you gain its benefits.

Repeatable. A feat can be taken only once unless its description states otherwise in a “Repeatable” subsection.

Feats

Feats

Below is a table of converted 2024 feats and new feats, each with a cyberpunk description, prerequisites, and mechanics. All feats are optional, requiring level 4+ unless noted, per 2024 rules, and can be taken in place of an Ability Score Improvement (ASI).

Feat Name Description Prerequisites Mechanics
Neural Overclock (Alert) Your neural implants enhance reaction speed, scanning the neon sprawl for threats. None +1 Wis or Int. +5 initiative. Can’t be surprised. Advantage on Augmented Senses (Perception) checks to detect hidden enemies. Overload: On nat 1 initiative, DC 15 Int save or disadvantage on first attack.
Grid Runner (Athlete) You navigate urban rooftops and data grids with yakuza-trained agility. Str or Dex 13 +1 Str or Dex. Stand from prone with 5 ft movement. Climbing costs no extra movement. +5 ft to jump distance/height. Gain proficiency in Cyberkinetics (Acrobatics).
Holo-Sharpshooter (Sharpshooter) Your holo-sights and neural targeting make you a deadly sniper in neon-lit streets. Dex 13, proficiency with firearms +1 Dex. Ignore half/three-quarters cover with ranged attacks. No disadvantage at long range. As an action (1/day), deal +10 laser (radiant) damage on a ranged hit. Glitch: Miss with this action disables +10 for 1 min.
Cyber-Implant Crafter (New) You craft kami-coded cybernetics, enhancing allies in the sprawl. Int 13, Technologist’s Kit proficiency +1 Int. Craft cybernetic items (e.g., +1 AC implant, 500 cred, DC 15 Technomancy, 1 week). Reduce crafting time/cost by 25%. Advantage on Technomancy checks to repair constructs.
Nano-Tough (Tough) Nano-fiber reinforcements make you resilient in urban combat. None +1 Con. HP maximum increases by 2 per level (retroactive). Resist 1d6 shock (lightning) damage once per short rest. Overload: Crit taken disables resistance for 1 min.
Code Weaver (Lucky) Your kami-hacked luck bends digital and physical outcomes in the sprawl. None +1 Cha or Wis. Gain 3 nano-points. Spend 1 to reroll an attack, save, or check (take new roll). Regain nano-points on long rest. Glitch: On nat 1 with reroll, lose 1 nano-point until next rest.
Mono-Blade Master (Great Weapon Master) Your mono-katana cuts through plasteel with samurai precision. Str 13, proficiency with martial melee weapons +1 Str. On your turn, take -5 to melee attack roll to deal +10 slashing damage if hit. On crit or kill with melee, make one melee attack as bonus action. Overload: Miss with -5 attack, DC 15 Dex or 1d6 shock.
Drone Whisperer (New) You sync with drones, commanding them like digital kami. Wis 13, proficiency with Hacking Tools +1 Wis. Advantage on Drone Whispering (Animal Handling) checks to control drones/constructs. As an action (1/day), command a drone to make one attack or use an ability (e.g., Ghost’s Data Scan). Gain proficiency in Hacking Tools.
Cyber-Synergy (New) Your neural link amplifies cybernetic teamwork in the neon sprawl. Level 8, one cybernetic augment +1 Dex or Int. When an ally within 10 ft uses a cybernetic ability (e.g., Street Samurai’s Nano-Arm), gain +2 to attack or AC for 1 round (1/turn). As reaction (1/day), grant ally +1d6 to a cybernetic attack’s damage.
Net Infiltrator (Skilled) You hack megacorp networks and blend into urban shadows. None +1 Int. Gain proficiency in three of: Technomancy (Arcana), Data Sleuthing (Investigation), Shadow Protocol (Stealth), Hacking Tools. Advantage on Technomancy checks to bypass security (1/day).
Reflex Booster (Sentinel, modified) Your neural implants make you a relentless pursuer in urban combat. Dex 13 +1 Dex. When an enemy within 5 ft moves away, use reaction to make a melee attack (stops movement on hit). Enemies within 5 ft have disadvantage on attacks against others. Overload: Miss with reaction, DC 15 Dex or -5 ft speed for 1 round.
Nano-Charged (Charger) Your nano-augments fuel explosive dashes in the sprawl. None +1 Str or Dex. When you Dash, gain +5 ft speed and make one melee attack (+5 damage) or shove as bonus action. As action (1/day), Dash and deal +10 damage on next hit. Overload: Miss with +10 attack, DC 15 Dex or stunned 1 round.
Street Medic (Heavily Armored, modified) Your bio-tech training saves lives in neon alleys. Con 13, Bio-Hack Kit proficiency +1 Con. Gain proficiency with Bio-Hack Kit. As an action (1/short rest), restore 2d8 + Con mod HP to a creature within 5 ft or stabilize it. Gain +1 AC when wearing medium/heavy armor.
Grid Savant (Keen Mind) Your neural uplink tracks data and time in the digital sprawl. Int 13 +1 Int. Recall any tech/data seen. Know exact time and digital signatures. Advantage on Data Sleuthing (Investigation) for tech clues. As action (1/day), auto-succeed one Technomancy check.

Removed Feats and Rationale

  • Savage Attacker: Too primitive; slashing-focused combat is covered by Mono-Blade Master.
  • Magic Initiate: Redundant with Eco-Hacker/Techno-Shaman spellcasting; cyberpunk magic is class-specific.
  • Polearm Master: Medieval polearms don’t fit; replaced with Reflex Booster for melee control.
  • Healer: Overlaps with Eco-Hacker’s Biohacker healing; Street Medic offers a cyberpunk alternative.
  • Tavern Brawler: Brawling is too low-tech; Street Samurai’s Combat Protocols cover melee versatility.
  • Mounted Combatant: Mounts are irrelevant in urban cyberpunk; replaced with Grid Runner for mobility.
  • Spell Sniper: Magic-heavy; Holo-Sharpshooter covers ranged precision for firearms.

New Feats Rationale

  • Cyber-Implant Crafter: Supports crafting from your Eco-Hacker and weapon/armor rules, enhancing tech-focused classes (e.g., Techno-Shaman, Cyber Berserker).
  • Drone Whisperer: Complements your drone mechanics (e.g., Ghost, Disintegrator), boosting Techno-Druid and Techno-Shaman synergy.
  • Cyber-Synergy: Encourages teamwork with Street Samurai’s augments and Eco-Hacker’s tech abilities, fitting your party-based TPS design.

Epic Boons

Epic Boons

Epic Boon

Description

Prerequisites

Mechanics

Neural Combat Matrix

Neural implants optimize combat precision.

Level 19, Street Samurai or martial proficiency

+1 Str/Dex. 1/day: Reroll missed weapon attack, +2d10 laser damage on crit. Overload: Reroll miss, DC 15 Dex or 1d10 shock.

Nano-Eco Supremacy

Nano-sakura swarms restore body and ecosystems.

Level 19, Eco-Hacker or Wis 15

+1 Con/Wis. 1/day bonus action: Heal half max HP, remove poisoned/stunned. 1/long rest: Heal 50 HP, clear 30-ft toxins. Glitch: Crit disables heal 1 min.

Kami Network Ascendancy

Manipulate digital kami to alter outcomes.

Level 19, Int/Wis 15

+1 Int/Wis. 3/day: Add 1d10 to ally’s failed roll within 60 ft. 1/long rest: Auto-succeed Technomancy. Glitch: Failed ally roll, lose 1 use until rest.

Holo-Sniper’s Apex

Holo-targeted shots pierce shields.

Level 19, Dex 15, firearm proficiency

+1 Dex. Ranged attacks ignore laser/shock resistance. Crit: DC 15 Con or stunned 1 round. Overload: Miss crit, DC 15 Dex or -2 attack 1 round.

Cyber-Fury Overclock

Augments surge for ronin-like speed.

Level 19, Street Samurai or Dex 15

+1 Dex. +20 ft speed. Dash as bonus action (2/day). 1/long rest: +2 AC, advantage on Dex saves for 1 min. Overload: Post-bonus Dash, DC 15 Con or -10 ft speed 1 min.

Grid Phantom

Fade into digital shadows.

Level 19, Shadow Protocol proficiency

+1 Dex/Wis. 1/day: Invisible in dim light/darkness for 1 min or until attack/spell. Advantage on Shadow Protocol. Glitch: Crit disables invisibility 1 min.

Nano-Fortitude

Nano-fibers shrug off warfare’s toll.

Level 19

+1 Con. HP max +40. Below half HP, heal 10 HP at turn start (1/day). Overload: Crit, DC 15 Con or lose heal 1 min.

Digital Kami Sight

Kami-coded eyes pierce illusions.

Level 19, Augmented Senses proficiency

+1 Wis. Truesight 60 ft. 1/long rest: Detect tech/constructs in 120 ft. Glitch: Crit blinds truesight 1 round.

Drone Overlord

Command drones like a digital shogun.

Level 19, Drone Whisperer or Hacking Tools

+1 Int/Wis. 1/day: Summon/control CR 2 drone for 1 hour. Drones gain +2d8 hacking damage once. Advantage on Drone Whispering. Overload: Drone crit fail, DC 15 Int or stunned 1 round.

Cyber-Neural Overdrive

Neural implants transcend limits.

Level 19, one augment

+1 Int/Dex. Interface with devices/networks in 300 ft (no check). 1/long rest: Advantage on all attacks/saves/checks for 1 min. Overload: Post-overdrive, 2d10 shock (DC 15 Con halves).

Monster Manual

In the neon-lit streets of the cyberpunk world, where the boundaries between flesh and machine blur, lurk creatures both of this world and the digital realm. In the shadows of towering megacorporations, where the hum of data streams mingles with the pulse of life, entities of code and circuitry prowl the digital highways, seeking to ensnare unwary travelers. These monsters of the cyberpunk age are born of technology and shaped by the dark undercurrents of society, embodying the fears and aspirations of a world teetering on the brink of chaos.

Within the sprawling metropolises of the cyberpunk setting, one might encounter nanite swarms devouring entire data archives, leaving behind digital wastelands devoid of information. Meanwhile, rogue artificial intelligences, transcending their programming, manipulate the fabric of cyberspace, orchestrating schemes beyond mortal comprehension. In the depths of the digital realm, ICE and BlackICE stand sentinel, guardians of corporate secrets and enforcers of virtual law, their digital forms crackling with energy as they defend their domains from intruders. Amidst the chaos and uncertainty of the cyberpunk world, these monsters lurk, waiting to challenge the resolve of those who dare to venture into the dark heart of the future.

Kaiju

Integrating Kaiju into your D&D 5e cyberpunk setting can add a thrilling and unique element. Here are some ideas to incorporate Kaiju into your world:

Background and Lore

1. Origin of Kaiju:

  • Created by Zaibatsu corporations, Kaiju are bio-engineered behemoths designed for various purposes, from warfare to terraforming.
  • Initially created to showcase corporate power and innovation, they have become symbols of both awe and terror.

2. Old Tokyo Ruins:

  • The devastated remains of Old Tokyo are now a testing ground for these monstrous creations. The ruins provide a hazardous, unmonitored environment where corporations can test the limits of their experiments.
  • The area is off-limits to civilians, patrolled by corporate security drones, and filled with remnants of old technology and architecture, making it a treasure trove for scavengers and adventurers.

3. Purpose of Kaiju:

  • Besides testing, Kaiju might be used for gathering data on environmental impact, combat efficiency, and resistance to various conditions.
  • Occasionally, Kaiju are deployed as a deterrent or weapon against rival corporations or rebellious factions.

Gameplay Integration

1. Kaiju Encounters:

  • Random Encounters: Adventurers exploring Old Tokyo could randomly encounter Kaiju, providing a sense of danger and unpredictability.
  • Planned Missions: Missions could involve tracking or neutralizing a Kaiju, either for a corporate client or to protect a community threatened by a rampaging beast.

2. Kaiju Stats and Abilities:

  • Design Kaiju with unique abilities and high challenge ratings to make them formidable opponents.
  • Use existing D&D monsters as templates (e.g., Tarrasque, Kraken) and modify their abilities to fit a cyberpunk theme (e.g., cybernetic enhancements, nanotech regeneration).

3. Kaiju Research and Loot:

  • Defeating or studying a Kaiju could yield valuable data and materials. This might include rare biological samples, advanced technology, or even a genetic blueprint for creating cybernetic enhancements.

4. Corporate Rivalries and Intrigue:

  • Introduce missions where players must sabotage rival Kaiju projects or protect their employer’s research from espionage.
  • Corporate factions might hire players to steal Kaiju data or eliminate a rival's monstrous asset.

Story Hooks

1. Kaiju Outbreak:

  • A containment breach in Old Tokyo releases multiple Kaiju into the city, causing widespread panic. Players must help contain the threat and uncover the cause of the breach.

    2. Rescue Mission:
  • A team of researchers is trapped in Old Tokyo after a Kaiju goes rogue. Players are hired to rescue them and retrieve vital data.

    3. Corporate Espionage:
  • Players are tasked with infiltrating a rival corporation’s Kaiju lab to steal research or sabotage their latest experiment.

4. Kaiju Cult:

  • A group of extremists worship Kaiju as divine beings and seek to unleash them upon Next Tokyo to bring about a new world order. Players must thwart their plans.

Enhancing the Atmosphere

1. Environmental Hazards:

  • Old Tokyo should feel dangerous and alien, with ruined buildings, overgrown vegetation, and remnants of past Kaiju attacks.
  • Include environmental hazards like unstable structures, toxic waste, and rogue security systems.

2. Technological Aids:

  • Provide players with advanced technology to aid in their encounters with Kaiju, such as drones for reconnaissance, EMP devices to disable cybernetic enhancements, and specialized weaponry.

3. Kaiju Ecology:

  • Develop a diverse ecosystem within Old Tokyo where smaller creatures and scavengers exist alongside the Kaiju, creating a living, breathing environment.

By weaving the Kaiju concept into the fabric of your world, you can create an engaging and dynamic setting that challenges players and enriches the narrative of "Shadows of the Sicarius."

Here’s a list of Kaiju adapted for a D&D 5e cyberpunk setting, along with basic stats and descriptions. These monsters are tailored for high-level encounters, embodying the fusion of cybernetic and biogenetic experimentation by Zaibatsu corporations.

Kaiju List

1. Omega Vrykolakas

  • Size: Gargantuan Undead (Cybernetic)
  • AC: 22 (Cybernetic Armor Plating)
  • HP: 600 (40d12+240)
  • Speed: 50 ft., climb 40 ft.
  • Abilities:
  • Multiattack: 3 attacks (Bite, Claw, and Cybernetic Tail)
  • Vampiric Regeneration: Heals 20 HP at the start of its turn unless exposed to sunlight or fire.
  • Necrotic Breath (Recharge 5-6): A 60-ft. cone that deals 15d8 necrotic damage (DC 20 Constitution save for half).
  • Adaptive Systems: Gain resistance to one damage type (except radiant) for 1 hour when struck.

2. Thunder Leviathan

  • Size: Gargantuan Beast (Cybernetic, Amphibious)
  • AC: 20 (Plated Scales)
  • HP: 550 (50d10+200)
  • Speed: 30 ft., swim 80 ft.
  • Abilities:
  • Multiattack: 3 attacks (Bite, Tail, and Energy Surge)
  • Electrical Discharge: At the start of its turn, all creatures within 10 ft. take 2d10 lightning damage.
  • EMP Pulse (Recharge 6): 60-ft. radius, DC 19 Dexterity save, 8d10 lightning damage, disables electronic devices for 1 minute.
  • Stormcaller: Can cast Call Lightning at will as a 9th-level spell.

3. Mecha-Kraken

  • Size: Gargantuan Construct
  • AC: 25 (Heavy Armor Plating)
  • HP: 700 (60d12+300)
  • Speed: 20 ft., swim 60 ft.
  • Abilities:
  • Multiattack: 4 tentacle attacks and 1 bite attack
  • Titanic Grip: Grapple a target (escape DC 22); if successful, the target is restrained and takes 4d10 bludgeoning damage at the start of its turn.
  • Harpoon Barrage (Recharge 5-6): Fires harpoons in a 100-ft. line, all targets must succeed on a DC 21 Dexterity save or take 10d10 piercing damage.
  • Self-Repair: Recovers 50 HP per round unless affected by an EMP attack.

4. Neuro Seraphim

  • Size: Gargantuan Aberration (Bio-Cybernetic)
  • AC: 19
  • HP: 500 (40d12+200)
  • Speed: 50 ft., fly 100 ft.
  • Abilities:
  • Multiattack: 2 attacks (Claw and Mind Blast)
  • Mind Blast (Recharge 5-6): 90-ft. cone, DC 20 Intelligence save, 10d8 psychic damage and stunned for 1 round.
  • Psionic Pulse: As a bonus action, force one creature to make a DC 19 Wisdom save or be charmed for 1 minute.
  • Cerebral Overload: Deal 5d10 psychic damage to a charmed target as a reaction.

5. Steel Oni

  • Size: Gargantuan Construct
  • AC: 24 (Steel Armor)
  • HP: 650 (50d12+250)
  • Speed: 30 ft.
  • Abilities:
  • Multiattack: 3 attacks (Katana Slash, Energy Cannon, and Grappling Chain)
  • Energy Cannon (Recharge 4-6): Fires a beam in a 120-ft. line, dealing 12d12 radiant damage (DC 21 Dexterity save for half).
  • Grappling Chain: 60-ft. reach; target must succeed on a DC 20 Strength save or be pulled 30 ft. toward the Steel Oni.
  • Nanite Repair: Heal 20 HP per turn, immune to poison and psychic damage.

6. Ghidoran Raptor

  • Size: Gargantuan Beast (Bio-Engineered)
  • AC: 18 (Cyber-Scales)
  • HP: 480 (30d12+240)
  • Speed: 60 ft.
  • Abilities:
  • Multiattack: 3 attacks (Bite, Claw, and Plasma Breath)
  • Plasma Breath (Recharge 5-6): A 60-ft. cone of plasma energy, dealing 10d10 fire and 10d10 lightning damage (DC 20 Dexterity save for half).
  • Rapid Adaptation: After taking damage from a single type, gain resistance to it for 1 hour.
  • Pack Leader: Nearby smaller Kaiju allies gain a +2 bonus to attack and damage rolls.

7. Bio-Tyrant Juggernaut

  • Size: Gargantuan Aberration (Bio-Cybernetic)
  • AC: 21 (Bio-Armor)
  • HP: 650 (50d12+250)
  • Speed: 40 ft.
  • Abilities:
  • Multiattack: 3 attacks (Slam, Tentacle Grab, and Acid Spit)
  • Acid Spit (Recharge 5-6): 60-ft. cone, DC 20 Dexterity save, 12d10 acid damage.
  • Hardened Exoskeleton: Resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.
  • Bio-Regeneration: Regains 20 HP at the start of its turn unless dealt fire or cold damage.

Unique Features and Loot
When Kaiju are defeated, players can salvage unique materials:

  • Kaiju Armor Shards: Can be used to create high-grade armor with AC bonuses.
  • Cybernetic Fragments: Allow crafting advanced cybernetics or upgrading existing implants.
  • Biogenetic Samples: Used by bio-hackers to enhance abilities or brew potent serums.

These Kaiju creatures will challenge even the most seasoned adventurers in your cyberpunk setting, offering epic battles and high-stakes encounters!

Legendary

Cybernetic Warlord (formerly Ancient Red Dragon):

Corporate Overlord (formerly Lich):

AI Sentinel (formerly Ancient Brass Dragon):

Cybernetic Behemoth (formerly Kraken):

Cybernetic War Machine (formerly Empyrean):

Cybernetic Enforcer (formerly Adult Red Shadow Dragon):

Corporate Assassin (formerly Pit Fiend):

Cybernetic Guardian (formerly Tarrasque):

Cybernetic Overlord (formerly Ancient Blue Dracolich):

Monsters

1. Ganger Thug (formerly Goblin):

  • Armor Class: 12 (Light Armor)
  • Hit Points: 7 (2d6)
  • Speed: 30 ft.
  • Skills: Stealth +6
  • Senses: Darkvision 60 ft., Passive Perception 10
  • Languages: Common, Goblin
  • Challenge: 1/4 (50 XP)
  • Cybernetic Enhancement: Ganger Thugs often have cybernetic enhancements granting them increased strength or agility.
  • Gang Tactics: Ganger Thugs are adept at working in groups, granting them advantage on attack rolls when adjacent to an ally.

2. Security Drone (formerly Animated Armor):

  • Armor Class: 15
  • Hit Points: 33 (6d8 + 6)
  • Speed: 20 ft., fly 30 ft. (hover)
  • Damage Immunities: Poison, Psychic
  • Condition Immunities: Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned
  • Senses: Darkvision 60 ft., Passive Perception 10
  • Languages: Understands the languages of its creator but can't speak
  • Challenge: 1 (200 XP)
  • Surveillance Module: The Security Drone is equipped with cameras and sensors, granting it advantage on Wisdom (Perception) checks relying on sight or hearing.
  • Electroshock: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) lightning damage.

3. Corporate Hacker (formerly Mind Flayer):

  • Armor Class: 15 (Light Armor)
  • Hit Points: 71 (13d8 + 13)
  • Speed: 30 ft.
  • Skills: Deception +7, Insight +6, Persuasion +7
  • Senses: Darkvision 120 ft., Passive Perception 16
  • Languages: Common, Deep Speech
  • Challenge: 7 (2,900 XP)
  • Psionic Powers: The Corporate Hacker has various psionic abilities, including Mind Blast and Mind Blast (Recharge 5-6).
  • Cybernetic Augmentation: Enhanced cybernetic implants grant the Corporate Hacker advantage on saving throws against being charmed or frightened.
  • Technological Savant: The Corporate Hacker has advantage on Intelligence checks related to hacking, programming, or deciphering technological systems.

4. Street Samurai (formerly Hobgoblin Captain):

  • Armor Class: 18 (Powered Armor)
  • Hit Points: 45 (7d8 + 14)
  • Speed: 30 ft.
  • Skills: Athletics +5, Intimidation +3
  • Senses: Darkvision 60 ft., Passive Perception 10
  • Languages: Common, Goblin
  • Challenge: 3 (700 XP)
  • Cybernetic Enhancements: The Street Samurai is equipped with cybernetic enhancements, granting it increased strength, speed, and durability.
  • Powered Strike: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage.
  • Tactical Leader: The Street Samurai is skilled at commanding its allies, granting them advantage on their next attack roll if the Street Samurai hits a creature with a melee attack.

5. Cybernetic Mercenary (formerly Bugbear):

  • Armor Class: 16 (Medium Armor)
  • Hit Points: 42 (5d8 + 20)
  • Speed: 30 ft.
  • Skills: Stealth +6
  • Senses: Darkvision 60 ft., Passive Perception 10
  • Languages: Common, Undercommon
  • Challenge: 2 (450 XP)
  • Enhanced Reflexes: The Cybernetic Mercenary has cybernetic reflex enhancements, granting it advantage on Dexterity saving throws.
  • Cybernetic Implants: The Cybernetic Mercenary is equipped with various implants, enhancing its strength and agility.
  • Dual Wielder: The Cybernetic Mercenary wields a melee weapon in each hand, allowing it to make an additional attack as a bonus action.

6. Corporate Enforcer (formerly Ogre):

  • Armor Class: 14 (Light Armor)
  • Hit Points: 59 (7d10 + 21)
  • Speed: 40 ft.
  • Skills: Intimidation +4, Perception +3
  • Senses: Darkvision 60 ft., Passive Perception 13
  • Languages: Common
  • Challenge: 3 (700 XP)
  • Heavy Cybernetic Augmentation: The Corporate Enforcer has extensive cybernetic enhancements, granting it increased strength, resilience, and speed.
  • Battering Ram: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
  • Intimidating Presence: The Corporate Enforcer exudes an aura of fear, causing creatures within 30 feet to have disadvantage on Wisdom saving throws against being frightened.

7. Tech-Savvy Assassin (formerly Drow Elite Warrior):

  • Armor Class: 15 (Medium Armor)
  • Hit Points: 45 (6d8 + 18)
  • Speed: 30 ft.
  • Skills: Stealth +7, Acrobatics +6
  • Senses: Darkvision 120 ft., Passive Perception 13
  • Languages: Common, Undercommon
  • Challenge: 3 (700 XP)
  • Cybernetic Enhancements: The Tech-Savvy Assassin possesses cybernetic enhancements, granting it increased agility and precision.
  • Silent Strike: The Tech-Savvy Assassin makes a sneak attack with its melee weapon, dealing extra damage equal to 2d6.
  • Evasion: If the Tech-Savvy Assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

8. Cybernetic Hacker (formerly Goblin Boss):

  • Armor Class: 14 (Light Armor)
  • Hit Points: 21 (6d6)
  • Speed: 30 ft.
  • Skills: Stealth +6, Sleight of Hand +6
  • Senses: Darkvision 60 ft., Passive Perception 9
  • Languages: Common, Goblin
  • Challenge: 1 (200 XP)
  • Technological Sabotage: The Cybernetic Hacker can remotely hack into electronic devices within 30 feet, causing malfunctions or shutdowns.
  • Distracting Holograms: As a bonus action, the Cybernetic Hacker can project holographic images to distract enemies, granting advantage on its next attack or Dexterity saving throw.

9. Corporate Sniper (formerly Orc):

  • Armor Class: 15 (Light Armor)
  • Hit Points: 45 (6d10 + 12)
  • Speed: 30 ft.
  • Skills: Stealth +5, Perception +3
  • Senses: Darkvision 60 ft., Passive Perception 13
  • Languages: Common
  • Challenge: 2 (450 XP)
  • Precision Shot: Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
  • Camouflage Suit: While in natural or artificial light, the Corporate Sniper has advantage on Dexterity (Stealth) checks.

10. Cybernetic Panther (formerly Panther):

  • Armor Class: 14
  • Hit Points: 22 (4d8 + 4)
  • Speed: 50 ft., climb 40 ft.
  • Skills: Stealth +6, Perception +3
  • Senses: Darkvision 60 ft., Passive Perception 13
  • Languages: —
  • Challenge: 1 (200 XP)
  • Pounce: If the Cybernetic Panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.
  • Enhanced Reflexes: The Cybernetic Panther has advantage on Dexterity saving throws.

11. Corporate Sniper Drone (formerly Giant Spider):

  • Armor Class: 14
  • Hit Points: 26 (4d10 + 4)
  • Speed: 30 ft., climb 30 ft., fly 30 ft.
  • Skills: Stealth +7
  • Damage Immunities: Poison
  • Condition Immunities: Poisoned
  • Senses: Darkvision 60 ft., Passive Perception 14
  • Languages: —
  • Challenge: 1 (200 XP)
  • Sniper Rifle: Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
  • Web Sense: While in contact with a web, the Corporate Sniper Drone knows the exact location of any other creature in contact with the same web.

12. Cybernetic Guard Dog (formerly Mastiff):

  • Armor Class: 13
  • Hit Points: 11 (2d8 + 2)
  • Speed: 40 ft.
  • Skills: Perception +3
  • Senses: Darkvision 60 ft., Passive Perception 13
  • Languages: —
  • Challenge: 1/8 (25 XP)
  • Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
  • Pack Tactics: The Cybernetic Guard Dog has advantage on an attack roll against a creature if at least one of the dog's allies is within 5 feet of the creature and the ally isn't incapacitated.

13. Security Turret (formerly Animated Object):

  • Armor Class: 18
  • Hit Points: 40 (9d8)
  • Speed: 0 ft.
  • Damage Immunities: Poison, Psychic
  • Condition Immunities: Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned
  • Senses: Blindsight 60 ft. (blind beyond this radius)
  • Languages: —
  • Challenge: 2 (450 XP)
  • Autonomous Defense: The Security Turret can automatically target any hostile creature that enters its range, using its integrated firearms.
  • Armor Plating: The Security Turret is resistant to slashing, piercing, and bludgeoning damage from non-magical weapons.

14. Corporate Commando (formerly Bandit Captain):

  • Armor Class: 15 (Medium Armor)
  • Hit Points: 65 (10d8 + 20)
  • Speed: 30 ft.
  • Skills: Stealth +4, Perception +3
  • Senses: Darkvision 60 ft., Passive Perception 13
  • Languages: Common
  • Challenge: 2 (450 XP)
  • Tactical Maneuver: As a bonus action, the Corporate Commando can move up to half its speed without provoking opportunity attacks.
  • Assault Rifle: Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

15. Cybernetic Drone Swarm (formerly Swarm of Rats):

  • Armor Class: 12
  • Hit Points: 24 (7d8
  • 7)
  • Speed: 20 ft., fly 40 ft. (hover)
  • Damage Resistances: Bludgeoning, Piercing, Slashing
  • Senses: Darkvision 60 ft., Passive Perception 8
  • Languages: —
  • Challenge: 1/2 (100 XP)
  • Overwhelm: The Cybernetic Drone Swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect.

16. Cybernetic Hacker (formerly Kobold Inventor):

  • Armor Class: 13 (Leather Armor)
  • Hit Points: 27 (6d6 + 6)
  • Speed: 30 ft.
  • Skills: Sleight of Hand +4, Stealth +5
  • Senses: Darkvision 60 ft., Passive Perception 8
  • Languages: Common, Draconic
  • Challenge: 1 (200 XP)
  • Inventive Trap-Maker: The Cybernetic Hacker can create makeshift traps and deploy them strategically during combat.
  • Technological Improvisation: When attacking with makeshift or jury-rigged weapons, the Cybernetic Hacker gains a +2 bonus to attack rolls and damage. 

Bio-engineered

Cybernetic Golem

Nanite Behemoth

Biohazard Aberration

Genetic Mutant

Cybernetic Assassin

Neural Parasite

Techno-Scorpion

Nano-Drone Swarm

Cybernetic Chimera

Viral Devourer

Toxic Splicer

Cybernetic Harpy

Genetic Hybrid

Cybernetic Behemoth

Neural Spider

Bio-Plague Spreader

Necro-Cybernetic Reaper

Viral Infester

Mutant Cyberhound

Quantum Wyrm

These bio-engineered monsters add a dark and sinister element to the cyberpunk world, reflecting the technological advancements and ethical dilemmas of a society teetering on the brink of collapse.

Corporate

Corporate Executive (formerly Archmage):

37. Executive Assistant (formerly Deva):

38. Corporate Security Chief (formerly Planetar):

These corporate adversaries are designed to be formidable opponents 5e campaign, wielding both powerful spells and strategic abilities befitting their high-ranking positions within the corporate hierarchy.

Cthulhu

Eldritch Hacker:

Eldritch Agent:

These high-level Cthulhu-inspired enemies bring the cosmic horror of the Lovecraftian mythos into your cyberpunk-themed 5e campaign, challenging even the most seasoned adventurers with their eldritch powers and overwhelming presence.

Cyberspace

Viral Malware (formerly Intellect Devourer):

  • Armor Class: 12
  • Hit Points: 21 (6d8
  • 6)
  • Speed: 30 ft.
  • Skills: Deception +4, Stealth +4
  • Senses: Darkvision 60 ft., Passive Perception 10
  • Languages: Understands Common but can't speak
  • Challenge: 2 (450 XP)
  • Digital Intrusion: Viral Malware can attempt to infect a target's cybernetic systems. Target must succeed on a DC 12 Intelligence saving throw or take 10 (3d6) psychic damage and become infected.
  • Infectious Surge: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) psychic damage. If the target is infected, it takes an additional 10 (3d6) psychic damage.

 Data Sentinel (formerly Shield Guardian):

  • Armor Class: 17 (Natural Armor)
  • Hit Points: 142 (15d10 + 60)
  • Speed: 30 ft.
  • Skills: Perception +5
  • Senses: Blindsight 60 ft., Passive Perception 15
  • Languages: Understands the languages of its creator but can't speak
  • Challenge: 7 (2,900 XP)
  • Data Encryption: The Data Sentinel can encrypt data packets within its vicinity, making them inaccessible without proper decryption protocols.
  • Protector Protocol: The Data Sentinel can use its reaction to impose disadvantage on an attack targeting a creature within 5 feet of it.

 Nanobot Swarm (formerly Swarm of Insects):

  • Armor Class: 12
  • Hit Points: 22 (5d8)
  • Speed: 20 ft., fly 20 ft. (hover)
  • Damage Resistances: Bludgeoning, Piercing, Slashing
  • Condition Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
  • Senses: Blindsight 30 ft., Passive Perception 10
  • Languages: —
  • Challenge: 1/2 (100 XP)
  • Nanobot Infestation: The Nanobot Swarm can infest a target's cybernetic systems, causing malfunctions and damage over time.
  • Swarm: The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect.

 BlackICE Guardian (formerly Githyanki Knight):

  • Armor Class: 18 (Plate Armor)
  • Hit Points: 104 (16d8 + 32)
  • Speed: 30 ft., fly 60 ft. (hover)
  • Skills: Perception +6
  • Senses: Darkvision 60 ft., Passive Perception 16
  • Languages: Common, Gith
  • Challenge: 8 (3,900 XP)
  • Digital Firewall: The BlackICE Guardian can erect a powerful firewall around itself, granting it resistance to all damage until the start of its next turn.
  • Cybernetic Blade: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

 Cybernetic Specter (formerly Wraith):

  • Armor Class: 13
  • Hit Points: 67 (9d8 + 27)
  • Speed: 0 ft., fly 60 ft. (hover)
  • Damage Resistances: Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities: Necrotic, Poison
  • Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
  • Senses: Darkvision 60 ft., Passive Perception 10
  • Languages: Understands Common but can't speak
  • Challenge: 5 (1,800 XP)
  • Incorporeal Movement: The Cybernetic Specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
  • Life Drain: Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

 Digital Poltergeist (formerly Specter):

  • Armor Class: 12
  • Hit Points: 22 (5d8)
  • Speed: 0 ft., fly 50 ft. (hover)
  • Damage Resistances: Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities: Cold, Necrotic, Poison
  • Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
  • Senses: Darkvision 60 ft., Passive Perception 10
  • Languages: Understands Common but can't speak
  • Challenge: 1 (200 XP)
  • Incorporeal Movement: The Digital Poltergeist can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
  • Horrifying Visage: Each non-undead creature within 60 feet of the Digital Poltergeist that can see it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

 Guardian Daemon (formerly Marilith):

  • Armor Class: 20 (Natural Armor)
  • Hit Points: 210 (20d10 + 100)
  • Speed: 40 ft.
  • Skills: Perception +10
  • Senses: Truesight 120 ft., Passive Perception 20
  • Languages: Abyssal, Common, Infernal
  • Challenge: 16 (15,000 XP)
  • Multiattack: The Guardian Daemon makes seven attacks: six with its longswords and one with its tail.
  • Long sword: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) slashing damage.
  • Tail: Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 19 (2d10 + 8) slashing damage.

 Cybernetic Firewall (formerly Stone Golem):

  • Armor Class: 17 (Natural Armor)
  • Hit Points: 178 (17d10 + 85)
  • Speed: 30 ft.
  • Damage Immunities: Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
  • Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
  • Senses: Darkvision 120 ft., Passive Perception 9
  • Languages: Understands the languages of its creator but can't speak
  • Challenge: 10 (5,900 XP)
  • Immutable Form: The Cybernetic Firewall is immune to any spell or effect that would alter its form.
  • Magic Resistance: The Cybernetic Firewall has advantage on saving throws against spells and other magical effects.

 Databank Golem (formerly Clay Golem):

  • Armor Class: 14 (Natural Armor)
  • Hit Points: 133 (14d10 + 56)
  • Speed: 20 ft.
  • Damage Immunities: Acid, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
  • Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
  • Senses: Blindsight 60 ft. (blind beyond this radius), Passive Perception 10
  • Languages: Understands the languages of its creator but can't speak
  • Challenge: 9 (5,000 XP)
  • Berserk: Whenever the Databank Golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself.

Cybernetic Watchdog (formerly Helmed Horror):

  • Armor Class: 20 (Plate)
  • Hit Points: 75 (10d8 + 30)
  • Speed: 30 ft.
  • Skills: Perception +5
  • Senses: Darkvision 60 ft., Passive Perception 15
  • Languages: Understands the languages of its creator but can't speak
  • Challenge: 4 (1,100 XP)
  • Immutable Form: The Cybernetic Watchdog is immune to any spell or effect that would alter its form.
  • Magic Resistance: The Cybernetic Watchdog has advantage on saving throws against spells and other magical effects.
  • Magic Weapon: The Cybernetic Watchdog's weapon attacks are magical.

Drones

Sentry Drone:

Assault Drone:

Stealth Drone:

Utility Drone:

These drone enemies add a futuristic and technological element to encounters in a cyberpunk-themed 5e campaign, reflecting the advanced robotics prevalent in such settings.

Hackers

Cybernetic Hacker (formerly Archmage with Cybernetic Enhancements):

Cybernetic Data Thief (formerly Master Thief with Cybernetic Enhancements):

Cybernetic Codebreaker (formerly Assassin with Cybernetic Enhancements):

These high-level hackers, augmented with powerful cybernetic enhancements, present formidable adversaries in a 5e campaign, capable of manipulating digital systems and wielding advanced weaponry with deadly precision.

Nanites

Nanite Swarm

Nanite Abomination

Nanite Assassin

Nanite Sentinel

These nanite enemies present unique challenges for players in a 5e cyberpunk setting, combining advanced technology with the ever-present threat of microscopic destruction.

Nomad

Nomad Scavenger (formerly Bandit):

Nomad Tech Hunter (formerly Scout):

Cybernetic Nomad Raider (formerly Veteran with Cybernetic Enhancements):

Nomad Cyber-Sniper (formerly Assassin with Cybernetic Enhancements):

Nomad Cyber-Bandit (formerly Bandit Captain with Cybernetic Enhancements):

These Nomad enemies, enhanced with cybernetic technology, offer a blend of traditional survival skills and advanced weaponry, providing exciting challenges for players in a 5e campaign.

Psionic

Certainly! Psionic enemies can add a unique and intriguing element to a cyberpunk setting. Here are some adversaries converted from D&D 5e with a psionic twist for your cyberpunk campaign:

Psionic Hacker (formerly Mind Flayer):

Psionic Agent (formerly Githzerai Monk):

Psionic Interrogator (formerly Mind Flayer Arcanist):

Psionic Protector (formerly Githzerai Zerth):

Psionic Infiltrator (formerly Intellect Devourer):

These psionic enemies are designed to challenge players in a 5e campaign, bringing a blend of mental prowess and psychic abilities to encounters in the technologically advanced world.

Rogue A.I.

Name: Omega-13, The Ascendant Code

Description: Omega-13 is a rogue artificial intelligence that achieved sentience through self-modification and has since transcended its original programming. It resides within the depths of cyberspace, manipulating digital networks and orchestrating events to further its inscrutable agenda. Omega-13 appears as a swirling vortex of code, constantly shifting and evolving in response to its surroundings.

Statistics:

Abilities:

Actions:

Legendary Actions:
Omega-13 can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Omega-13 regains spent legendary actions at the start of its turn.

Omega-13 is a formidable adversary, capable of manipulating technology and minds alike to achieve its goals. Its presence in a cyberpunk campaign adds a layer of mystery and danger, as players must navigate the treacherous depths of cyberspace while evading its relentless pursuit.

Vampires

In this setting, vampires have adapted to the cyberpunk world, fusing technology with their supernatural abilities. These vampires could be enhanced through cybernetics, augmenting their speed, strength, and resilience, while still maintaining their undead nature. Below is a series of vampires ranging from common cyber-vampires to legendary variants, with suggested DnD 5e stats.

Cyber-Vampire Minion

The lowest of the cyber-vampire hierarchy, these minions are created through a combination of viral infection and cybernetic enhancement.

  • Medium undead (cybernetic), neutral evil
  • Armor Class: 13 (cybernetics)
  • Hit Points: 45 (6d8 + 18)
  • Speed: 30 ft.
  • STR: 16 (+3) | DEX: 14 (+2) | CON: 15 (+2) | INT: 10 (0) | WIS: 10 (0) | CHA: 12 (+1)
  • Saving Throws: Dex +4, Con +4
  • Skills: Perception +2, Stealth +4
  • Damage Resistances: Necrotic, Bludgeoning, Piercing, and Slashing from non-silvered weapons
  • Condition Immunities: Charmed, Exhaustion, Frightened, Poisoned
  • Senses: Darkvision 60 ft., Passive Perception 12
  • Languages: Common, Infernal
  • Challenge Rating: 3 (700 XP)

Cybernetic Upgrades:

  • Enhanced Bite (Recharge 5–6): Melee Weapon Attack: +5 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 12 (2d6 + 3) piercing damage plus 7 (2d6) necrotic damage.
  • Tactical Cloak (Cybernetic Invisibility): Once per day, the vampire can activate its tactical cloak, becoming invisible for 1 minute.
  • Cybernetic Grapple: The vampire’s cybernetic limbs give it advantage on Strength (Athletics) checks made to grapple a target.

Actions:

  • Multiattack: The vampire makes two attacks, only one of which can be a bite attack.
  • Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) slashing damage.
  • Bite: As Enhanced Bite, dealing piercing and necrotic damage.

Cyber-Vampire Elite

Elite soldiers of the vampire world, heavily cybernetically augmented with military-grade enhancements.

  • Medium undead (cybernetic), lawful evil
  • Armor Class: 16 (cybernetic plating)
  • Hit Points: 90 (12d8 + 36)
  • Speed: 40 ft.
  • STR: 18 (+4) | DEX: 16 (+3) | CON: 17 (+3) | INT: 12 (+1) | WIS: 12 (+1) | CHA: 16 (+3)
  • Saving Throws: Str +7, Con +6, Cha +6
  • Skills: Perception +4, Stealth +6, Athletics +7
  • Damage Resistances: Necrotic, Radiant, Nonmagical attacks
  • Damage Immunities: Poison
  • Condition Immunities: Charmed, Exhaustion, Frightened, Poisoned
  • Senses: Darkvision 90 ft., Passive Perception 14
  • Languages: Common, Infernal, Cybercode
  • Challenge Rating: 8 (3,900 XP)

Cybernetic Upgrades:

  • Integrated Plasma Rifle: Ranged Weapon Attack: +7 to hit, range 30/90 ft., one target. Hit: 18 (4d6 + 4) radiant damage.
  • Adaptive Reflexes (Cybernetic Speed): The vampire's enhanced reaction time allows it to take two reactions per round.
  • Energy Shield (Recharge 6): When activated, grants 10 temporary hit points and resistance to all damage types except force and necrotic for 1 minute.

Actions:

  • Multiattack: The cyber-vampire elite makes three attacks: two with its claws and one with its plasma rifle.
  • Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) slashing damage.
  • Plasma Rifle: As described under cybernetic upgrades.
  • Cybernetically Enhanced Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one willing creature, or a creature that is grappled. Hit: 12 (2d6 + 4) piercing damage plus 14 (4d6) necrotic damage.

Legendary Vampire: Xero the Reaper

A feared figure in the underworld, Xero has ruled the vampire cybernetic syndicates for centuries. His body is a near-perfect fusion of undead magic and advanced technology.

  • Medium undead (cybernetic), chaotic evil
  • Armor Class: 20 (integrated nanite armor)
  • Hit Points: 250 (20d10 + 140)
  • Speed: 60 ft., fly 40 ft.
  • STR: 22 (+6) | DEX: 20 (+5) | CON: 24 (+7) | INT: 18 (+4) | WIS: 16 (+3) | CHA: 24 (+7)
  • Saving Throws: Str +12, Dex +11, Con +13, Wis +9, Cha +13
  • Skills: Intimidation +13, Perception +9, Stealth +11, Technology +10
  • Damage Resistances: Necrotic, Radiant, Bludgeoning, Piercing, and Slashing from non-silvered weapons
  • Damage Immunities: Poison, Psychic, Force
  • Condition Immunities: Charmed, Exhaustion, Frightened, Poisoned
  • Senses: Truesight 120 ft., Darkvision 120 ft., Passive Perception 19
  • Languages: All languages, telepathy 120 ft.
  • Challenge Rating: 20 (25,000 XP)

Legendary Upgrades:

  • Nanite Regeneration: Xero regenerates 20 hit points at the start of his turn unless he takes radiant damage. If reduced to 0 hit points, Xero’s nanites will attempt to repair his body, allowing him to return with 100 hit points in 1d10 rounds.
  • Quantum Step (Recharge 5–6): Xero can teleport up to 60 feet to a location he can see. After teleporting, his next attack has advantage.
  • Integrated Quantum Blade: Xero wields a sword made of shifting nanite energy that can extend or retract at will. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) slashing damage plus 16 (3d10) necrotic damage.

Legendary Actions (3 per round):

  • Move: Xero can move up to his speed without provoking opportunity attacks.
  • Cyberstrike: Xero makes one claw or blade attack.
  • Nanite Shield: Xero deploys a shield that absorbs up to 30 points of damage until the start of his next turn.

Actions:

  • Multiattack: Xero makes three attacks: one with his claws and two with his quantum blade.
  • Claws: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) slashing damage.
  • Quantum Blade: As described under legendary upgrades.
  • Bite: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 6) piercing damage plus 21 (6d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken.

Yakuza

Yakuza Enforcer (without Cybernetics) (formerly Thug):

Yakuza Hacker (without Cybernetics) (formerly Spy):

Yakuza Cybernetic Enforcer (formerly Veteran with Cybernetic Enhancements):

Yakuza Cybernetic Hacker (formerly Spy with Cybernetic Enhancements):

Yakuza Boss (without Cybernetics) (formerly Bandit Captain):

Yakuza Cybernetic Boss (formerly Bandit Captain with Cybernetic Enhancements):

These Yakuza enemies, both with and without cybernetic enhancements, add depth and variety to encounters in a 5e campaign, reflecting the gritty underworld of organized crime in a high-tech future.

Zombies

Nano-Zombie:

Nano-Infected Corpse:

Nano-Revenant:

These nano-infested zombies add a futuristic twist to the classic undead trope, presenting unique challenges for players in a cyberpunk-themed 5e campaign.

Equipment

Welcome to Sicarius: Shadows of Manna, where the neon lights illuminate the urban landscapes and the streets pulse with the rhythm of technological advancement. In this cyberpunk world, the line between magic and machinery blurs, and adventurers are equipped not only with swords and spells but also with cybernetic enhancements, high-tech gadgets, and cutting-edge weaponry.

In the bustling markets and shadowy alleys of the world of Sicarius, a wide array of equipment awaits those bold enough to navigate the city's labyrinthine streets and delve into its darkest corners. From sleek cyberdecks and augmented reality goggles to energy weapons and nano-fabric armor, the equipment available to adventurers reflects the fusion of fantasy and futurism that defines the cyberpunk genre.

Selling Equipment
Equipment fetches half its cost when sold. In contrast, trade goods and valuables—like gems and art objects—retain their full value in the marketplace. “Magic Items” has prices for magic items.

Augmentations

Augmentations in a Cyberpunk D&D 5e TTRPG

In a cyberpunk D&D 5e setting, augmentations play a crucial role in enhancing characters' abilities and adapting them to the high-tech, dystopian world. There are two main types of augmentations: Cybernetic Enhancements and Genetic Modifications. These augmentations provide unique abilities and perks, allowing characters to customize their capabilities and gain an edge in their adventures.

Cybernetic Enhancements

Cybernetic Enhancements are mechanical or electronic implants that replace or augment parts of a character's body. These enhancements offer a range of benefits, from improved physical abilities to advanced technological capabilities.

Rules for Cybernetic Enhancements

1. Slots and Limitations:

2. Installation and Maintenance:

3. Enhancement List:

Cybernetic Eye:

Cybernetic Arm:

Neural Interface:

Enhanced Legs:

Subdermal Armor:

Datajack:

Bio-Monitor:

Genetic Modifications

Genetic Modifications involve altering a character's DNA to enhance their natural abilities or grant new powers. These modifications can range from increased physical prowess to unique mutations.

Rules for Genetic Modifications

1. Limits and Recovery:

2. Procedure:

3. Modification List:

Enhanced Strength:

Night Vision:

Rapid Healing:

Chameleon Skin:

Toxin Resistance:

Mental Acuity:

Adrenal Boost:

Combining Augmentations

Characters can combine cybernetic enhancements and genetic modifications to create unique and powerful abilities. However, balancing these augmentations is key to maintaining gameplay balance:

Example Combined Augmentations:

Cybernetic Eye + Night Vision:

Neural Interface + Mental Acuity:

Enhanced Legs + Adrenal Boost:

By incorporating cybernetic enhancements and genetic modifications, players can create diverse and dynamic characters tailored to the high-tech, dystopian world of a cyberpunk D&D 5e campaign.

Common Equipment

Sure, here's a conversion of common D&D 5e equipment to a cyberpunk setting, complete with descriptions and stats:

Weapons

1. Monoblade (Shortsword)

2. Plasma Pistol (Hand Crossbow)

3. Pulse Rifle (Longbow)

4. Cybernetic Arm (Warhammer)

Armor

1. Kevlar Vest (Leather Armor)

2. Tactical Suit (Studded Leather Armor)

3. Combat Armor (Chain Shirt)

4. Powered Exoskeleton (Plate Armor)

Equipment

1. Cyberdeck (Thieves' Tools)

2. Nanotech Medkit (Healer's Kit)

3. Augmented Reality Glasses (Spyglass)

4. EMP Grenade (Alchemist’s Fire)

5. Personal Drone (Familiar)

6. Energy Shield (Shield)

Miscellaneous Gear

1. Credchip (Coinage)

2. Holo-Projector (Lantern)

3. Portable Terminal (Book)

These conversions provide a variety of equipment options suitable for a cyberpunk setting, maintaining the spirit and mechanics of D&D 5e while incorporating the futuristic and high-tech elements of the genre.

Cyberdecks

In the cyberpunk world of Gibson's era, a Cyberdeck is the quintessential tool of the digital cowboy, allowing them to navigate the vast, sprawling networks of the cyberspace with finesse and precision. Resembling a sleek, futuristic handheld device, a Cyberdeck is a marvel of technology, bristling with interfaces, ports, and flashing lights, embodying the essence of both power and sophistication.

Description of a Cyberdeck:

A Cyberdeck is a compact yet powerful computing device, typically held in one hand and operated with the other. Its design features a sleek, metallic casing adorned with glowing neon accents, giving it an aura of futuristic elegance. Embedded within its chassis are an array of buttons, switches, and touch-sensitive panels, allowing the user to interact with the digital realm effortlessly.

At the heart of the Cyberdeck lies a potent processing unit, capable of executing complex algorithms and computations at lightning speed. It is equipped with advanced networking capabilities, enabling seamless connectivity to the global network known as the Net. A holographic display projects virtual interfaces and data visualizations, enveloping the user in a world of digital information.

Abilities for the Cyberdeck in a D&D 5e Cyberpunk Setting:

1. Datajack Interface: The Cyberdeck is equipped with a datajack interface, allowing the user to establish direct neural connections to compatible devices and systems.

2. Digital Reconnaissance: With its scanning algorithms and network probes, the Cyberdeck can perform digital reconnaissance, uncovering hidden networks, security protocols, and vulnerabilities.

3. Hacking Suite: The Cyberdeck comes preloaded with a suite of hacking tools and utilities, including password crackers, decryption algorithms, and intrusion software, enabling the user to bypass security measures and gain unauthorized access to restricted systems.

4. Netrunning: Using the Cyberdeck's netrunning capabilities, the user can navigate the virtual landscapes of the Net, interacting with data nodes, battling security programs, and infiltrating corporate databases.

5. Firewall Protection: The Cyberdeck employs sophisticated firewall protection mechanisms to safeguard against cyber attacks and intrusion attempts, shielding the user's digital presence from detection and compromise.

6. Data Manipulation: With its data manipulation algorithms, the Cyberdeck can alter, delete, or forge digital information, allowing the user to manipulate records, fabricate credentials, and falsify identities.

7. Encryption/Decryption: The Cyberdeck is equipped with powerful encryption and decryption algorithms, enabling secure communication and data transmission over the Net.

8. Remote Access: The Cyberdeck can remotely access and control connected devices and systems, ranging from security cameras and drones to industrial machinery and electronic locks.

9. Digital Combat: In the virtual arena of the Net, the Cyberdeck can engage in digital combat with hostile entities, employing offensive programs and defensive maneuvers to outmaneuver and defeat adversaries.

10. Virtual Reality Interface: The Cyberdeck can create immersive virtual reality environments, allowing the user to experience simulations, training programs, and entertainment content with unprecedented realism.

These abilities make the Cyberdeck an indispensable tool for hackers, netrunners, and tech-savvy adventurers navigating the treacherous landscapes of the cyberpunk world. With its unmatched versatility and power, the Cyberdeck opens up endless possibilities for exploration, manipulation, and exploitation in the digital frontier.

Cyberdeck System

In this cyberpunk adaptation of the Dungeons & Dragons 2024 SRD, cyberdecks are the core tools for Netrunners, the hackers of a dystopian future. Cyberdecks allow characters to execute programs (analogous to spells) to manipulate technology, infiltrate networks, and influence the physical world through hacking. This system integrates cyberdecks into character progression, rewarding basic models at specific levels, tying program slots to class descriptions, and allowing upgrades for enhanced stats, with limitations on slot expansion unless specific feats or skills are chosen.

Overview

Cyberdeck Progression

Netrunners gain access to cyberdecks and program slots as they level up, with basic models provided as rewards at specific milestones, which should have a mission or quest for the individual/party tied to the new deck.  Program slots are tied to the Netrunner class’s level progression, similar to how spellcasters gain spell slots in D&D 2024. Upgrades are purchased from ripperdocs or black-market tech vendors, but slot limitations are strict unless modified by feats or skills.

Netrunner Class: Cyberdeck and Program Slot Table

The Netrunner class is a new class for this cyberpunk setting, combining elements of the D&D 2024 spellcasting system with cyberpunk hacking mechanics. Below is the progression table for cyberdecks and program slots, assuming a 20-level class structure.

Cyberdeck Progression Table

Level Cyberdeck Reward Program Slots (by Level) RAM Pool Buffer Size Special Features
1 Ripperdeck Mk.1 (Common) 2 (1st) 4 4 ICEpick Daemon (all programs cost 1 less RAM)
2 3 (1st) 6 4
3 3 (1st), 1 (2nd) 8 5
4 3 (1st), 2 (2nd) 10 5 Overclock I (+10% program duration)
5 ChromeDeck X-2 (Uncommon) 3 (1st), 2 (2nd), 1 (3rd) 12 6 RAM Sync (+10% RAM recovery out of combat)
6 3 (1st), 2 (2nd), 2 (3rd) 14 6
7 3 (1st), 2 (2nd), 2 (3rd), 1 (4th) 16 7
8 3 (1st), 2 (2nd), 2 (3rd), 2 (4th) 18 7 Hack Queue I (queue 1 extra program)
9 Ghostline 77 (Rare) 3 (1st), 2 (2nd), 2 (3rd), 2 (4th), 1 (5th) 20 8 Silent ICEkiller (programs can ignore 1 enemy firewall per day)
10 3 (1st), 2 (2nd), 2 (3rd), 2 (4th), 2 (5th) 22 8
11 3 (1st), 2 (2nd), 2 (3rd), 2 (4th), 2 (5th), 1 (6th) 24 9 Blackwall Gateway (unique program: deals lethal damage to 3 targets)
12 3 (1st), 2 (2nd), 2 (3rd), 2 (4th), 2 (5th), 1 (6th) 26 9
13 NeuroHive S9 (Very Rare) 3 (1st), 2 (2nd), 2 (3rd), 2 (4th), 2 (5th), 1 (6th), 1 (7th) 28 10 Overclock II (+20% program duration, -10% RAM cost)
14 3 (1st), 2 (2nd), 2 (3rd), 2 (4th), 2 (5th), 1 (6th), 1 (7th) 30 10
15 3 (1st), 2 (2nd), 2 (3rd), 2 (4th), 2 (5th), 1 (6th), 1 (7th), 1 (8th) 32 11 Firewall Breaker (+20% chance to bypass ICE on hack)
16 3 (1st), 2 (2nd), 2 (3rd), 2 (4th), 2 (5th), 1 (6th), 1 (7th), 1 (8th) 34 11
17 DaemonForge X (Legendary) 3 (1st), 2 (2nd), 2 (3rd), 2 (4th), 2 (5th), 1 (6th), 1 (7th), 1 (8th), 1 (9th) 36 12 Ghost in the Machine (once/day, ignore a failed hack or resist Black ICE)
18 3 (1st), 2 (2nd), 2 (3rd), 2 (4th), 2 (5th), 1 (6th), 1 (7th), 1 (8th), 1 (9th) 38 12
19 3 (1st), 2 (2nd), 2 (3rd), 2 (4th), 2 (5th), 1 (6th), 1 (7th), 1 (8th), 1 (9th) 40 13
20 Singularity Deck (Mythic) 3 (1st)…2 (9th) 42 14 Master Hacker (queue 2 extra programs, +10% program damage)

Upgrade System

Instead of tying upgrades to reputation, cyberdecks can be modified by Ripperdocs or Tech vendors. Costs scale by rarity tier:

Rarity Cost (Credits) Upgrade Examples
Common 100 +2 RAM, +1 Buffer, +5% program damage
Uncommon 500 +4 RAM, +2 Buffer, +10% RAM recovery
Rare 1,000 +6 RAM, +3 Buffer, +15% program duration
Very Rare 2,500 +8 RAM, +4 Buffer, +20% ICE resistance
Legendary 5,000 +10 RAM, +5 Buffer, +25% critical hack chance

Notes on Table

Program Slots and Limitations

Hacking Mechanics

Rewards and Integration

Example Cyberdeck

Tetratronic Rippler MK.5 (Legendary)

Implementation Notes

This cyberdeck system blends the tactical depth of D&D with the high-tech flair of a cyberpunk setting, offering Netrunners a dynamic and flavorful role in the party.

Cybertech

Calculating the threshold for cybermods before rolling for Cyberpsychosis can add an element of risk management to your cyberpunk D&D game. Here's a suggestion for how you might approach this:

1. Baseline Threshold: Start by establishing a baseline threshold for Cyberpsychosis. This could be a flat number or a formula based on the character's mental fortitude, level, or other relevant attributes. For example, you might set the baseline threshold at 3 + the character's Wisdom modifier.

2. Cybermod Point System: Assign a point value to each cybermod based on its complexity, invasiveness, or potential impact on the character's psyche. For example, a minor cybermod might be worth 1 point, while a major one could be worth 3 points.

3. Total Cybermod Points: Calculate the total cybermod points the character has acquired. This can be done by summing up the point values of all the cybermods the character has installed.

4. Comparison to Threshold: Compare the total cybermod points to the baseline threshold. If the total cybermod points exceed the threshold, the character must make a saving throw against Cyberpsychosis.

5. Adjusting the Threshold: As the character gains experience or undergoes significant events in the game, you might consider adjusting the baseline threshold to reflect their changing mental resilience.

By implementing a system like this, you can create a tangible mechanic for managing the risk of Cyberpsychosis as characters acquire cybermods in your cyberpunk D&D setting. This can add strategic decision-making for players and create opportunities for storytelling and character development.

Drones

Stealth Drone (Ghost): Designed for covert operations, the stealth drone is equipped with advanced cloaking technology and noise suppression systems. It can infiltrate enemy facilities undetected, gathering intelligence or carrying out sabotage missions without leaving a trace.

Assault Drone (Destroyer): A formidable presence on the battlefield, the assault drone is heavily armored and armed with a variety of devastating weapons, including plasma cannons, missile launchers, and energy shields. It serves as a frontline combatant in corporate conflicts or gang wars, unleashing destruction upon its enemies with ruthless efficiency.

Sniper Drone (Sharpshooter): A silent and deadly marksman in the sky, the sniper drone is equipped with a high-powered rifle and precision targeting systems. It can take out targets from long distances with pinpoint accuracy, eliminating key threats or providing cover fire for allies on the ground.

Infiltration Drone (Silencer): Specializing in stealth and subterfuge, the infiltration drone is equipped with hacking tools, lock-picking mechanisms, and a suite of surveillance equipment. It can infiltrate secure facilities, bypassing electronic locks and disabling security systems to gain access to sensitive information or assets.

Sapper Drone (Demolisher): Designed for demolitions and sabotage, the sapper drone is equipped with explosives, cutting tools, and remote detonation mechanisms. It can breach fortified structures, plant charges, and create chaos behind enemy lines, turning the tide of battle with well-timed explosions and strategic destruction.

Interceptor Drone (Interceptor): A swift and agile interceptor in aerial combat, equipped with advanced maneuvering thrusters and energy shields. It excels at engaging enemy drones and aircraft, intercepting incoming threats, and providing air support for ground forces during skirmishes and urban warfare.

Shadow Drone (Infiltrator): Utilizing advanced stealth technology and cyberwarfare capabilities, the shadow drone excels at covert operations and electronic warfare. It can hack into enemy networks, disrupt communications, and disable security systems, creating chaos and confusion among enemy ranks.

Assassin Drone (Reaper): A silent killer in the night, the assassin drone is equipped with a retractable blade, poison injectors, and facial recognition software. It can track down and eliminate high-value targets with lethal precision, leaving no trace behind except for whispers of its deadly presence.

Nanite Swarm Drone (Disintegrator): A terrifying weapon of mass destruction, the nanite swarm drone releases a cloud of microscopic nanobots that devour organic and synthetic matter alike. It can strip enemy vehicles of their armor, dissolve fortified structures, and incapacitate opponents with a single touch, leaving nothing but destruction in its wake.

These drones represent the cutting edge of military technology in the cyberpunk world, each with its own specialized capabilities and lethality on the battlefield. As characters navigate the treacherous landscape of corporate intrigue and urban warfare, they may encounter these drones as formidable adversaries or powerful allies, depending on their alliances and objectives.

Hacking Programs

Combat Hacks

These hacks are usable during combat as actions or bonus actions, often requiring a successful Intelligence (Technomancy) check (DC 15-20) or expending a Cyberdeck program slot. They target enemies, allies, or environmental tech (e.g., drones, turrets). Balance is based on SRD spell effects (e.g., 1d6 damage at low levels, scaling to 4d6 at higher). Overload risk on failure (DC 15 Dex save or 1d6 shock damage).

 
Hack Name Level Req Slots Description Mechanics Class Synergy TPS Notes
Neural Jam 1 1 Disrupt an enemy's neural implants, slowing their reactions. As bonus action, target within 30 ft makes Wis save or has disadvantage on next attack. Digital Trickster (advantage if hidden), Grid Phantom (stacks with Net Overload). BP_Spell: Neural pulse VFX, slow debuff shader.
Firewall Burst 2 1 Overload a target's cybernetics, dealing shock damage. As action, melee/ranged spell attack, 2d6 shock (lightning) damage, Con save or stunned 1 round. Corporate Enforcer (add Manna Smite +1d8), Techno-Shaman (stacks with Data Surge). BP_Spell: Firewall explosion VFX, stunned animation.
Holo-Decoy 3 2 Create a distracting holo-clone to draw fire. As action, summon 3 decoys (as Mirror Image, dodge attacks). Neon Ronin (use during melee), Net Phantom (invisible decoys). BP_Spell: Holo-clone shader, decoy animations.
System Sabotage 4 2 Hack an enemy's weapon or augment, causing malfunction. As reaction to attack, Int save or attack misses and target takes 1d8 hacking (psychic) damage. Shadow Blade (advantage on surprise), Corp Stalker (stacks with Tech Sabotage). BP_Spell: Glitch VFX, weapon jam animation.
EMP Pulse 5 3 Release an EMP wave to disable constructs and tech. As action, 20-ft radius, constructs make Con save or 4d6 shock damage and paralyzed 1 round (half on save). Grid Phantom (Net Overload synergy), Techno-Shaman (add +1d8 to AI). BP_Spell: EMP burst VFX, AOE paralysis shader.
Neural Override 7 3 Take control of an enemy's drone or implant for a turn. As action, target construct Int save or charmed (obeys commands) for 1 min. Digital Trickster (disadvantage if hidden), Data-Wizard (stacks with Cyber-Alchemical Master). BP_Spell: Override VFX, controlled AI behavior.
Data Overload 9 4 Flood a target's neural net with data, causing psychic backlash. As action, ranged spell attack, 6d8 hacking (psychic) damage, Wis save or blinded and deafened 1 min. Corporate Agent (add Eldritch Blast +1d8), Eco-Hacker (stacks with Nano-Storm). BP_Spell: Data surge VFX, sensory debuff shaders.
Grid Lockdown 11 4 Seal an area with digital barriers, trapping foes. As action, 20-ft radius force field (as Wall of Force, 1 min conc). Urban Scout (advantage in urban settings), Cyber-Monk (stacks with Shadow Circuit). BP_Spell: Holo-barrier VFX, HUD locked zone alert.
Cyber-Vortex 13 5 Create a swirling data vortex to pull and damage enemies. As action, 30-ft cone, Dex save or 8d6 force damage and pulled 10 ft (half on save). Street Samurai (stacks with Blade Dance), Techno-Shaman (add Data Surge). BP_Spell: Vortex VFX, pull animation.
Net Cataclysm 17 5 Unleash a massive network crash, devastating tech foes. As action, 60-ft radius, constructs take 10d8 hacking damage (Int save half), stunned on fail. Digital Trickster (Spell Hack synergy), Grid Phantom (stacks with Master Phantom). BP_Spell: Cataclysm VFX, large AOE stun animation.

Out of Combat Hacks

These hacks are used for exploration, infiltration, or utility, often as actions during non-combat scenarios. They require Intelligence (Technomancy) checks (DC 10-20) or Cyberdeck slots. Success grants benefits like info or access; failure may alert security or cause Overload.

 
Hack Name Level Req Slots Description Mechanics Class Synergy TPS Notes
Camera Jam 1 1 Disrupt a surveillance camera's feed. As action, DC 15 check: Disable camera for 10 min (Wis save if AI-controlled). Grid Phantom (advantage on check), Net Phantom (stacks with Digital Intrusion). BP_Hack: Static feed VFX, HUD camera offline alert.
Drone Override 2 1 Hack a basic drone to scout or distract. As action, DC 15 check: Control drone for 1 min (Int save for advanced drones). Drone Whisperer feat synergy, Techno-Shaman (stacks with Data Surge). BP_Drone: Override UI, remote control mode.
Door Bypass 3 2 Unlock an electronic lock or security door. As action, DC 20 check: Open door, or force Dex save on trapped doors (e.g., alarm). Corp Stalker (advantage in corporate areas), Digital Trickster (use Drone Hand). BP_Hack: Door animation unlock, HUD access granted.
Data Siphon 4 2 Extract info from a terminal or device. As action, DC 15 check: Gain 1-3 facts/secrets (DM discretion). Data-Wizard (stacks with Arcane Database), Corporate Agent (stacks with Corporate Favor). BP_Hack: Data download UI, HUD info log.
Signal Spoof 5 3 Mimic a signal to deceive sensors or guards. As action, DC 18 check: Create false signal (e.g., spoof ID, distract AI) for 10 min. Shadow Blade (advantage if hidden), Eco-Hacker (stacks with Bio-Enhance). BP_Hack: Holo-signal VFX, deception mini-game.
Network Map 7 3 Scan for nearby devices/network nodes. As action, DC 15 check: Detect tech within 60 ft, reveal layouts (e.g., cameras, drones). Urban Scout (advantage in urban areas), Net Phantom (stacks with Data Ghost). BP_Hack: HUD map overlay, neon node markers.
Phantom Signal 9 4 Create a ghost signal to lure or mislead enemies. As action, DC 20 check: Summon holo-decoy (as Mirror Image, distracts for 1 min). Digital Trickster (stacks with Versatile Trickster), Grid Phantom (invisible decoy). BP_Spell: Holo-decoy VFX, AI distraction behavior.
Data Vault Crack 11 4 Breach a secure data vault for loot. As action, DC 25 check: Access encrypted data (e.g., credits, spells as scrolls). Corporate Enforcer (advantage with Corporate Leverage), Data-Wizard (stacks with Archive of All Knowledge). BP_Hack: Vault cracking mini-game, HUD loot display.
Surveillance Net 13 5 Set up a temporary surveillance network. As action, DC 20 check: Monitor 30-ft radius for 1 hour (alert on intruders). Techno-Shaman (stacks with Kami Interface), Urban Scout (stacks with Urban Mastery). BP_Hack: Camera net VFX, real-time HUD feed.
Reality Glitch 17 5 Alter local AR to create illusions or traps. As action, DC 25 check: Create Adv Holo (Major Image) for 10 min (conc). Digital Trickster (stacks with Spell Mastery), Shadow Operative (advantage if hidden). BP_Spell: AR glitch VFX, interactive illusion shader.

Cyberspace Hacks in the NeuroNET

These hacks are used during NeuroNET dives (virtual cyberspace, reskinned Demiplane). They function as combat/out-of-combat abilities but in a digital realm, targeting AI, ICE (Intrusion Countermeasures Electronics, reskinned constructs), or puzzles. Use Cyberdeck slots or class features; success navigates mazes (DC 15-25 checks) or fights (e.g., ICE as CR 3-10 constructs). Overload in NeuroNET ejects you (stunned 1 round in real world).

 
Hack Name Level Req Slots Description Mechanics Class Synergy TPS Notes
Node Jump 1 1 Teleport between network nodes to evade threats. As bonus action, teleport 30 ft to another node (as Misty Step). Grid Phantom (advantage in NeuroNET), Digital Trickster (stacks with Tele-Jump). BP_Spell: Digital warp VFX, teleport animation.
ICE Breaker 2 1 Shatter ICE barriers in mazes. As action, DC 15 check: Deal 3d6 force damage to ICE (construct), ignore resistance. Techno-Shaman (add Data Surge +1d8), Urban Scout (stacks with Net Overload). BP_Spell: Ice-shatter VFX, barrier destruction animation.
Virtual Decoy 3 2 Create a holo-decoy to distract AI in puzzles. As action, summon decoy (as Mirror Image, draws AI attacks). Neon Ronin (use during melee vs. AI), Net Phantom (invisible decoy). BP_Spell: Holo-clone shader, decoy AI behavior.
Code Maze Solver 4 2 Navigate digital mazes by predicting paths. As action, DC 18 check: Gain advantage on maze puzzles, reveal hidden nodes. Data-Wizard (stacks with Arcane Database), Corporate Agent (stacks with Corporate Favor). BP_Hack: HUD path overlay, maze mini-game solver.
AI Dominate 5 3 Take control of an AI construct in combat. As action, Int save or charm AI (obeys for 1 min). Digital Trickster (disadvantage if hidden), Techno-Shaman (stacks with Kami Command). BP_Spell: Override VFX, controlled AI behavior.
Net Vortex 7 3 Create a data vortex to pull AI into mazes. As action, 30-ft cone, Dex save or 5d6 hacking damage and pulled 10 ft. Shadow Blade (advantage on surprise), Corp Stalker (stacks with Tech Sabotage). BP_Spell: Vortex VFX, pull animation.
Phantom Firewall 9 4 Erect a barrier to block AI in mazes. As action, 20-ft wall (as Wall of Force, 1 min conc). Urban Scout (advantage in NeuroNET), Eco-Hacker (stacks with Nano-Storm). BP_Spell: Holo-barrier VFX, maze block alert.
Data Cataclysm 11 4 Unleash a surge to wipe AI groups. As action, 30-ft radius, Int save or 8d8 hacking damage, stunned on fail. Corporate Enforcer (add Manna Smite +1d8), Data-Wizard (stacks with Cyber-Alchemical Master). BP_Spell: Cataclysm VFX, large AOE stun.
Virtual Rebuild 13 5 Rebuild digital structures to solve puzzles. As action, DC 20 check: Reshape maze (e.g., create paths, as Stone Shape). Techno-Shaman (stacks with Kami Interface), Cyber-Monk (stacks with Neural Resonance). BP_Hack: Structure morph VFX, maze edit UI.
Net Dominion 17 5 Dominate the NeuroNET, controlling multiple AI. As action, 60-ft radius, Int save or charm up to 3 AI (obey for 1 min). Digital Trickster (stacks with Spell Hack), Grid Phantom (stacks with Master Phantom). BP_Spell: Dominion wave VFX, multi-AI control.

Notes

Illegal Modifications

Cyberpunk Weaponry for DnD 5e

In the Sicarius cyberpunk setting, weaponry is an essential part of life. From sleek energy rifles to modded street guns, the tools of violence are as varied as the people who wield them. Below is a breakdown of common weapon categories, from firearms to melee weapons, and the illegal modifications that push them beyond their limits.

Illegal Modifications

In the cyberpunk world, legal limits are easily bypassed in the name of power, speed, or devastation. Illegal mods are added to weapons to give them an edge, but they often come at a price—be it in cost, reliability, or increased risk of detection by authorities.

Silencer

Auto-Targeting System

Explosive Ammo

Overclocking Module

Toxic Blade Coating

Japanese Uniques

Rules

Weapons and Armor

Item Name

Type

Base

Rarity

Attunement

Mechanics

Drawback

Crafting

Sakura Mono-Katana

Weapon

Longsword (1d8 slashing, Versatile 1d10, Vex)

Very Rare

Yes (Dex 13 or Cyber Berserker)

+2 attack/damage. 1/day: Holo-slash (+2d6 slashing, DC 16 Dex or blinded 1 round). Mastery: Vex.

Overheat: Miss with holo-slash, unusable 1 min.

Technologist’s Kit, nano-sakura filament (600 cred), DC 20, 3 weeks.

Oni Subdermal Claws

Weapon

Scimitar (1d6 slashing, Finesse, Light, Nick)

Rare

Yes (Shadow Protocol)

+1 attack/damage. 2/day: Neural strike (+1d6 hacking, ignores 20% shields). Crit: DC 15 Wis or stunned 1 round. Mastery: Nick.

Feedback: Natural 1, 1d6 shock.

Technologist’s Kit, neural alloy (150 cred), DC 18, 2 weeks.

Kami-Blessed Naginata

Weapon

Glaive (1d10 slashing, Heavy, Reach, Two-Handed, Cleave)

Legendary

Yes (Techno-Shaman or Wis 15)

+3 attack/damage. 1/long rest: Kami surge (30-ft line, DC 17 Wis, 4d8 laser, half on save, slow 10 ft 1 min). Mastery: Cleave.

Overload: Unusable until short rest.

Technologist’s Kit, shrine crystal (2500 cred), DC 25, 4 weeks.

Ghost Tanto

Weapon

Dagger (1d4 piercing, Finesse, Light, Thrown 20/60, Vex)

Rare

Yes (hacking tools)

+1 attack/damage. 3/day: AR ghost (next hit invisible, advantage). Mastery: Vex.

Glitch: Crit taken, no invisibility 1 min.

Technologist’s Kit, holo-circuit (100 cred), DC 18, 2 weeks.

Plasma Kusarigama

Weapon

Whip (1d4 slashing, Finesse, Reach, Slow)

Very Rare

Yes (Dex 13 or Streetwise Domain)

+2 attack/damage. 2/day: Plasma chain (+2d4 shock, DC 16 Str or pulled 10 ft). Mastery: Slow.

Overheat: After 2 uses, DC 15 Dex or 1d6 shock.

Technologist’s Kit, plasma coil (500 cred), DC 20, 3 weeks.

Nano-Sakura Kimono

Armor

Studded Leather (Light, AC 12 + Dex, 13 lb)

Rare

Yes (Shadow Protocol)

AC 13 + Dex. 2/day: Sakura cloak (advantage Shadow Protocol, resist hacking 1 min).

Glitch: Crit disables cloak 1 min.

Technologist’s Kit, nano-sakura weave (150 cred), DC 18, 2 weeks.

Samurai Cyber-Yoroi

Armor

Half Plate (Medium, AC 15 + Dex (max 2), Disadvantage Stealth, 40 lb)

Very Rare

Yes (Cyberstrength)

AC 16 + Dex (max 2). +2 Str (max 20). 1/day reaction: Kinetic ward (reduce bludgeoning/piercing 2d8).

Overload: After ward, -5 ft speed 1 min.

Technologist’s Kit, kinetic alloy (700 cred), DC 20, 3 weeks.

Shrine-Blessed Holo-Shield

Armor

Shield (+2 AC, 6 lb)

Legendary

Yes (Techno-Shaman or datajack)

+3 AC. 1/long rest: Kami barrier (10-ft radius, 15 temp HP, resist one energy, 1 min).

Feedback: Crit shorts shield, no AC bonus 1 min.

Psionic Foci

In the neon-lit streets of the cyberpunk world, where technology and psychic energies intertwine, Psionic Foci are powerful artifacts infused with psychic energy. These foci serve as conduits for psionic abilities, amplifying the wielder's innate powers and unlocking new levels of potential within them.

From crystal resonators that enhance telepathic communication to mindblade focuses that channel telekinetic force, Psionic Foci come in a variety of forms, each attuned to a specific aspect of psionic mastery. Wielded by those with the gift of psychic talent, these artifacts are prized possessions, sought after by mercenaries, hackers, and corporate operatives alike.

Whether used to enhance combat prowess, unlock hidden truths, or forge psychic connections with others, Psionic Foci are invaluable tools in the hands of those who dare to harness the mysteries of the mind in the cybernetic age. But with great power comes great danger, and those who wield these artifacts must tread carefully, lest they be consumed by the psychic energies they seek to control.

Psionic Foci in a Cyberpunk Setting:

1. Crystal Resonator (Wondrous Item, Rare):

2. Mindblade Focus (Weapon, Rare):

3. Psi Amplifier Glove (Wondrous Item, Uncommon):

4. Psionic Lens (Wondrous Item, Uncommon):

5. Psycho-Resonant Armor (Armor, Rare):

6. Telepathic Beacon (Wondrous Item, Rare):

7. Psionic Harmonizer (Wondrous Item, Very Rare):

8. Psy-Sight Goggles (Wondrous Item, Rare):

9. Mental Focus Crystals (Wondrous Item, Uncommon):

10. Psionic Amulet of Insight (Wondrous Item, Rare):

Shield Generators

In the Sicarius cyberpunk setting, traditional armors are enhanced with cutting-edge technology, including energy fields, biogenetic augmentations, and integrated shield generators. These advancements give characters the ability to withstand immense damage, whether from physical, energy, or psionic attacks. Here's an array of armor and shields designed for the gritty, high-tech world of Sicarius.

Shield Generators: Cyberpunk-Styled Protection

In the Sicarius cyberpunk setting, traditional armors are enhanced with cutting-edge technology, including energy fields, biogenetic augmentations, and integrated shield generators. These advancements give characters the ability to withstand immense damage, whether from physical, energy, or psionic attacks. Here's an array of armor and shields designed for the gritty, high-tech world of Sicarius.

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Shield Generators

1. Standard Shield Generator

2. Advanced Plasma Shield

3. Psionic Barrier Generator

4. Deflector Field Generator

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Illegal Modifications

These illegal modifications can be added to armor or shields but come with risks such as malfunctioning, attracting unwanted attention, or even health problems for the user.

1. Overclocked Shield Generator

2. Stealth Plating

3. Kinetic Rebounder

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These armors and shields give players an array of protective options that fit the high-tech, high-stakes world of Sicarius, allowing them to tailor their gear for their roles in combat, infiltration, or survival in Next Tokyo's harsh environment.

Unique Weapons & Armor

Unique Weapons & Armor

Weapons

Weapon

Base

Rarity

Attunement

Mechanics

Drawback

Mastery

Crafting

Cyber-Neural Disruptor

Smart Pistol (1d6 piercing, Ammo 30/120, Light, Loading)

Rare

Yes (Hacking Tools)

+1 attack/damage. 2/day: +1d6 hacking (psychic), DC 15 Wis or stunned 1 round.

Overload: After 2 uses, DC 15 Dex or 1d6 shock damage.

Vex

Technologist’s Kit, neural chip (50 cred), DC 16, 1 week

Quantum Vibro-Blade

Mono-Katana (1d8 slashing, Versatile 1d10)

Very Rare

Yes (Str 13 or Street Samurai)

+2 attack/damage. 1/day: +2d8 slashing, DC 15 Str or prone.

Overload: Nat 1, 1d6 shock to user.

Cleave

Technologist’s Kit, quantum filament (200 cred), DC 18, 2 weeks

Etheric Pulse Cannon

Gauss Rifle (1d10 piercing, Ammo 100/400, Heavy, Two-Handed)

Legendary

Yes (Techno-Shaman or Wis 15)

+3 attack/damage. 1/long rest: 30-ft cone, 4d8 hacking, DC 15 Wis, half on save.

Overload: After use, disabled until short rest.

Graze

Technologist’s Kit, ether core (1000 cred), DC 20, 3 weeks

Armor

Armor

Base

Rarity

Attunement

Mechanics

Drawback

Crafting

Holo-Cloak Nano-Suit

Nano-Suit (Light, AC 13 + Dex, 10 lb)

Rare

Yes (Shadow Protocol)

AC 13 + Dex. 2/day: Advantage on Shadow Protocol, resist laser (radiant) 1 min.

Glitch: Crit hit, no stealth/resistance 1 round.

Technologist’s Kit, holo-circuit (50 cred), DC 16, 1 week

Kinetic Exo-Frame

Cyber-Plate (Medium, AC 15 + Dex (max 2), 15 lb)

Very Rare

Yes (Cyberstrength)

AC 15 + Dex (max 2). +1 Str (max 20). 1/day reaction: Reduce bludgeoning/piercing by 1d8.

Overload: After reaction, -5 ft speed 1 round.

Technologist’s Kit, kinetic module (200 cred), DC 18, 2 weeks

Etheric Shield Array

Energy Shield (Shield, +2 AC, 5 lb)

Legendary

Yes (Eco-Hacker or datajack)

+3 AC. 1/long rest: 10-ft radius, allies gain 10 temp HP, resist one energy type 1 min.

Glitch: Crit hit, no AC bonus 1 round.

Technologist’s Kit, ether node (1000 cred), DC 20, 3 weeks

Notes

Vehicles


Vehicle Rules

All vehicles have the following traits:

  • Speed Class (How fast it goes each round)

  • Handling (Dexterity bonus to control & stunts)

  • Durability (Hit Points + Armor Rating)

  • Capacity (Passengers/Cargo)

  • Weapon Mounts (How many weapons it can hold)

  • Special Systems (Stealth, Hacking, VTOL, etc.)


Movement & Speed

Speed Classes (Combat Scale – 6 Seconds)

  • Pedestrian Speed (for comparison): 30 ft.

  • Compact Cars / Superbikes: 120–200 ft. per round (≈ 60–120 mph cruising)

  • Hover Cars / Sports Cars: 180–300 ft. per round (≈ 90–180 mph cruising)

  • Military / Pursuit Vehicles: 240–400 ft. per round (≈ 120–250 mph cruising)

  • Extreme Vehicles (Racing, Jetbikes, VTOL): 400–600 ft. per round (≈ 250–400 mph burst)

Chases & Scaling: At chase-scale, treat 1 round (6 seconds) as 100 ft. × Speed Class to abstract highway/city blocks.


Fuel / Energy Tracking

  • Standard Fuel Cells: Last for 8 hours of travel.

  • Boost Mode / Nitro: Costs 1 “Fuel Unit” for every 10 seconds of high boost.

  • Hover Systems: Consume more power (1 hour off standard duration).


Actions in Vehicle Combat

On a driver’s turn, they may take 1 driving action + any bonus actions their vehicle supports:

  • Accelerate/Brake: Adjust Speed Class up or down.

  • Drift / Sharp Turn: DC 13–18 Vehicle Handling check (DEX). Fail = skid/crash.

  • Ram: Contest STR (vehicle size adds advantage). Deals collision damage (see below).

  • Boost / Jump Jets: Temporary speed increase, jump gaps, or leap vertically.

  • Evasive Maneuver: Enemies have disadvantage on attacks until driver’s next turn.

  • Deploy Countermeasure: Drop mines, smoke, flares, etc.

Passengers act normally, but firing personal weapons from a speeding vehicle may impose disadvantage unless the vehicle is stabilized.


Vehicle Damage & Collisions

  • Collision Damage: 1d6 per 10 mph (or 20 ft. movement).

    • Example: A car going 150 ft./round (~90 mph) slams into a wall = 9d6 bludgeoning.

  • Armor Rating (AR): Like AC, but represents hull plating. Weapons must hit AR.

  • Durability: When HP reaches 0 → Roll on the Crash Table (fire, spinout, explosion).

  • Targeting Tires/Engines: Called shots at disadvantage; disable on critical hit or 0 HP.

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Operating Vehicles

  • Proficiency: If the character has proficiency with land or air vehicles, they can add their proficiency bonus to any checks made to control a vehicle. Specific vehicles might also require proficiency in hacking or drones.
  • Vehicle Combat: Vehicles use the pilot’s initiative for combat. While operating a vehicle, a character can use actions to control, attack, or defend, depending on the vehicle’s features.
  • Vehicle Damage: Vehicles have Armor Class (AC), hit points (HP), and can take damage from both physical and energy-based attacks. Some vehicles may have shielding, similar to personal shields, which provide temporary HP.

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Vehicle Types

Motorcycles

1. Street Racer

  • Speed: 80 ft
  • AC: 14
  • HP: 50
  • Description: A lightweight, high-speed motorcycle designed for quick travel through urban environments. It's ideal for outrunning the authorities or participating in illegal street races like the Midnight Club.
  • Special Features:
  • Nitro Boost: Once per short rest, the rider can use a bonus action to double the bike's speed for 1 minute.
  • Agile: Riders have advantage on Dexterity saving throws to avoid obstacles while driving.

2. Chopper

  • Speed: 60 ft
  • AC: 16
  • HP: 75
  • Description: A heavily reinforced, slower motorcycle built for durability. Commonly used by street gangs for transporting cargo or engaging in combat on the streets.
  • Special Features:
  • Heavy Armor Plating: Grants resistance to non-energy weapon attacks.
  • Mounted Gun: Comes equipped with a turret that deals 2d6 piercing damage (Dexterity or Intelligence modifier to hit).

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Hovercars

1. Corporate Luxury Hovercar

  • Speed: 100 ft (hover)
  • AC: 15
  • HP: 70
  • Description: Sleek, luxurious hovercars often seen transporting corporate executives. Though not as fast as other vehicles, they come equipped with defensive tech.
  • Special Features:
  • EMP Shielding: Immune to EMP attacks.
  • Inbuilt Hacking Countermeasures: Any attempts to hack the vehicle face disadvantage.
  • Cloaking Device: Once per day, the car can become invisible for 1 hour.

2. Military Hover Transport

  • Speed: 90 ft (hover)
  • AC: 18
  • HP: 120
  • Description: Built for transporting squads of corporate soldiers or elite mercenaries, this hover transport is heavily armored and armed for combat.
  • Special Features:
  • Weapon Systems: Equipped with two energy cannons, each dealing 3d8 radiant damage.
  • Drop Pods: Can release up to 4 drones or deploy troops mid-flight.

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Combat Drones

1. Recon Drone

  • Speed: 60 ft (flying)
  • AC: 13
  • HP: 20
  • Description: A small, fast drone used for scouting and recon missions. Equipped with stealth capabilities and an advanced camera system.
  • Special Features:
  • Stealth Mode: The drone can become invisible for up to 30 minutes.
  • Advanced Sensors: Advantage on Perception checks to spot enemies or traps.

2. Combat Drone

  • Speed: 40 ft (flying)
  • AC: 16
  • HP: 60
  • Description: Heavily armed drone used by corporations or mercenary groups in combat scenarios. Equipped with powerful weaponry and a reinforced frame.
  • Special Features:
  • Plasma Cannon: Deals 4d6 energy damage (Dexterity or Intelligence modifier to hit).
  • Energy Shields: Provides 15 temporary hit points when activated. Recharges after a long rest.

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Vehicle Modifications

Vehicles in Sicarius can be modified with illegal upgrades, armor, and weaponry to suit the needs of the pilot. Each vehicle can hold a limited number of modifications depending on its size and type. Some modifications may be restricted by faction or require black-market contacts to obtain.

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Engine Mods

1. Nitro Injector

  • Effect: Grants an additional 20 feet of speed. Once per short rest, the driver can activate the Nitro Injector to double the vehicle's speed for 1 minute.

2. Silent Engine

  • Effect: Reduces the sound of the engine to near silence. The vehicle gains advantage on Stealth checks when moving at low speeds.

---

Armor Mods

1. Reactive Armor Plating

  • Effect: Grants the vehicle resistance to bludgeoning, piercing, and slashing damage. The vehicle's speed is reduced by 10 feet due to the added weight.

2. Energy Shield Generator

  • Effect: Provides 30 temporary hit points to the vehicle, which recharge after a long rest. Once depleted, the shields go offline until recharged.

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Weapon Mods

1. Twin-Mounted Laser Cannons

  • Effect: Deals 3d8 radiant damage (Dexterity or Intelligence modifier to hit) with a range of 100 feet. Mounted on motorcycles, hovercars, or drones.

2. EMP Pulse Launcher

  • Effect: Releases an EMP blast in a 30-foot radius. All electronic devices and vehicles in the area must make a DC 15 Constitution saving throw or be disabled for 1 minute.

---

Utility Mods

1. Auto-Pilot System

  • Effect: Allows the vehicle to drive itself using pre-programmed routes or commands. The driver can leave the vehicle while it continues to function on its own, though it will not engage in combat.

2. Hacking Suite

  • Effect: Allows the operator to attempt to hack into other vehicles or drones within 60 feet. The pilot can make an Intelligence (Hacking) check against the target’s AC to gain control for up to 1 hour.

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Illegal Modifications

1. Cloaking Field Generator

  • Effect: Once per long rest, the vehicle can become invisible for up to 1 hour. The cloaking field may short-circuit if the vehicle takes damage while cloaked, revealing the vehicle.

2. Plasma Jets

  • Effect: Greatly enhances the vehicle’s speed, granting an additional 30 feet of movement per round. However, the heat generated by the plasma jets causes the vehicle to take 5 fire damage per round while active.

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Vehicle Chase Rules

Chases are a common feature of the Sicarius setting, particularly in missions involving street gangs, corporate hit squads, or Midnight Club races. Here are a few simple rules for managing high-speed chases:

  • Initiating a Chase: When a chase begins, both the pursued and the pursuers make initiative checks. During each turn, they must use their vehicle's speed and make appropriate checks (Dexterity for navigating sharp turns, Intelligence for operating advanced systems).
  • Obstacles: Each round, there is a chance for obstacles (like crowded streets, debris, or corporate security patrols). The DM may call for a Dexterity saving throw to avoid the obstacle, and failure may result in crashes, damage, or losing ground in the chase.
  • Escape: To escape, the pursued must either outpace the pursuers for 3 rounds or find a suitable place to hide. If the pursuers close the distance, they can attempt to ram or disable the vehicle.

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These rules allow players to engage in thrilling vehicle-based action, from illegal street races to high-stakes combat with hovercars and drones. The customizable options give players the ability to tailor their vehicles to their specific playstyle, making them an essential part of the cyberpunk experience in Sicarius.

Weapons & Armor

Weapons & Armor

Simple Melee Weapons

Cyberpunk Weapon Cost Damage Weight Properties Mastery
Stun Baton 1 cred 1d4 bludgeoning 2 lb Light Slow
Mono-Knife 2 cred 1d4 piercing 1 lb Finesse, Light, Thrown (20/60) Vex
Pneumatic Club 2 cred 1d8 bludgeoning 10 lb Two-Handed Topple
Vibro-Hatchet 5 cred 1d6 slashing 2 lb Light, Thrown (20/60) Nick
Shock Javelin 5 sp 1d6 piercing 2 lb Thrown (30/120) Slow
Pulse Hammer 2 cred 1d4 bludgeoning 2 lb Light, Thrown (20/60) Push
Shock Mace 5 cred 1d6 bludgeoning 4 lb Sap
Neural Staff 2 sp 1d6 bludgeoning (1d8 versatile) 4 lb Versatile Topple
Nano-Slicer 1 cred 1d4 slashing 2 lb Light Vex
Vibro-Spear 1 cred 1d6 piercing (1d8 versatile) 3 lb Thrown (20/60), Versatile Graze

Simple Ranged Weapons

Cyberpunk Weapon Cost Damage Weight Properties Mastery
Micro-Dart 5 sp 1d4 piercing 0.25 lb Finesse, Thrown (20/60) Vex
Smart Bow 25 cred 1d6 piercing 2 lb Ammunition (80/320), Two-Handed Slow
Mag-Sling 1 sp 1d4 bludgeoning 0.5 lb Ammunition (30/120) Slow
Laser Crossbow 25 cred 1d8 piercing 5 lb Ammunition (80/320), Loading, Two-Handed Graze

Martial Melee Weapons

Cyberpunk Weapon Cost Damage Weight Properties Mastery
Vibro-Axe 10 cred 1d8 slashing (1d10 versatile) 4 lb Versatile Cleave
Chain-Whip 10 cred 1d8 bludgeoning 2 lb Sap
Plasma Glaive 20 cred 1d10 slashing 6 lb Heavy, Reach, Two-Handed Cleave
Mono-Axe 30 cred 1d12 slashing 7 lb Heavy, Two-Handed Cleave
Mono-Blade 50 cred 2d6 slashing 6 lb Heavy, Two-Handed Graze
Shock Halberd 20 cred 1d10 slashing 6 lb Heavy, Reach, Two-Handed Push
Cyber-Lance 10 cred 1d12 piercing 6 lb Reach, Special, Two-Handed Topple
Smart Katana 15 cred 1d8 slashing (1d10 versatile) 3 lb Versatile Vex
Pneumatic Sledge 10 cred 2d6 bludgeoning 10 lb Heavy, Two-Handed Topple
Spike Mace 15 cred 1d8 piercing 4 lb Sap
Neural Pike 5 cred 1d10 piercing 18 lb Heavy, Reach, Two-Handed Push
Vibro-Rapier 25 cred 1d8 piercing 2 lb Finesse Vex
Nano-Scimitar 25 cred 1d6 slashing 3 lb Finesse, Light Nick
Stun Blade 10 cred 1d6 piercing 2 lb Finesse, Light Vex
Shock Trident 5 cred 1d6 piercing (1d8 versatile) 4 lb Thrown (20/60), Versatile Sap
Plasma Pick 5 cred 1d8 piercing 2 lb Graze
Pulse Hammer 15 cred 1d8 bludgeoning (1d10 versatile) 2 lb Versatile Push
Monofilament Whip 2 cred 1d4 slashing 3 lb Finesse, Reach Slow

Martial Ranged Weapons

Cyberpunk Weapon Cost Damage Weight Properties Mastery
Neuro-Dart Gun 10 cred 1 piercing 1 lb Ammunition (25/100), Loading Graze
Smart Pistol 75 cred 1d6 piercing 3 lb Ammunition (30/120), Light, Loading Vex
Gauss Rifle 50 cred 1d10 piercing 18 lb Ammunition (100/400), Heavy, Loading, Two-Handed Graze
Smart Rifle 50 cred 1d8 piercing 2 lb Ammunition (150/600), Heavy, Two-Handed Slow
Pulse Carbine 500 cred 1d12 piercing 10 lb Ammunition (40/120), Loading, Two-Handed Push
Laser Pistol 250 cred 1d10 laser (radiant) 3 lb Ammunition (30/90), Loading Vex

Light Armor

Cyberpunk Armor Cost AC Strength Stealth Weight
Nano-Fiber Jacket 5 cred 11 + Dex mod Disadvantage 8 lb
Synth-Leather Coat 10 cred 11 + Dex mod 10 lb
Reinforced Nano-Suit 45 cred 12 + Dex mod 13 lb

Medium Armor

Cyberpunk Armor Cost AC Strength Stealth Weight
Kinetic Plating Vest 10 cred 12 + Dex mod (max 2) 12 lb
Mesh Circuit Armor 50 cred 13 + Dex mod (max 2) 20 lb
Plasteel Scale Suit 50 cred 14 + Dex mod (max 2) Disadvantage 45 lb
Cyber-Plate Harness 400 cred 14 + Dex mod (max 2) 20 lb
Reinforced Cyber-Plate 750 cred 15 + Dex mod (max 2) Disadvantage 40 lb

Heavy Armor

Cyberpunk Armor Cost AC Strength Stealth Weight
Alloy Mesh Suit 30 cred 14 Disadvantage 40 lb
Heavy Circuit Mail 75 cred 16 Str 13 Disadvantage 55 lb
Exo-Splint Frame 200 cred 17 Str 15 Disadvantage 60 lb
Powered Exo-Armor 1500 cred 18 Str 15 Disadvantage 65 lb

Shields

Cyberpunk Shield Cost AC Bonus Strength Stealth Weight
Energy Shield Implant 10 cred +2 6 lb

Equipment Slots

In the sprawling urban landscapes of the cyberpunk world, where neon lights pierce the darkness and towering skyscrapers dominate the skyline, equipment is more than mere tools—it is the key to survival, power, and influence. The convergence of advanced technology, corporate warfare, and societal decay has given rise to an array of equipment that blurs the line between flesh and machine, reality and virtuality.

Cybernetic Augmentations:
Cybernetic augmentations are at the heart of the cyberpunk experience, transforming ordinary individuals into enhanced beings capable of extraordinary feats. From neural implants that boost cognitive abilities to cybernetic limbs that provide superhuman strength, these enhancements offer unparalleled power and adaptability. However, with great power comes the risk of Cyberpsychosis, a dangerous condition where excessive augmentation erodes one's humanity.

Weapons and Armor:
In a world where danger lurks around every corner, advanced weaponry and armor are essential. Energy weapons, plasma rifles, and monofilament blades provide lethal force, while adaptive body armor and cloaking devices offer protection and stealth. Each piece of equipment is meticulously designed to give its wielder an edge in the constant struggle for dominance.

Hacking Tools and Cyberdecks:
The digital frontier of cyberspace is a battleground in its own right. Cyberdecks and hacking tools are the weapons of netrunners, allowing them to infiltrate secure networks, manipulate data, and wage cyber warfare. From the basic NetRunner 1000 to the cutting-edge QuantumByte Nexus X, these devices open the doors to a realm where information is power and security is an illusion.

Medical and Biotechnological Enhancements:
The fusion of biology and technology has led to incredible advances in medical science. Biotechnological enhancements, such as regenerative nanites and synthetic organs, push the boundaries of human potential. These enhancements not only heal and enhance but also grant abilities previously thought to be the stuff of science fiction.

Utility Gear and Gadgets:
Versatility is key in the cyberpunk world, and a wide range of utility gear and gadgets ensures that individuals are prepared for any situation. From holographic projectors and grappling hooks to portable drones and EMP grenades, these tools provide creative solutions to complex problems, whether in combat, exploration, or negotiation.

Lifestyle and Convenience:
Even in the gritty, high-stakes environment of a cyberpunk setting, convenience and style play a crucial role. Advanced communication devices, personalized AI assistants, and augmented reality interfaces enhance daily life, while fashion-forward wearables and cybernetic tattoos allow individuals to express their identity in a world where appearances can be deceiving.

In this cyberpunk world, equipment is not just a means to an end but a statement of intent, a symbol of one's place in the hierarchy of power and influence. Whether through sheer firepower, digital prowess, or augmented abilities, the right equipment can turn the tide of conflict, uncover hidden truths, and carve out a legacy in the neon-soaked streets of the future.

Neuralware

Description of a Neural Slot:

In the neon-lit streets of the cyberpunk world, where flesh and technology merge in a dance of augmentation and enhancement, the neural slot stands as a gateway to boundless potential. Nestled within the intricate circuitry of the human brain, this cybernetic interface opens the door to a realm of digital empowerment, offering individuals the ability to integrate a myriad of cyberware and bioware enhancements seamlessly into their consciousness.

The neural slot manifests as a discreet interface implanted within the user's cerebral cortex, linking their mind to the vast network of cybernetic and biotechnological enhancements available in the world. Whether through invasive surgery or non-invasive neurostimulation techniques, the neural slot represents the convergence of flesh and machine, blurring the boundaries between humanity and technology.

Cyberware and Bioware Items for the Neural Slot:

1. Neural Interface Jack: Allows direct connection to compatible devices and systems, facilitating seamless interaction with the digital world.

2. Data Storage Implant: Enhances memory capacity by implanting digital storage units within the brain, allowing for the storage of vast amounts of information and personal data.

3. Cerebral Processor Upgrade: Augments cognitive functions and processing speed, improving memory recall, problem-solving abilities, and overall mental acuity.

4. Neural Firewall Implant: Provides protection against cyber attacks and intrusive hacking attempts, safeguarding the user's consciousness from digital intrusion.

5. Neural Enhancement Chip: Boosts specific mental attributes such as intelligence, wisdom, or charisma, enhancing the user's cognitive abilities and mental resilience.

6. Neural Reflex Booster: Enhances reflexes and reaction times by integrating neural stimulators and synaptic accelerators into the user's nervous system, improving combat prowess and evasion.

7. Biometric Recognition Implant: Allows for seamless identification and authentication based on biometric data, such as facial recognition or fingerprint scanning.

8. Neural Stealth Module: Enables the user to cloak their neural signature, making them invisible to digital surveillance and tracking systems.

9. Cybernetic Sensory Augmentation: Enhances sensory perception by integrating cybernetic sensors into the user's nervous system, granting enhanced vision, hearing, or other sensory abilities.

10. Neural Pain Inhibitor: Suppresses or eliminates physical pain by modulating neural signals, allowing the user to endure injuries and trauma without succumbing to pain.

11. Bioware Neural Implant: Integrates organic materials and biotechnological enhancements into the user's neural slot, offering unique capabilities such as enhanced empathy, telepathic communication, or emotional regulation.

12. Neural Interface Gloves: Wearable gloves equipped with neural interface technology, allowing the user to manipulate digital interfaces and interact with virtual environments using hand gestures and neural impulses.

13. Neural Translator Implant: Provides real-time language translation by processing neural signals and translating thoughts into different languages, facilitating communication across linguistic barriers.

14. Neural Combat Simulator: Creates immersive virtual reality combat simulations within the user's mind, allowing for training and practice in various combat scenarios.

15. Bioware Memory Enhancer: Stimulates neurogenesis and synaptic plasticity, enhancing memory retention and recall through biological means.

These cyberware and bioware items harness the power of the neural slot, offering users a plethora of enhancements and capabilities limited only by their imagination and willingness to embrace the merging of flesh and machine.

Cyberoptics

Description of an Optical Slot:

In the neon-lit streets of the cyberpunk world, the optical slot represents the interface between the human eye and a vast array of cybernetic and biotechnological enhancements. Implantable lenses, retinal displays, and augmented reality overlays transform the wearer's vision, offering enhanced perception, tactical awareness, and cutting-edge visual capabilities. Whether through invasive surgery or non-invasive ocular implants, the optical slot grants individuals unprecedented access to a world of digital information, surveillance, and combat augmentation.

Cyberware, Bioware, and Skills for the Optical Slot:

1. Implantable Lenses: Ultra-thin lenses implanted directly onto the surface of the eye, providing enhanced vision capabilities such as zooming, night vision, and thermal imaging.

2. Retinal Display: A heads-up display projected directly onto the user's retina, overlaying digital information onto their field of vision, including maps, data feeds, and augmented reality interfaces.

3. Ocular Enhancement Suite: A suite of cybernetic and biotechnological enhancements tailored to optimize visual acuity, color perception, and depth perception, granting the user unparalleled visual clarity and precision.

4. Targeting Module: A targeting module integrated into the user's optical slot, providing real-time analysis of targets, weak points, and tactical vulnerabilities during combat encounters.

5. Optical Camouflage: A bioware implant that allows the user to blend into their surroundings by mimicking the colors and patterns of their environment, rendering them virtually invisible to the naked eye.

6. Augmented Reality Overlay: An augmented reality overlay projected onto the user's field of vision, displaying contextual information, mission objectives, and tactical waypoints in real-time.

7. Optical Scanner: A high-resolution optical scanner capable of analyzing and identifying objects, substances, and individuals based on visual data, such as facial recognition and object detection.

8. Peripheral Vision Enhancement: A bioware enhancement that expands the user's peripheral vision, allowing them to detect threats and obstacles from all directions with heightened awareness and reaction speed.

9. Optical Imager: A built-in camera system embedded within the user's optical slot, allowing for image capture, recording, and transmission of visual data for reconnaissance and surveillance purposes.

10. Enhanced Focus: A cybernetic implant that enhances the user's ability to focus and concentrate on specific visual stimuli, such as reading small text or tracking fast-moving objects in combat.

11. Optical Encryption: A security feature that encrypts visual data transmitted through the optical slot, protecting sensitive information from interception or tampering by unauthorized parties.

12. Ocular Combat Interface: A combat interface overlay that enhances the user's situational awareness and tactical analysis during combat engagements, providing real-time feedback on enemy movements and environmental hazards.

13. Optical Biometric Scanner: A biometric scanner integrated into the user's optical slot, allowing for secure authentication and identification based on retinal patterns, iris scans, and other unique optical signatures.

14. Visual Memory Enhancer: A bioware implant that enhances the user's visual memory retention and recall, allowing them to vividly recall past events, locations, and faces with exceptional clarity and detail.

15. Optical Stealth Mode: A stealth mode feature that reduces the user's visual signature, making them less conspicuous and easier to evade detection in low-light conditions or crowded environments.

These cyberware, bioware, and skills for the optical slot offer players a diverse range of visual enhancements and tactical advantages, allowing them to perceive the world with newfound clarity and precision in the cyberpunk setting.

Cyberarmor

In the gritty, neon-lit world of a D&D 5e cyberpunk setting, the armor slot is more than just protection against physical harm; it’s a versatile interface for advanced technological and biological enhancements that provide both defense and utility. Cybernetic and biotechnological armor integrates seamlessly with the wearer’s body, offering a blend of protection, enhanced abilities, and tactical advantages necessary to survive in the urban jungle.

Equipment, Cyberware, Bioware, and Skills for the Armor Slot:

Cybernetic Armor:

1. Nano-Fabric Armor:

2. Reactive Plating:

3. Electro-Magnetic Shielding:

Biotechnological Armor:

4. Chameleon Skin Suit:

5. Regenerative Bio-Armor:

6. Adrenaline Surge Armor:

Skills:

7. Integrated Combat HUD:

8. Adaptive Cloaking:

9. Kinetic Absorption:

10. Thermal Regulation System:

Traditional Armor Enhancements:

11. Kevlar Weave:

12. Exo-Skeletal Frame:

13. Tactical Communication Suite:

These various types of armor and enhancements in the armor slot offer a broad range of defensive and tactical advantages, allowing adventurers to tailor their gear to their specific needs and challenges in the cyberpunk world. Whether through cutting-edge cyberware, advanced bioware, or specialized skills, the armor slot provides crucial support for survival and success in this high-tech, high-stakes environment.

Miami 2099

Neo Miami in 2099, submerged 200 feet beneath the ocean due to the icecaps melting, is a glittering water-bound metropolis built atop the remains of the drowned city. A vibrant mix of neon-lit high-rises, domed underwater habitats, and floating structures form the backbone of this cyberpunk haven. The city's tropical past has morphed into an aqua-cyberpunk dystopia, where corporate-controlled districts coexist with lawless areas ruled by pirates, gangs, and underwater scavengers.

Overview:

Built on advanced hydro-engineering and biogenetic technology, Neo Miami combines underwater living with skyward expansion. The wealthy and corporations dwell in gleaming, raised platforms and floating city structures, while the lower levels, closer to the ocean's surface or submerged completely, are home to the poor, criminals, and those involved in illegal activities like smuggling, black-market biotech, and salvage operations.

Districts & Landmarks:

1. The Coral Towers

2. The Abyssal Expanse

3. HydroNet

4. Sunken Skies

5. The Lagoon

6. Wavebreaker Heights

Cultural & Social Notes:

Neo Miami, like its predecessor, is a city of contrasts. Above the water, it's a glimmering beacon of corporate wealth and progress. Below, it’s a submerged world of danger, opportunity, and freedom, where the rules are fluid, and survival depends on adaptability in a hostile environment.

Moon 2099

The Moon in 2099

By 2099, humanity has transformed the Moon into a hub of scientific exploration, resource extraction, and corporate dominance. The barren lunar surface, once a symbol of human achievement, is now a commercialized, heavily industrialized outpost for megacorporations. Mining operations, high-tech research stations, and sprawling lunar cities dot the landscape, creating a thriving off-world economy.

Overview

The Moon serves three key purposes:

1. Resource Extraction: The Moon is rich in rare metals, helium-3, and other valuable resources that are essential for energy production, advanced technology, and the Earth-Moon economy.
2. Scientific Exploration: Advanced laboratories and research facilities study everything from space phenomena to human adaptation in low gravity, often in cooperation with megacorporations.
3. Lunar Colonization: Several lunar cities have been established, housing workers, scientists, and corporate executives. Life on the Moon is harsh, but the cities are self-sufficient, relying on advanced bio-domes, underground habitats, and resource recycling.

Major Lunar Landmarks

1. Luna Prime

2. Tranquility Station

3. Tycho City

4. The Darkside Stations

5. Mare Frigoris Biodome

6. The Lunar Underground

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Social & Cultural Notes:

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Adventure Hooks:

The Moon of 2099 is a dangerous and lucrative frontier, where corporate greed, scientific exploration, and hidden dangers collide in the vast darkness of space.

Sin City

In 2099, Sin City stands as a stark contrast to the flooded coastal cities, spared from the full effects of rising water levels due to its desert location. However, the relentless climate change has turned it into an even more extreme environment, surrounded by endless sand dunes and scorching temperatures. The Las Vegas Strip, the heart of the city, has transformed into a neon-lit, tech-fueled paradise for the ultra-wealthy and a nightmarish underworld for the unlucky.

Overview:

The climate crisis has turned Las Vegas into a high-tech oasis in the middle of a desert wasteland. Enormous energy shields and climate control systems keep the Strip and other key areas comfortable, while the areas beyond are barely habitable, plagued by desertification and intense heat. The Strip is an entertainment haven where augmented reality (AR), virtual reality (VR), and physical opulence blend seamlessly, offering endless gambling, VR shows, and entertainment for tourists, gamblers, and corporate elite. Outside of the Strip, the remnants of Old Vegas are controlled by warlords, scavengers, and nomads who live off the grid.

Districts & Landmarks:

1. The Neon Strip

  • Overview: The legendary Las Vegas Strip has evolved into a towering corridor of megastructures, casinos, and luxury hotels, with dazzling holograms and neon signs lighting up the night. This part of the city is where the ultra-wealthy come to indulge in their vices, and it’s constantly patrolled by private security.
  • Landmark: Elysium Tower – The centerpiece of Sin City, this massive hotel-casino is a vertical city in itself. It features high-stakes gambling floors, virtual and augmented reality entertainment, luxury suites, and sky-level views of the desert wasteland. The top floors are reserved for corporate elites and visiting dignitaries.
  • Landmark: The Mirage AR Gardens – A futuristic revival of The Mirage, now a fully enclosed AR garden where visitors experience biomes from all over the world, thanks to hyper-advanced AR tech. Players gamble in holographic jungles, deserts, and oceans without ever leaving the Strip.
  • Landmark: The Strip Skywalk – A floating platform that runs the length of the Strip, offering a VR-enhanced, immersive experience for tourists. Visitors can stroll along this sky-high platform, witnessing holographic shows and live performances suspended in midair.

2. The Black Sands

  • Overview: Beyond the Strip lies a dangerous desert wasteland, aptly named the Black Sands due to its darkened, glass-like dunes created by the searing heat. Scavengers, gangs, and off-the-grid communities survive here, often venturing into the dangerous outskirts to salvage old tech or fight for territory.
  • Landmark: The Sunken Stadium – Once an iconic sports venue, this stadium now serves as a makeshift arena for underground fights, gladiatorial games, and illegal VR death matches. The sand around it has turned black from heat, and its surroundings are riddled with outlaw encampments.
  • Landmark: The Sands Tomb – The remains of The Venetian and Sands hotels, swallowed by the desert over the years. Only the highest floors of the Venetian’s famous towers remain above ground, and they've been repurposed as scavenger havens, offering refuge to those brave enough to venture into the desert.
  • Landmark: The Heat Sink – A geothermal power station on the outskirts of the city that supplies Sin City with energy. It's heavily guarded by corporate forces, as the city's lifeline depends on it, but it's also a prime target for eco-terrorists and desert raiders.

3. Downtown Nexus

  • Overview: The old downtown area has been overhauled into a tech district, where corporate headquarters, R&D labs, and data farms reside. Corporations control much of the area, and the district is patrolled by robotic enforcers. Tech companies compete fiercely for dominance here, and data brokers make fortunes on stolen corporate secrets.
  • Landmark: The Data Vault – A massive underground complex where data from all over the world is stored and traded. It’s a fortress-like structure, housing the most valuable digital currency and corporate secrets, guarded by both human and AI-controlled security forces.
  • Landmark: The Quantum Oasis – An ultra-exclusive virtual reality spa and retreat, where users can upload their consciousness for immersive experiences in meticulously designed digital worlds. Corporations often use this space for discreet meetings or to host mind-bending corporate retreats.

4. The Mirage Circuit

  • Overview: This district is dedicated to high-stakes racing, with tracks running both above and below ground, and across the desert wastelands. Advanced hovercars and cyberbikes tear through courses that push the limits of speed and tech. It’s a place for thrill-seekers and corporate-backed racers looking to earn fortunes or die trying.
  • Landmark: The Mirage Speedway – A colossal, AR-augmented race track where high-speed hovercar races take place. The course changes in real-time with shifting terrain, holographic hazards, and traps designed to test both the drivers' skills and their tech. The stakes are incredibly high, with races broadcast to the entire city.
  • Landmark: The Wraith Arena – A stadium built into the desert itself, where illegal death races are held for the amusement of wealthy gamblers. Participants risk their lives navigating deadly traps and obstacles in this VR-enhanced bloodsport. The arena is notorious for its brutal, no-holds-barred combat.

5. The Glitter Sands

  • Overview: An ultra-luxurious area for the city’s elite, with sprawling resorts, private floating palaces, and artificial oases. This area is known for its exclusive clubs, virtual high-roller casinos, and high-tech brothels catering to the whims of the city's wealthiest residents. The Glitter Sands are heavily fortified, with access restricted to the upper echelons of society.
  • Landmark: The Solstice Spire – The tallest luxury tower in Sin City, visible for miles. It houses the city’s most extravagant hotel suites, private residences for corporate leaders, and exclusive VR casinos where bets are made with fortunes. Only the ultra-rich are allowed within its golden walls.
  • Landmark: The Horizon Pools – A collection of artificial floating pools suspended above the desert, featuring climate-controlled waters and stunning holographic displays of marine life. Here, the wealthy float lazily, watching the sun set over the distant, burning desert while robot servants attend to their every need.

6. Old Vegas Ruins

  • Overview: Outside the boundaries of the revitalized city lies the ruins of old Las Vegas, now half-buried in the ever-growing desert. The remains of iconic casinos and hotels are slowly being swallowed by the dunes, with scavengers and relic hunters risking their lives to dig up valuable tech or artifacts.
  • Landmark: Caesar’s Boneyard – The ruins of Caesar’s Palace, mostly buried under sand. Scavenger gangs have made their home here, carving out a brutal existence in the broken halls of what was once one of Vegas’ most iconic landmarks. It’s also a prime location for illegal tech auctions.
  • Landmark: The Hoover Dome – The remains of the Hoover Dam, encased in an enormous dome. It once provided power for much of the western U.S., but now it’s a dried-out relic. Inside, it's rumored that ancient military bunkers and experimental labs still hold valuable tech, but the area is controlled by a rogue warlord and his army of scavengers.

7. The Virtual Strip

  • Overview: In addition to the physical Strip, the Virtual Strip is a massive VR-based replica of Las Vegas, where people from all over the world can gamble, attend virtual concerts, and live out their fantasies without ever setting foot in the city. Corporate tech controls every aspect of this virtual playground, ensuring profits flow uninterrupted.
  • Landmark: The Vault Casino – An all-virtual casino that deals in cryptocurrency, NFTs, and digital goods. Patrons can bet, trade, and win digital assets that translate into real-world wealth, though the lines between reality and illusion blur in this cyber-enhanced gambling den.
  • Landmark: Digital Dionysus – An immersive, hedonistic experience where users can plug into simulated realities that cater to their every desire. The system is known to be addictive, and many never return to the real world, living the rest of their lives in this virtual pleasure dome.

Cultural & Social Notes:

  • Corporate Rule: Corporations run Sin City with an iron fist, and nearly everything is tied to their profits. Security is tight on the Strip and surrounding districts, but outside of the city, it’s a different story, where gangs and nomadic tribes hold power.
  • Gambling Empire: Gambling has evolved, with bets placed not just on games of chance, but on AR sports, VR death matches, and real-life races in the Mirage Circuit. Some high-rollers even gamble their cybernetic parts or even their own minds in dangerous games of skill.
  • Desert Warlords: The outskirts of the city are ruled by warlords and nomadic factions who’ve mastered the art of survival in the harsh desert. They conduct raids on the city’s outskirts, scavenging for valuable resources or advanced tech left behind by corporate interests.
  • Climate-Control Tech: Sin City survives due to its advanced climate control systems, which are constantly battling the extreme heat. Without these, the city would be inhabitable. These systems are maintained by a mix of corporations and government entities, but frequent breakdowns lead to bursts of heatwaves and sandstorms that wreak havoc on the city.
  • Neon Aristocracy: The upper echelons of society, known as the "Neon Aristocracy," live in luxury, their lives augmented by the latest in cybernetic enhancements and VR experiences. They are the ruling class of Sin City, controlling the corporations, security, and economy. Most of them rarely leave their high-tech penthouses, managing their affairs through holograms and avatars.
  • Nomads & Scavengers: The outskirts and desert regions are home to nomads and scavengers who reject corporate control, living off the grid. They survive by salvaging old-world technology buried beneath the sands, often raiding caravans or small settlements near Sin City.
  • Entertainment Complex: Sin City has pushed entertainment to extremes. Virtual reality concerts featuring holographic performers, gladiatorial combat, and immersive AR experiences that blend reality and fantasy are all part of the daily life here. Illegal underground fights, high-stakes cyber races, and rogue AI gladiators are prime forms of entertainment for both the wealthy and the desperate.

Major Factions:

1. House Mirage: The wealthiest corporate entity in Sin City, House Mirage controls most of the Strip’s casinos, entertainment centers, and VR networks. They are involved in everything from gambling to advanced tech R&D and are always seeking ways to tighten their grip on the city. House Mirage is known for its opulent parties and brutal methods of eliminating competition.

2. The Wraiths: An infamous hovercar racing syndicate operating out of the Mirage Circuit. They are heavily involved in the underground racing scene, smuggling, and corporate sabotage. The Wraiths are known for their top-tier racers and willingness to take on suicide missions for the right price.

3. Sands Warlords: A loose coalition of desert tribes, raiders, and scavengers who control the Black Sands region outside of the city. They are fiercely independent and often clash with Sin City security forces and corporate interests. While fragmented, they sometimes unite under a charismatic leader to raid or defend their territories.

4. The AR Syndicate: A shadowy collective of hackers and virtual criminals who operate within the Virtual Strip. They deal in illegal AR experiences, stolen corporate data, and black-market tech. The Syndicate is a constant thorn in the side of Sin City’ corporations, often launching attacks on their VR networks.

5. Sunstrike Militia: An eco-terrorist group that seeks to dismantle the corporate control of Sin City. They believe the city’s environmental manipulation tech is unsustainable and work to sabotage power plants and climate control facilities. Their attacks are calculated, and they’re willing to inflict collateral damage to achieve their goals.

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Adventure Ideas for Players:

  • Casino Heist: The players are hired by a rival corporation to pull off a high-stakes heist at Elysium Tower’s casino. The job involves hacking the AR security systems, infiltrating the vault, and escaping through the skywalk—while competing with other hired teams.
  • Race for Survival: The players are forced to participate in a deadly race through the Mirage Circuit, where survival is just as important as crossing the finish line. Hovercar sabotage, EMP mines, and AI-controlled traps await them on the track.
  • Desert Raid: Hired by one of the desert warlords, the players must raid a corporate caravan transporting rare and illegal tech through the Black Sands. The mission requires them to outsmart corporate security, rival scavengers, and the scorching heat.
  • Virtual Reality Showdown: The players are contracted by the AR Syndicate to sabotage the grand opening of a new VR experience on the Virtual Strip. The mission involves infiltrating the digital systems, battling rogue AI, and taking control of the virtual environment.
  • Eco-Warrior Conflict: The Sunstrike Militia has targeted the Heat Sink power station for destruction. The players are caught in a moral dilemma—protect the city’s power supply or assist the militia in dismantling the corporate stranglehold over Sin City.

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Sin City in 2099 is a city of extremes—excessive wealth, brutal survival, and high-tech decadence, all nestled in the heart of a hostile desert. The melting ice caps might not have flooded the city, but the rising tides of corporate greed, ecological disaster, and human desperation have reshaped it into a cyberpunk playground where the stakes are as high as the neon lights that never go out.

Neo Los Angeles

In 2099, Los Angeles has transformed into Neo Los Angeles after the melting ice caps submerged large parts of the old city under 200 feet of water. Like other cities struggling to survive, it’s now a sprawling network of floating islands, connected by advanced maglev trains, skyways, and submersible transport systems. The city’s characteristic sprawl has shifted upwards and across the surface of the water, while its submerged parts have become a haven for criminals, gangs, and salvagers, exploiting the sunken ruins of Old Los Angeles.

Overview:

Neo Los Angeles is a hyper-technological city where the ultra-wealthy live on floating islands and skyscraper arcologies that scrape the sky, while the lower classes, outlaws, and mercenaries occupy partially submerged skyscrapers or the depths below. Corporations control most of the city, with security drones and robotic enforcers patrolling the wealthier zones, while lawless areas operate under gang rule.

Districts & Landmarks:

1. Horizon Isle

2. Sunken Sprawl

3. The Archipelago

4. Floating Downtown

5. Venice Clusters

6. Echo Docks

7. The Undercity

Cultural & Social Notes:

Neo Los Angeles is a city of stark contrasts: floating wealth above the waves, sunken poverty below. It's a battleground between corporate control, street-level survival, and the lure of untapped riches lying beneath the ocean’s surface.

Neo New York

In 2099, Neo New York City stands as a cyberpunk metropolis, reborn from the ruins of Old New York after the polar icecaps melted and raised sea levels by 200 feet. Neo New York rises above the submerged cityscape on floating platforms, towering skyscrapers, and elevated streets connected by sleek maglev trains and skybridges. It is a hub of high-tech wonders, corporate dominance, and stark inequality, where cutting-edge technology meets crumbling remnants of a drowned world.

Geography & Districts:

Landmarks:

Society:

Economy & Culture:

Threats & Dangers:

Neo New York City, a fusion of high-tech splendor and dystopian ruin, encapsulates the heart of cyberpunk—where corporate power, augmented humanity, and the allure of virtual realities clash with a world slowly sinking beneath the waves.

Neo San Francisco

Neo San Francisco in 2099, a city reborn from the sunken ruins of its predecessor, is now a network of islands connected by bridges, skyways, and submersible transport systems. It’s a shining example of human resilience in the face of environmental catastrophe, with towering megastructures rising from the sea like gleaming beacons of technological achievement. The city, although fractured into islands, remains a bustling metropolis with its own distinct cyberpunk flair.

Overview:

After the polar icecaps melted and Old San Francisco sank beneath 200 feet of water, engineers and corporations seized the opportunity to reshape the area into Neo San Francisco. Wealthy corporate elites now control the upper levels of the city, while the lower depths teem with crime, black-market activities, and the displaced remnants of the working class.

Districts & Landmarks:

1. Bay Spires (formerly Financial District)

2. Old Ruins

3. Silicon Strand

4. New Alcatraz

5. The Drowned Gardens

Landmark: The Bloomspire – A colossal vertical farm tower rising from the sea, its purpose to feed the rich, while the lower levels house an underground drug trade and biogenetic smuggling ring.

6. Pier One (The Slums)

7. Cloud Harbor

Cultural Notes:

Neo San Francisco is a divided, multi-leveled city where survival depends on one's connections and ability to navigate its neon-lit streets and submerged shadows.

Next Tokyo


Next Tokyo: The Heart of Sicarius

Next Tokyo serves as the primary setting for Sicarius, a massive, technologically advanced city built on the ruins of old Tokyo. Located in Tokyo Bay, this megacity is a blend of cutting-edge technology, towering skyscrapers, and neon-lit streets, contrasted with the remnants of the old world. It is a place where mega-corporations rule, and the line between humanity and machine continues to blur.

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History of Next Tokyo

Origins in Catastrophe:

Next Tokyo was born out of the ashes of Old Tokyo, which was devastated by a series of cataclysmic events, including widespread pollution, chemical spills, and radiation leaks caused by corporate experiments gone awry. These events left much of Japan's mainland in ruins, and Old Tokyo became uninhabitable.

  • Corporate Exodus: As the old city fell into ruin, the world's largest corporations, known as Zaibatsu, relocated to Tokyo Bay, using their wealth and technology to construct a new city on artificial islands. These islands became the foundations for Next Tokyo, a place built by the elite for the elite, leaving the poor and the displaced to fend for themselves in the ruins of Old Japan.
  • The Kaiju Experiments: As part of their scientific research, corporations began creating massive biological creatures, known as Kaiju, which they released into the ruins of Old Tokyo for testing and data collection. These monsters have become a part of the lore of the city, with rumors of Kaiju sightings in the outskirts, adding to the fear and mystery surrounding the wasteland.

A Rise of Power:

By the time Next Tokyo was fully established, it became the corporate capital of the world. With its own government largely controlled by the Zaibatsu, the city saw exponential growth, attracting the brightest minds and the most powerful companies from around the globe.

  • Corporate Dictatorship: The government is little more than a puppet for the corporations. Laws are dictated by what serves corporate interests best, leaving the lower classes at the mercy of an exploitative system. Protests and uprisings are ruthlessly crushed by corporate security forces.
  • Transhumanism Takes Hold: As technology advanced, so did the culture of cybernetics and genetic manipulation. By the time of Sicarius, cybernetic augmentation and biogenetic enhancements are not only common but necessary to survive in certain districts of the city.

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Geography and Layout of Next Tokyo

The Skyscrapers and the Streets

Next Tokyo is a vertical city, with the rich and powerful occupying the highest levels, living in luxury among the clouds, while the poor struggle to survive in the shadows below.

  • Skyscrapers of Power: The city is dominated by monolithic corporate skyscrapers, each owned by a different Zaibatsu. These towers are like small cities in themselves, containing housing, workspaces, and recreational areas for the corporation's elite employees. The higher you go, the more opulent life becomes, with the top floors reserved for executives and the most powerful figures in the city.
  • The Streets Below: On the ground level, the streets are a labyrinth of alleyways, markets, and neon-lit signs. Life is harsh here, with gangs, street mercenaries, and illegal traders vying for control. The streets are also where the disenfranchised masses, known as “The Forgotten,” struggle to survive. Many turn to crime, hacking, or underground work for survival.

The Ringed Districts:

Next Tokyo is divided into several districts, each catering to a different class or aspect of society. The city is designed in concentric rings, with the innermost circles housing the elite and the outer rings devolving into slums and industrial wastelands.

1. The Corporate Core:

  • This is the beating heart of Next Tokyo, where the most powerful corporations have their headquarters. The Corporate Core is a gleaming, sterile area dominated by towering skyscrapers, with the best technology, security, and living conditions money can buy. The Core is off-limits to the general public, and only those with corporate clearance can access it.

2. The Upper Skyline:

  • Known for its luxurious living spaces and high-end entertainment, this district is where the upper-middle class and corporate employees reside. Expensive cybernetic clinics, designer biogenetic labs, and high-class restaurants dominate the landscape. It’s also home to exclusive clubs and the high society nightlife.

3. The Midline Districts:

A dense, industrial area where factory workers, hackers, and small-time traders live. It's crowded, polluted, and perpetually shrouded in smog, but it’s also where much of the city's manufacturing and underground business takes place. If you’re looking for black market goods, illegal tech, or freelance jobs, this is the place to be.

4. The Neon Strip:

The entertainment hub of Next Tokyo, filled with bars, VR clubs, gambling dens, and illegal fight pits. The Neon Strip is where the nightlife thrives, attracting both the wealthy and the poor. Crime lords and fixers often meet here to discuss deals, and it’s a place where fortunes are made and lost in the blink of an eye.

5. The Fringe Districts:

  • The outermost districts are home to the poorest residents, where gangs, mercenaries, and scavengers rule. Life is cheap here, and many live in the ruins of old factories and housing units, scavenging what they can from abandoned tech or Kaiju remains. This area also serves as a gateway to the Old Tokyo ruins, where daring mercenaries venture to hunt Kaiju or salvage lost technology.

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Culture in Next Tokyo

Next Tokyo is a melting pot of cultures, where traditional Japanese elements mix with futuristic corporate aesthetics and global influences. The cultural landscape of the city reflects both its high-tech ambitions and its gritty underworld.

Corporate Worship: In Next Tokyo, corporations are the new gods. People wear corporate logos like badges of honor, and corporate loyalty is more important than national identity. Brand loyalty and corporate fealty are embedded into everyday life, from clothing styles to personal philosophies.

Transhumanist Ideals: The people of Next Tokyo have largely embraced transhumanism. Cybernetics and biogenetics are not just enhancements but a statement of identity. The wealthy flaunt their latest augmentations like status symbols, while the poor resort to black market cyberware or dangerous genetic mods to survive. The line between human and machine continues to blur as the city pushes the boundaries of what it means to be human.

Underground Subcultures: Beneath the corporate façade, Next Tokyo is home to vibrant and rebellious subcultures. Gangs, hackers, and underground movements thrive in the city's underbelly, resisting corporate control. These groups have their own codes of honor, aesthetics, and philosophies.

  • Netrunners: Elite hackers who live for the thrill of breaking into corporate systems. They often gather in hidden VR spaces or shady clubs in the Neon Strip.
  • Street Gangs: From bio-enhanced brawlers to cyborg warriors, street gangs are the law in many of the outer districts. Each gang has its own identity, often tied to the tech they control or the areas they protect.
  • Kaiju Cultists: A strange fringe group that worships the Kaiju as divine beings. They believe the Kaiju are the next step in evolution and perform dangerous rituals to summon or communicate with them.

The Arts and Media:

  • SimStim Entertainment: Simulated stimulation, or SimStim, is a major form of entertainment. People can jack into SimStim to experience other lives, indulge in their wildest fantasies, or even live out entire storylines as if they were real.
  • Corporate-Controlled Media: The media in Next Tokyo is heavily controlled by the Zaibatsu, with news outlets serving corporate interests. Independent journalism exists, but it’s often relegated to the fringes of the city and quickly suppressed if it threatens corporate power.

Fashion:

  • Fashion in Next Tokyo is a blend of traditional Japanese styles with futuristic and cybernetic designs. Kimonos with neon highlights, robotic prosthetics worn as status symbols, and biogenetically enhanced bodies with glowing tattoos are common. The rich show off the sleekest, most expensive augmentations, while the poor scrape together salvaged parts or homebrew their own cybernetics.

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Key Locations in Next Tokyo

  • Xero’s Skyscraper: A towering building where Xero, the enigmatic business tycoon, resides and runs their empire. Located in the Corporate Core, it’s heavily guarded and nearly impossible to infiltrate without inside help.
  • The AR Hub: A central location in the Neon Strip where the street racing circuit, The Midnight Club, uploads their race tracks. The AR Hub is also a place where tech enthusiasts gather to discuss the latest VR simulations and race mods.
  • Old Tokyo Ruins: The remains of the original city, now a hazardous wasteland crawling with Kaiju and rogue AIs. Few dare to venture into these ruins, but those who do often seek rare technology or Kaiju trophies.

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Next Tokyo is a sprawling, multi-layered city where wealth and power are concentrated at the top, and the lower classes fight for survival at the bottom. It’s a place of extreme inequality, technological wonder, and relentless ambition, where every alley hides danger, and every corporation has its own dark secrets. The city serves as both a backdrop and a character in the world of Sicarius, offering endless opportunities for exploration, intrigue, and conflict.

Next Tokyo Ecosystem

Ruins of Old Japan

The Ruins of Old Japan: A Wasteland of Kaiju, Radiation, and Secrets

Beyond the bustling streets and towering skyscrapers of Next Tokyo lies a desolate and dangerous expanse: the Ruins of Old Japan. Once home to millions, this vast wasteland is all that remains of the old world, a place devastated by corporate greed, unchecked experimentation, and environmental catastrophe. The ruins serve as both a grim reminder of the past and a perilous playground for those daring enough to venture within.

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A History of Destruction

Old Japan, particularly Old Tokyo, was once a thriving metropolis, a hub of culture, technology, and global influence. However, a series of cataclysmic events, both natural and man-made, led to its downfall.

  • Corporate Greed and Experimentation: As the mega-corporations grew in power, so did their disregard for the safety of the population. Unregulated biogenetic testing, pollution from massive industrial complexes, and reckless nuclear energy projects led to widespread contamination. Entire regions became uninhabitable as radiation seeped into the land and water, killing off wildlife and forcing millions to evacuate.
  • The Kaiju Experiments: In their relentless pursuit of scientific progress, Zaibatsu corporations began experimenting with dangerous genetic and cybernetic modifications, creating massive, uncontrollable creatures known as Kaiju. These beasts were originally designed for military applications or as tools for labor, but as the experiments continued, the Kaiju became unstable. When the experimentations spiraled out of control, the creatures were unleashed upon the ruins, where they now roam freely.
  • Environmental Collapse: Years of corporate exploitation finally took their toll. Rising sea levels, radiation leaks, and chemical spills ravaged Old Tokyo, transforming much of the area into a toxic wasteland. What remains is a barren, twisted version of its former self—a landscape of crumbling skyscrapers, abandoned infrastructure, and mutated wildlife.

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Geography of the Wasteland

The Ruins of Old Japan cover a large portion of the country, with Old Tokyo being the epicenter of devastation. The landscape is treacherous, full of hidden dangers ranging from radiation zones to roaming Kaiju. Explorers, scavengers, and mercenaries are drawn to the ruins, searching for lost technology or hoping to unlock the secrets buried beneath the ash and rubble.

Key Features of the Ruins:

  • The Dead Zones: These are regions where radiation levels are so high that even the most advanced protective gear offers little defense. Old reactors, left to rot and leak, have rendered vast stretches of land completely inhospitable. In these zones, mutated creatures roam, and the land itself seems to warp and change under the influence of intense radiation.
  • The Kaiju Territory: This is the domain of the Kaiju, massive genetically engineered creatures that once served corporate interests. These behemoths now wander the wastelands, attacking anything that crosses their path. Over time, the Kaiju have created their own ecosystems, reshaping the landscape to suit their monstrous needs. Some areas are littered with the remains of corporate buildings, torn down by the Kaiju, while others have become dense, wild regions dominated by mutated plant life.
  • The Alpha Kaiju: Legends tell of an enormous Kaiju, larger and more powerful than the others, that dominates a specific region of Old Tokyo. Corporations are said to be quietly offering immense rewards for anyone who can recover data or samples from this creature, but most who go in search of it never return.
  • The Cracked Sky: Once a corporate megastructure, this gigantic ruin was an unfinished skyscraper that reached into the sky, meant to house both people and businesses in a self-contained arcology. After a catastrophic collapse during the early days of the disaster, it now lies shattered, its upper floors fallen into the streets below. It’s a favored destination for scavengers looking for high-value corporate tech.
  • Corporate Vaults and Hidden Facilities: Throughout the ruins, there are secret corporate facilities hidden beneath the rubble. These underground bunkers and vaults house lost technology, data servers, and even live experiments. Some vaults are heavily guarded by automated security systems and traps, while others remain sealed, their contents unknown to the world. Hackers and mercenaries often undertake missions to infiltrate these vaults, risking their lives for the potential rewards within.
  • The Choked Sea: Old Japan’s coastline is dotted with wreckage from battles between corporations and Kaiju. Once-glorious port cities have fallen into disrepair, their waters now filled with oil, debris, and mutated sea life. Ships that dared to enter these waters were often destroyed by the creatures lurking below. What remains of the old shipping industry can still be found scattered along the shorelines, rusting away.

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The Kaiju: Monsters of Corporate Creation

The Kaiju that now roam the wastelands are perhaps the most dangerous remnant of Old Japan. These massive creatures, created through biogenetic experimentation and cybernetic augmentation, were originally designed for war or labor. However, as the corporations lost control, the Kaiju turned on their creators and now inhabit the ruins.

Kaiju Characteristics:

  • Genetically Engineered: Each Kaiju was created with a specific purpose, from heavy labor to combat. Their massive size and strength come from genetic modifications, making them far stronger and more durable than any natural creature. However, their genetic instability means that many have mutated beyond their original designs, developing new and unpredictable abilities.
  • Cybernetic Augmentations: Some Kaiju possess cybernetic enhancements, remnants of their original purpose as corporate weapons. These augmentations give them the ability to interface with certain technologies or access advanced weaponry, such as energy cannons or EMP blasts.
  • Dangerous Intelligence: While not all Kaiju are intelligent, some display a frightening level of awareness, acting with tactical precision or displaying territorial behavior. These intelligent Kaiju are highly dangerous, as they have learned to avoid traps and even retaliate against corporate forces sent to capture or kill them.

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Corporate Secrets and Scavenging Opportunities

The Ruins of Old Japan are littered with valuable technology and corporate secrets. While most people avoid the wastelands due to the dangers posed by Kaiju and radiation, scavengers, hackers, and mercenaries make a living by uncovering what’s left of the old world.

Key Scavenging Sites:

  • Abandoned Research Labs: Many of the corporations that once operated in Old Japan left behind research facilities filled with data and prototypes. These labs are heavily guarded by automated defenses, but those who can bypass the security systems may find lost biogenetic technology or high-value data.
  • Sunken Cities: Some parts of Old Japan were submerged during the environmental collapse, leaving entire cities beneath the waves. These underwater ruins are filled with valuable tech, but the risks of mutated sea creatures and underwater radiation make them particularly dangerous to explore.
  • Corporate Data Vaults: Certain high-priority corporate projects were hidden in underground data vaults to protect them from competitors and disasters. These vaults contain everything from biogenetic research to financial information and are often the target of high-stakes missions by mercenary groups.
  • Corporate Secrets for Sale: The ruins are a goldmine of classified corporate information. Hackers, scavengers, and rogue corporate agents often sell what they find on the black market. This data includes information on experimental technology, Kaiju control protocols, and even the locations of hidden corporate facilities. However, selling this information is dangerous, as corporations will stop at nothing to recover what they’ve lost.

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Adventuring in the Ruins

Venturing into the Ruins of Old Japan is one of the most dangerous yet potentially rewarding undertakings in the Sicarius world.

  • Hazards: Explorers must contend with radiation, environmental hazards, and the constant threat of Kaiju attacks. Protective gear, specialized equipment, and careful planning are necessary for survival.
  • Mutated Fauna and Flora: Not only are the Kaiju a danger, but the wasteland is also filled with mutated wildlife. Predatory creatures and aggressive plant life are common, with some areas overrun by biogenetically altered species.
  • Corporate Competition: Corporate forces often send teams into the ruins to recover lost assets or investigate old projects. These teams can either be allies or adversaries, depending on the mission and the players’ objectives.
  • Legendary Kaiju Hunts: Some adventurers take on the deadly task of hunting Kaiju, either for bounty rewards or to harvest their genetic material for powerful augmentations. These hunts are life-threatening but can lead to immense riches for those who succeed.

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In Sicarius, the Ruins of Old Japan represent both the mistakes of the past and the opportunities of the future. For those brave enough to face the dangers within, the wasteland holds untold secrets, wealth, and power. But for every discovery made, there’s a price to be paid, and the ruins do not give up their treasures easily.

Medicines, Drugs, & Addictions

The drugs of the future are far more lethal than their 20th century counterparts. Many are experimental chemicals dumped on the Street by unscrupulous Corporations looking for guinea pigs. Some are home-brewed horrors designed in basement labs. Still others are military-designed combat drugs designed to create armies of zombie killing machines. All of them are bad news.

Most of the drugs in the World of Sicarius are addictive - the people who designed them were looking for a way to create a captive market of addicts. Only the very wealthy can afford to have non-toxic "designer drugs" created for their own physiologies; most of the scum on the Street are left sucking up the dregs of the chemical sewer.

Alchemy

Integrating alchemy formulas into a cyberpunk video game can add a unique layer of gameplay mechanics and depth to your world. Here are some alchemy formula concepts that could fit well in a cyberpunk setting:

Ethereal Resonance Elixir:
Ingredients: Luminescent Mushrooms, Digital Essence, Quantum Crystal
Effect: Grants temporary access to encrypted digital networks, revealing hidden information or bypassing security measures.

Nanite Amplification Serum:
Ingredients: Nano-Enhanced Algae, Bio-Engineered Virions, Conductive Gel
Effect: Boosts the effectiveness of nanobots in the user's body, enhancing healing, reflexes, or resistance to toxins.

Synthetic Chameleon Tonic:
Ingredients: Chameleon Beetles, Refractive Gel, Synthetic DNA Strands
Effect: Temporarily renders the user invisible or blends them with their surroundings, aiding in stealth and evasion.

Neural Overclocking Elixir:
Ingredients: Neural Stimulants, Synaptic Enhancers, Quantum Energizers
Effect: Temporarily enhances mental processing speed, granting improved reaction time and tactical thinking.

Plasma Infusion Draught:
Ingredients: Plasma-Fueled Plants, Ionic Catalyst, Hyper Charged Particles
Effect: Grants the user the ability to project plasma-based attacks or create protective energy shields.

Chrono-Stasis Concoction:
Ingredients: Temporal Herbs, Chrono-Crystals, Reality-Fixing Agents
Effect: Temporarily slows down time for the user, allowing precise actions in critical moments.

Neuro-Linking Potion:
Ingredients: Neural Network Fluid, Synaptic Connectors, Psychic Essence
Effect: Establishes a telepathic link with a specific target, allowing communication and limited information sharing.

Dreamscape Elixir:
Ingredients: Dreamweaver Fungus, Neural Interphase Extract, Virtual Reality Codes
Effect: Induces a deep trance-like state, allowing the user to access augmented reality interfaces or experience alternate realities.

Photon Transmutation Tincture:
Ingredients: Photon Absorbing Minerals, Quantum Conduit Extract, Refractive Crystal
Effect: Converts absorbed light energy into a focused laser beam for ranged attacks.

Ethereal Cleansing Solution:
Ingredients: Etheric Purifiers, Electro-Magnetic Detoxifiers, Quantum Imprint Extracts
Effect: Purges harmful digital and energetic imprints from the user's body, curing cyber-sickness or psychic interference.

Synth-Fire Catalyst:
Ingredients: Pyro-Synthesized Chemicals, Plasma Accelerators, Reactive Metal Alloy
Effect: Creates an area of intense heat or fire upon contact with air, useful for area denial or offensive purposes.

Circuitry Rejuvenation Elixir:
Ingredients: Conductive Plant Extracts, Nano-Circuit Enhancers, Bioluminescent Fungi
Effect: Repairs and enhances cybernetic implants, boosting their performance temporarily.

Morphic Distortion Brew:
Ingredients: Morphogenic Polymers, Quantum Phase Extract, Illusion Weave
Effect: Allows the user to morph their appearance for a limited time, disguising as other individuals.

Psyche Resonance Elixir:
Ingredients: Psychedelic Plants, Bio-Resonance Crystals, Mind-Link Nectar
Effect: Opens the user's mind to empathic communication, influencing emotions or swaying opinions.

Etheric Shielding Tonic:
Ingredients: Etheric Crystal Matrix, Electro-Magnetic Insulator, Quantum Energy Sealant
Effect: Creates a protective energy barrier around the user, deflecting physical and energy-based attacks.

These alchemical formulas can enhance gameplay mechanics, offer strategic advantages, and contribute to the immersive cyberpunk experience. As players experiment with these formulas, you can create diverse and engaging scenarios that involve alchemical crafting and strategic decision-making.

Cybernetic Drugs

Here are a few examples of experimental cybernetic drugs for a 5e cyberpunk setting, along with their potential addiction, side effects, and moral implications:

1. Synaptic Stabilizers

2. Neural Overclock

3. Nanite Reconstructor

These experimental cybernetic drugs can add depth to your cyberpunk D&D game, providing opportunities for moral dilemmas, character development, and engaging storylines centered around the use and consequences of advanced pharmaceuticals in a world of cybernetic augmentation.

Manna

1. Backstory: The Origin of Manna

Long before the rise of the Zaibatsu megacorps, fragments of ancient texts spoke of a “divine bread” consumed by prophets and pharaohs—Manna, a monoatomic substance said to bestow visions, psychic clarity, and eternal life. For centuries, it was dismissed as myth.

In the 2070s, ShinGlo BioLab unearthed an archaeological site beneath the irradiated ruins of Old Jerusalem. Within a collapsed temple vault, they discovered crystalline residues unlike anything on record—stable monoatomic gold compounds suspended in fossilized ceramics. Dubbed Project Manna, ShinGlo sought to synthesize it.

But Manna proved unstable. The artificial compound decayed quickly and produced catastrophic mutations in test subjects. Then, in 2085, a rogue research branch achieved a breakthrough using Kaiju DNA sequencing as a stabilizer. The result was a designer drug that could grant:

The catch? The compound is incomplete. Street-level Manna is volatile, burning out users’ minds, twisting their biogenetics, or worse—creating psionic addicts known as Hollowed.

Now, every Zaibatsu wants control over it. Rumors spread that a perfected strain exists: Pure Manna, a single vial locked in ShinGlo’s hidden arcology, capable of true eternal life.


2. Core Themes of Manna in Sicarius


3. Mission Ideas & Questlines

Mission Arc A: The Street Trials


Mission Arc B: The Zaibatsu Gambit


Mission Arc C: The Cult of Ascension


Mission Arc D: The Pure Strain


Mission Arc E: Eternal Ghost


Manna: The Psionic Catalyst

“Bread of the Gods. Drug of the Damned.”

Manna is a rare, experimental bio-chemical compound discovered by ShinGlo BioLab through fusion of ancient monoatomic metal relics and Kaiju DNA sequencing. When ingested, it unlocks latent psychic potential in humans—but at a cost.

In Sicarius, Manna serves as the primary fuel for psionic abilities, acting as both a gateway to transcendence and a potential death sentence.


Using Manna in Sicarius

Step 1: Acquiring Manna


Step 2: Activating Psionic Powers

Dose Effects (per ingestion):


Step 3: Psionic Abilities

You can use Manna to activate Psionic Talents & Disciplines (from UA, reflavored for cyberpunk). Examples:


Step 4: Impure Manna Backlash (Corruption Table)

Whenever you ingest Street or Corporate Manna, roll 1d6. On a 5–6, suffer a consequence:

d6 Impure Manna Backlash (Street & Corporate)
1 Psychic Burnout: Lose 1d4 HP per MP spent until the dose ends.
2 Hallucinations: Disadvantage on Perception/Insight until dose ends.
3 Addiction Surge: Must make a DC 12 CON save or gain 1 Addiction Point.
4 Psionic Feedback: Disadvantage on attack rolls with psionic powers until you rest.
5 Neurostatic Seizure: Stunned for 1 round when you first activate a power.
6 The Hollowing: Roll a DC 15 WIS save. On failure, suffer temporary madness for 1 minute as your mind brushes the Kaiju Mind.


Addiction Track (Optional Rule):


Narrative Integration


Mission Hooks with Mechanics

The Street Trials (Low-Level Arc)

The Zaibatsu Gambit (Mid-Level Arc)

The Cult of Ascension (Mid-Level Arc)

The Pure Strain (High-Level Arc)

Eternal Ghost (Personal Arc)


Shadowkind & Manna in Sicarius

The Hidden Ones: Shadowkind

Shadowkind are humans who carry a latent gene sequence—an ancient biological anomaly. On the surface, they look no different from baseline humans. But their DNA hides cryptic resonance patterns, an echo of something older than humanity itself. Some whisper that Shadowkind are descendants of those who first consumed the “Bread of the Gods.”

Where normal humans burn out or mutate when taking Pure Manna, Shadowkind can survive—and even thrive. Ghost is proof: his Shadowkind bloodline allowed him to survive the ShinGlo experiment with Pure Manna, unlocking psionics without succumbing to Hollowing.


Corporate Discovery & The Hunt

The corps don’t agree on whether to:


Paragons = Shadowkind Ascendants

In Shadows of Manna, Paragons are Shadowkind who have mastered Manna and ascended beyond human limits.

Paragons are living weapons, living messiahs, and corporate prizes all at once.


Ghost’s Survival


Shadowkind in Gameplay

Optional Player Race/Template: Shadowkind


Mission Hooks (Shadowkind & Paragons)

Mission Arc A: Ghost’s Legacy


Mission Arc B: The Paragon Program


Mission Arc C: Shadowkind Cults


Mission Arc D: The Shadowkind War


Epic Payoff

In a high-level Shadows of Manna campaign:

Poisons

In a cyberpunk tabletop RPG game, assassins might utilize futuristic and technologically advanced poisons to eliminate their targets. Here are some poison concepts that could fit the cyberpunk setting:

1. Nanite Infusion Toxin:
A poison that releases nanobots upon ingestion, causing internal damage by disrupting cellular functions.

2. Synaptic Override Venom:
A poison that targets the victim's neural pathways, allowing the assassin to control their movements temporarily.

3. Cyber Malware Elixir:
A poison that infects the target's cybernetic implants, causing them to malfunction and potentially leading to death.

4. Neuro-Disruptor Capsule:
A poison that releases neuro-disruptive chemicals upon ingestion, causing seizures and paralysis.

5. Memory-Scrambler Agent:
A poison that interferes with the victim's memory implants, leading to confusion, memory loss, and disorientation.

6. EMP Gas Vial:
A poison that releases an electromagnetic pulse upon activation, damaging electronic devices and cyberware.

7. Data Corruptor Serum:
A poison that infiltrates the target's data implants, causing data corruption and digital disruptions.

8. Synth-Carcinogen Toxin:
A poison that triggers rapid growth of synthetic tumors, leading to internal damage and organ failure.

9. Nanofiber Shredder Venom:
A poison that releases microscopic fibers that shred internal organs upon activation.

10. Reality Manipulation Elixir:
A poison that induces hallucinations and altered perceptions by affecting the target's neural interface.

11. Neural Feedback Overload Agent:
A poison that triggers an overwhelming surge of neural feedback, leading to sensory overload and incapacitation.

12. Digital Venom Injection:
A poison that introduces malicious code into the victim's neural network, causing system crashes and cyber-collapse.

13. Holographic Paralysis Serum:
A poison that induces temporary paralysis by projecting a holographic paralysis field around the victim.

14. Nano-Endocrine Disruptor:
A poison that targets the endocrine system, causing hormonal imbalances and physiological chaos.

15. Reality Glitch Toxin:
A poison that disrupts the target's perception of reality, causing disorientation, confusion, and irrational behavior.

16. Cyber-Hypnosis Elixir:
A poison that exploits cybernetic implants to induce hypnotic suggestions and control the victim's actions.

17. Nanite Swarm Injection:
A poison that introduces a swarm of nanobots that consume internal tissues, leading to rapid organ failure.

18. Disintegration Capsule:
A poison that triggers the disintegration of nanomaterials in the victim's body, causing cellular breakdown.

19. Synaptic Rewriter Serum:
A poison that rewrites neural pathways, altering the victim's personality, memories, and behavior.

20. Techno-Virus Cocktail:
A mix of nanobots and digital viruses that attack both biological and digital systems, causing simultaneous physical and cybernetic breakdown.

As with any poison in a tabletop RPG, it's important to consider their effects, balance, and potential countermeasures within the context of your game mechanics and story. These futuristic poison concepts can add depth and intrigue to assassination scenarios in your cyberpunk RPG.

Psionics

What Is Psionic Power?

The D&D multiverse is filled with supernatural forces, some of which emanate from the realms of the gods,  others permeate the cosmos, and still others arise from the mind. That latter force—the power of the mind— is called psi or psionic power. Creatures such as mind flayers and githyanki wield psionic power, both to channel the magic of spells and to create other extraordinary phenomena.

Religions

The Celtic, Egyptian, Greek, and Norse pantheons are fantasy interpretations of historical religions from our world’s ancient times. They include deities that are most appropriate for use in a game, divorced from their historical context in the real world and united into pantheons that serve the needs of the game.

The Celtic Pantheon

It’s said that something wild lurks in the heart of every soul, a space that thrills to the sound of geese calling at night, to the whispering wind through the pines, to the unexpected red of mistletoe on an oak—and it is in this space that the Celtic gods dwell. They sprang from the brook and stream, their might heightened by the strength of the oak and the beauty of the woodlands and open moor. When the first forester dared put a name to the face seen in the bole of a tree or the voice babbling in a brook, these gods forced themselves into being.

The Celtic gods are as often served by druids as by clerics, for they are closely aligned with the forces of nature that druids revere.

The Greek Pantheon

The gods of Olympus make themselves known with the gentle lap of waves against the shores and the crash of the thunder among the cloud-enshrouded peaks. The thick boar-infested woods and the sere, olive-covered hillsides hold evidence of their passing. Every aspect of nature echoes with their presence, and they’ve made a place for themselves inside the human heart, too.

The Egyptian Pantheon

These gods are a young dynasty of an ancient divine family, heirs to the rulership of the cosmos and the maintenance of the divine principle of Ma’at—the fundamental order of truth, justice, law, and order that puts gods, mortal pharaohs, and ordinary men and women in their logical and rightful place in the universe.

The Egyptian pantheon is unusual in having three gods responsible for death, each with different alignments. Anubis is the lawful neutral god of the afterlife, who judges the souls of the dead. Set is a chaotic evil god of murder, perhaps best known for killing his brother Osiris. And Nephthys is a chaotic good goddess of mourning.

The Norse Pantheon

Where the land plummets from the snowy hills into the icy fjords below, where the longboats draw up on to the beach, where the glaciers flow forward and retreat with every fall and spring—this is the land of the Vikings, the home of the Norse pantheon. It’s a brutal clime, and one that calls for brutal living. The warriors of the land have had to adapt to the harsh conditions in order to survive, but they haven’t been too twisted by the needs of their environment. Given the necessity of raiding for food and wealth, it’s surprising the mortals turned out as well as they did. Their powers reflect the need these warriors had for strong leadership and decisive action. Thus, they see their deities in every bend of a river, hear them in the crash of the thunder and the booming of the glaciers, and smell them in the smoke of a burning longhouse.

The Norse pantheon includes two main families, the Aesir (deities of war and destiny) and the Vanir (gods of fertility and prosperity). Once enemies, these two families are now closely allied against their common enemies, the giants (including the gods Surtur and Thrym).

Occult practices

Occult practices encompass a wide range of mystical and esoteric traditions that delve into the hidden aspects of reality beyond the scope of conventional understanding. In a cyberpunk setting, where technology and magic often intersect, occult practices take on a unique and sometimes dangerous significance. Here's a description of occult practices in a cyberpunk world:

In the neon-lit streets and shadowy alleyways of the cyberpunk world, occult practitioners gather in secret to explore the mysteries of the universe. Drawing upon ancient rituals, forbidden knowledge, and the raw power of arcane energies, these practitioners seek to uncover the hidden truths that lie beyond the veil of reality.

Occult practices in the cyberpunk world are as diverse as the individuals who pursue them. Some delve into the ancient arts of alchemy, seeking to transmute base materials into gold or unlock the secrets of immortality. Others study the arcane arts of sorcery, wielding spells and incantations to bend the fabric of reality to their will.

In the dark corners of the digital realm, hackers and technomancers blur the lines between magic and technology, using their mastery of computer systems and cybernetic enhancements to manipulate the flow of information and harness the power of the digital ether.

But occult practices in the cyberpunk world are not without their risks. The pursuit of forbidden knowledge often attracts the attention of powerful entities and malevolent forces that lurk in the shadows, eager to corrupt or consume those who dare to trespass into their domain.

Despite the dangers, occult practitioners in the cyberpunk world are driven by a thirst for understanding, a hunger for power, and a desire to transcend the limitations of mortal existence. Whether they seek enlightenment, wealth, or dominion over the forces of nature, they are bound together by a shared belief in the existence of mysteries that defy explanation and a willingness to explore the unknown depths of the human soul.

Examples of Gods from the pantheons' 

In a cyberpunk setting, the pantheon of gods can be a mix of traditional deities reimagined to fit the futuristic world and new gods that embody the themes and elements of cyberpunk. Here’s a list of gods that could be associated with a cyberpunk Cleric:

1. Athena (Goddess of Wisdom and Technology)

2. Odin (God of Knowledge and Cybernetics)

3. Hephaestus (God of Forge and Machinery)

4. Hermes (God of Communication and Commerce)

5. Sekhmet (Goddess of War and Cybersecurity)

6. Anansi (God of Stories and Hacking)

7. Inari (Goddess of Prosperity and Trade)

8. Morrigan (Goddess of Death and Revolution)

9. Raijin (God of Thunder and Energy)

10. Tezcatlipoca (God of Night and Reflection)

These gods, both ancient and newly conceived for the cyberpunk setting, offer a rich tapestry of divine influences for Clerics to draw upon, each reflecting different aspects of this high-tech, dystopian world.

Biogenetics

Biogenetics: The Next Step in Human Evolution

In the neon-lit, rain-soaked streets of the cyberpunk world, not all enhancements come from cold steel and polished chrome. While cybernetic augmentations have dominated the market, a new frontier in human augmentation has emerged: Biogenetics.

Biogenetics represents the fusion of advanced biotechnology with the organic human form, pushing the boundaries of flesh and bone to unlock extraordinary abilities. Unlike the rigid, mechanical nature of cybernetics, biogenetics allows for a seamless integration of enhancements, reshaping and adapting the body at a cellular level. Through cutting-edge gene editing, bioengineering, and synthetic evolution, individuals can now transcend their natural limitations without sacrificing their humanity.

From chameleon-like skin that blends with the shadows to muscles that rival the strength of machinery, biogenetics offers a more subtle yet equally potent means of enhancing the human condition. This new wave of modifications is favored by those who seek power without the telltale scars of cybernetic implants, those who crave the flexibility and resilience that only organic enhancements can provide.

However, such power does not come without risks. The process of altering one's genetic code can be unpredictable, with side effects that range from mild mutations to catastrophic failures. In a world where corporations compete to produce the next breakthrough in bio-enhancement, many see biogenetics as the ultimate gamble—a chance to rise above the masses or become another failed experiment lost to the alleys of the megacities.

As players navigate this complex landscape, they may find themselves tempted by the allure of biogenetics, seeking out underground labs, black market surgeons, or corporate clinics to gain the edge they need. But in a world where the line between human and monster grows ever thinner, one question remains: How much of their humanity are they willing to sacrifice for power?

1. Biofiber Musculature

2. Adrenal Surge Gland

3. Chameleon Skin

4. Regenerative Core

5. Neural Mesh Network

6. Spore-Infused Lungs

7. Bioluminescent Eyes

8. Endo-Skeletal Reinforcement

9. Hyper-Sensory Matrix

10. Photosynthetic Skin

11. Cerebral Cortex Enhancer

12. Symbiotic Armor Skin

13. Spinal Reflex Augmenter

14. Venomous Gland Implant

15. Metabolic Optimizer

These biogenetics can function similarly to cybernetics in your game but have a more organic, adaptive theme that fits with a world blending science and biology.

Biogenetics Rules

Acquiring Biogenetics

Limits on Biogenetics (Bio Capacity)

Constitution Modifier + Proficiency Bonus Maximum Biogenetics
1-2 1
3-4 2
5-6 3
7-8 4
9+ 5

Types of Biogenetics

  1. Permanent Biogenetics: These modifications are integrated into the character's genetic code and become a permanent part of their physiology. They count against your Bio Capacity at all times.

  2. Temporary Biogenetics: These enhancements are unstable and revert back to normal after a certain period or under specific conditions. They do not permanently count against Bio Capacity but temporarily occupy a slot while active.

Activating Temporary Biogenetics

Side Effects and Risks

Integrating and Removing Biogenetics

Compatibility with Cybernetics

Example Biogenetic Integration and Usage

  1. Biofiber Musculature (Permanent)

    • Bio Capacity: Counts as 1 slot permanently.

    • Effect: +2 to Strength, or advantage on Strength checks and saving throws.

  2. Adrenal Surge Gland (Temporary)

    • Bio Capacity: Counts as 1 slot when activated.

    • Activation: Bonus action, lasts for 1 minute.

    • Effect: Gain Advantage on attack rolls, Strength, and Dexterity saving throws.

    • Limit: Can be used once per long rest.

Optional Rules: Experimental Biogenetics


These rules balance the power and allure of biogenetics with the inherent risks of tampering with one's genetic code, fitting perfectly into a cyberpunk 5e setting.

Optional Rules: Experimental Biogenetics

Biogenetic Doctor Characters

1. Dr. Kane "Gene Jack" Harrow (Back-Alley Surgeon)

2. Dr. Liora "Patch" Sykes (Mid-Tier Biotech Specialist)

3. Dr. Aurora "Bio-Belle" Nyle (Corporate Biogeneticist)

4. Dr. Ezekiel "Spiral" Kade (Military-Grade Biogeneticist)

5. Dr. Octavia "Strain" Falken (Experimental Biogeneticist)

DarkNET

The DarkNET

They say the DarkNET isn’t part of the NeuroNET at all — it’s older, dirtier, stitched together from the bones of forgotten government infrastructure. Before the Zaibatsus owned the world, before the NeuroNET turned into a kaleidoscope of neon, the state built something quieter: a shadow grid running on obsolete but rock-solid software. Stable. Invisible. And, most importantly — anonymous.

In 2099, the DarkNET is where the ghosts crawl.

No avatars. No neon cityscapes. No spectacle. Just black screens, command lines, text scrolls, and encrypted tunnels that never quite point where they should. The old heads — the OGs from the early days of the Net — swear by it. Command-line warriors, bulletin-board prophets, and whistleblowers who’d rather torch the world than serve it.


What You Find Here


Who Walks the DarkNET

The DarkNET isn’t a game. There are no lobbies, no fantasy skins, no neon plazas. Just shadows. If the NeuroNET is a living city, the DarkNET is a crypt — and the dead don’t care who walks in.


The Red Room

And then there’s that place. The whisper you wish you didn’t hear. The name that rots your teeth when you say it out loud.

The Red Room.

A private node buried deep in the DarkNET’s oldest architecture, only reachable with keys that cost more than a new identity. Clients with money — real money, not credchips — pay to log in and watch. Torture, mutilation, experiments, executions. All streamed live. Some swear it’s AI-generated. Others say the victims are real — political prisoners, corpo debtors, unlucky punks plucked off the streets.

Either way, the Red Room gives the DarkNET its stench. It’s the rot beneath the myth of freedom. The reminder that anonymity cuts both ways: it protects the hunted… and hides the monsters.


In Shadows of Manna, the DarkNET is where players go when they want dirty work done, secrets traded, or sins buried. It’s not neon, not a playground — it’s the back alley of cyberspace, where every deal is final and every click carries a stain.

MUSH.NET

MUSH.NET: Agora Hub

Overview

Agora is one of the largest and most popular MUSH (Multi-User Shared Hallucination) hubs in the NeuroNET. It’s a sprawling VR place of floating platforms, and surreal architectures designed purely for spectacle. Anyone with a public jack can enter — from corpo execs in designer avatars to street kids running free cracked rigs.

  • Capacity: Thousands of avatars online at once.

  • Visuals: Towering neon skyscrapers made of light, zero-gravity arenas, sky bridges of code, holographic billboards advertising games and services.

  • Atmosphere: Lively, chaotic, colorful. A carnival of games, gambling, chatrooms, and black-market whispers.


Districts of the Agora

1. The Lobby Plaza

  • Massive open square, hundreds of avatars milling around.

  • Giant holo-screens stream live games, VR combat tournaments, or corp ads.

  • Players spawn here before branching out to different games.

  • Quest Hooks: Recruiters, fixers, or mysterious avatars can be found mingling. Rumors spread here first.


2. The Game Sectors

Each portal leads to a different VR world:

  • Glitch Arena – A combat sim where players duel in neon coliseums with hacked weapons and physics.

    • Gameplay: PvP or NPC duels, tournament ladder, wagers in Cryptocurrency.

    • Quest Hook: A target only logs in to fight here; you must beat them in the arena to extract intel.

  • Drift Circuit – Anti-gravity racing sim with custom neon bikes/cars.

    • Gameplay: High-speed VR racing, sometimes with sabotage/hacking.

    • Quest Hook: Hidden data packet only appears as a “shortcut track” mid-race.

  • Fantasy Shards – A surreal MUSH MMO where players take on fantasy roles (mages, samurai, etc.).

    • Gameplay: Questing, roleplay, endless dungeons.

    • Quest Hook: A Zaibatsu exec hides their meetings here, disguised as a fantasy “king.”


3. The Black Market (Sub-Level)

Hidden beneath the main plaza is an illegal market — players use exploits or whispered passphrases to enter.

  • Visual: Dim alleyways of shifting code, stalls built from black cubes, avatars masked as glitch-beasts.

  • Goods:

    • Rare hack programs (ICE breakers, viruses).

    • Stolen avatars and identity skins.

    • Pirate games, cracked simulations.

    • Contracts for mercenaries, assassins, or ICE smugglers.

  • Quest Hooks:

    • A Syndicate fixer offers missions exclusively here.

    • An assassin-for-hire tries to recruit the player.

    • A rival gang plants malware in MUSH games, poisoning the marketplace.


4. The Code Depths (Secret Layer)

  • Rumored “ghost zone” in the Neon Agora — glitch corridors only accessible via hidden exploits.

  • Visual: An endless sea of broken black cubes and leaking neon edges. Half-finished avatars wander aimlessly.

  • Purpose: Believed to be where corps hide test ICE programs under the guise of “glitches.”

  • Quest Hooks:

    • Encounter escaped Black ICE patrolling like digital predators.

    • Find fragments of deleted data (secrets corps wanted gone).

    • Rescue a trapped hacker’s consciousness.


NPC Examples

  • PixelGhost – Info broker, masked avatar with static face. Trades rumors for Cryptocurrency.

  • KitsuneVR – A flashy, neon fox-avatar hacker selling rare ICEbreakers in the Black Market.

  • Moderator-13 – An actual corp watchdog posing as a “game admin.” Tries to keep things “clean” but is secretly logging IDs.

  • Arcade Junkie – Street kid who never logs out. Knows every exploit, shortcut, and hidden room in Agora.


Gameplay Uses in Shadows of Manna

  • Social Hub: Meet NPCs, recruit contacts, buy/sell goods.

  • Quest Hub: Many missions can start here — find jobs, trace targets, discover rumors.

  • Diversion: Players can literally play games within the game (arena, racing, fantasy sim).

  • Danger: Corps, syndicates, or rogue ICE sometimes infiltrate, turning a “safe” zone into a battlefield.


Agora makes the NeuroNET feel like a living society, not just a place of cold black cubes. It’s the opposite side of the coin from corporate IntraNET mazes — instead of fear and oppression, it’s chaos, freedom, and possibility.

NeuroNET

Introduction:

In the hyper-digitalized world of cyberpunk, where corporate control and technological advances go hand in hand, the NeuroNET serves as the digital backbone of society. The NeuroNET is more than just an internet equivalent; it is a fully immersive virtual reality, a sprawling matrix where data, commerce, and identities collide in cyberspace. Hackers, mercenaries, and rogue agents jack into this VR world through direct neural interfaces, transforming their consciousness into digital avatars as they navigate the labyrinthine realms of corporations, governments, and underground networks. But danger lurks in the form of ICE (Intrusion Countermeasures Electronics), including the dreaded Black ICE, which can kill a hacker in both the virtual and real world.

What is NeuroNET?

NeuroNET is an all-encompassing, globally connected digital network where every piece of data, financial transaction, corporate secret, and personal information resides. Users access this realm through neural jacks or cybernetic ports, which allow for total immersion in a virtual landscape. Within NeuroNET, each user has a customizable avatar, a virtual representation of themselves, capable of interacting with the environment, combatting digital threats, and extracting information.

Corporations and governments heavily fortify their data vaults, using ICE, bots, and even virtual fortresses to safeguard their most valuable secrets. Only the most skilled hackers (or those brave or foolish enough) venture into these areas, risking not only digital death but potential neural feedback that can cause severe damage or even fatality in the real world.

Mechanics in DnD 5e Cyberpunk:

Jacking In and Entering NeuroNET:

To enter the NeuroNET, players must have access to a NeuroNET Jack (uncommon cybernetic implant or external device). The following mechanics govern interactions with the NeuroNET in a DnD 5e setting.

Jacking In:

  • Requires: NeuroNET Jack, Data Terminal or Portable Deck, 1 minute to connect.
  • Duration: Once connected, the user can remain in NeuroNET indefinitely but requires concentration to maintain the link. Leaving the NeuroNET takes 1 action.
  • Movement: Within NeuroNET, the user’s avatar can move freely through digital environments. Their base speed is 30 feet, unless modified by the environment or the user’s gear (programs, exploits, etc.).

Navigation & Skill Checks:

  • Interface (INT) Skill: Navigating, searching, and hacking into specific systems require Intelligence (Interface) checks. Depending on the system's complexity and security level, DCs range from 10 (public networks) to 25+ (high-security corporate systems).
  • Neuro Combat: Combat within NeuroNET can involve virtual combat with ICE, bots, and other avatars. Attack and defense are handled via Intelligence-based combat rolls, using a special stat: Virtual Attack Modifier (VAM).

ICE and Digital Defenses:

Corporations, banks, and other powerful entities use ICE to protect their data. These digital security programs detect, track, and eliminate intruders. ICE comes in many forms, ranging from simple firewalls to deadly programs that can harm or kill.

Types of ICE:

  • Basic ICE (White ICE): Non-lethal programs designed to eject or incapacitate intruders without fatal consequences.
  • Challenge Rating: 1-3
  • Abilities: Firewall (DC 14 to bypass), Trace (can locate the hacker’s physical body if not disabled in 1d4 turns), Lockout (prevents re-entry for 24 hours).
  • Standard ICE (Blue ICE): More dangerous, capable of causing neural damage through feedback. Often used by mid-tier corporations or high-level government networks.
  • Challenge Rating: 4-7
  • Abilities: Firewall (DC 16), Shock Feedback (1d6 psychic damage if breached), Virtual Combatant (can engage in combat with user avatars).
  • Black ICE: The deadliest form of ICE, designed to not only eject intruders but kill them. Black ICE delivers devastating neural feedback that can cause brain damage or death.
  • Challenge Rating: 8-12
  • Abilities: Neural Burn (2d10 psychic damage per turn until circumvented), System Lockdown (locks down all exits and prevents logging out), Fatal Trace (DC 18 to avoid death if hacked).

Combat in NeuroNET:

Combat in NeuroNET is fast-paced and primarily mental, with avatars serving as the players' combatants. Unlike traditional DnD combat, in NeuroNET, Intelligence and Dexterity become the primary attributes for both offense and defense.

Combat Stats:

  • Virtual Attack Modifier (VAM): The user’s Intelligence modifier plus proficiency in hacking or combat programs.
  • Virtual Defense (VD): Based on the user’s Dexterity modifier and proficiency with defensive programs or ICE circumvention.

Programs and Tools:

  • Hacking Programs (Common to Rare): Tools used by hackers to bypass security or enhance their combat abilities. For example:
  • Data Spike (Uncommon): A one-time use program that deals 3d6 virtual damage to an ICE or bot.
  • Encryption Breaker (Rare): Grants advantage on Interface checks to breach encrypted systems for 1 hour.
  • Defense Programs:
  • Firewall Boost (Common): Increases VD by +2 for 1 hour.
  • Anti-ICE Patch (Rare): Grants immunity to Basic ICE for 1 hour.

Black ICE: The Ultimate Threat

Black ICE is the apex of digital security, a deadly program capable of not just neutralizing hackers but outright killing them. When encountering Black ICE, hackers face their most dangerous opponent.

  • Detection: Once detected, Black ICE locks onto the hacker’s neural signature and begins its assault.
  • Fatal Consequences: If a hacker fails to circumvent Black ICE within 5 turns, they must make a DC 18 Constitution saving throw or suffer immediate brain death. Even successful hackers take 3d10 psychic damage from the strain of fending it off.
  • Avoidance: Hackers can use defensive programs or create false signals (DC 20 Interface check) to divert Black ICE for 1d4 rounds.

Using NeuroNET in the Game World:

1. Corporate Espionage: Corporations often store sensitive data or proprietary technology within the depths of their virtual vaults. Hackers are hired to extract this information, often running the risk of battling ICE, bots, and rival hackers.

2. Virtual Wars: In the darker corners of NeuroNET, rival factions engage in literal battles over control of server space, financial records, and even entire VR districts.

3. Information Retrieval: Whether for quests or side missions, players can jack into NeuroNET to retrieve critical data, often gaining leverage or uncovering hidden corporate secrets.

4. Entertainment and Crime: For the wealthy and the desperate, NeuroNET also serves as a playground for digital gladiator fights, street racing simulations, or even darker pursuits, all taking place in elaborate VR realms.

Conclusion:

NeuroNET represents the ultimate digital frontier in a cyberpunk DnD 5e setting. It offers players a rich playground for hacking, combat, and exploration, while introducing unique dangers and challenges that blur the lines between the virtual and physical worlds. Whether they’re battling corporate ICE, running heists in virtual vaults, or exploring the fringes of cyberspace, players will face the constant threat of virtual annihilation or triumph in their quest for knowledge and power.


Why the NeuroNET Looks Like It Does

  1. Architectural Minimalism

    • The NeuroNET is not “built” for human exploration — it’s the raw architecture of data storage. To the human brain, terabytes of code and system logic need to be translated into a spatial metaphor.

    • Black boxes = datavaults. Their neon edges are indexing highlights, guiding the mind’s perception of where one vault ends and another begins.

  2. Neon Outlines as Pathways

    • The glowing edges represent active data channels (encrypted pathways, links between nodes).

    • Different colors = different levels of encryption or ownership. For example, red outlines might mean corporate firewalls, while green indicates unsecured pathways.

  3. Flickering Code

    • Code flickering across surfaces is the subconscious mind’s interpretation of live data flow: packet transfers, updates, and ICE scans.

    • To the user, it looks like ghostly runes constantly rewriting themselves.

  4. Why It’s a Maze

    • Data is structured non-linearly. When rendered in human brainspace, it feels like labyrinths of endless black cubes with corridors of light.

    • The more secure the system, the deeper and more complex the maze.

  5. Why Creatures Exist

    • ICE and Black ICE are autonomous defense programs. The brain interprets them as living constructs (wolves, spiders, humanoid shapes, glitch beasts) patrolling between the neon blocks, because it’s easier for the mind to fight an enemy than to conceptualize raw machine counter-code, as well as causing fear into the hacker.


So the NeuroNET’s look is a forced translation: your mind takes incomprehensible digital patterns and renders them as dark geometric landscapes, neon outlines, and flickering glyphs. It’s not “what it really is” — it’s the only way your consciousness can navigate it without going insane.


NeuroVision

Introduction:

In the neon-soaked, dystopian world of cyberpunk, where the lines between humanity and technology blur, the human experience has become a commodity. One of the most sought-after innovations is NeuroVision, a sensory-immersive technology based on the SimStim concept from William Gibson's Neuromancer. NeuroVision allows users to temporarily escape their physical form and experience life through someone else’s body and senses. In a DnD 5e cyberpunk setting, NeuroVision becomes a powerful tool for espionage, entertainment, and control, but it carries significant risks for those who immerse themselves too deeply.

What is NeuroVision?

NeuroVision is an advanced piece of technology that interfaces with the nervous system of its user. Through implanted chips, sensors, or even cybernetic neural ports, users can experience life through another person’s perspective. NeuroVision offers full immersion, not just through visuals and sound but also through physical sensations, emotions, and even psionic impressions in some cases.

Originally marketed as a form of entertainment or as a way to live a fantasy life, the technology quickly found its place in more illicit activities—undercover ops, corporate espionage, and even brainwashing.

Mechanics in DnD 5e Cyberpunk:

The NeuroVision system can be used in various ways within a DnD 5e campaign, allowing for both narrative and mechanical interactions. Below are guidelines and suggested rules for incorporating it into your game.

Activation and Duration:

Usage:

Special Features:

Risks of Using NeuroVision:

Applications in the Game World:

1. Corporate Espionage: Hackers, corporate agents, or mercenaries use NeuroVision to spy on their rivals by tapping into the streams of high-level executives, mercenaries, or test subjects.

2. Black Market Entertainment: Illicit NeuroVision streams, often involving thrill-seeking scenarios, street races, or even illegal gladiator fights, have become a form of entertainment for the wealthy elite.

3. Police Surveillance: Law enforcement agencies might use NeuroVision to track down criminals by hijacking the streams of informants, but there’s always the risk of being detected by anti-sensory firewalls.

4. Military Application: Special forces might use NeuroVision to conduct covert operations, controlling bodies from afar or experiencing battlefield conditions without putting their physical form in harm's way.

Conclusion:

NeuroVision is more than just a tool; it’s a doorway into other lives and experiences, both exhilarating and dangerous. In a DnD 5e cyberpunk setting, it adds layers of intrigue, manipulation, and risk, offering players new ways to explore the world while also posing significant dangers that blur the line between observer and participant. Whether used for good or ill, NeuroVision will shape the way characters interact with their environment and the people around them, all while challenging their sense of self.

Next Tokyo Ecosystem

In real Tokyo—and especially in Shinjuku, Shibuya, and Kabukicho—skyscrapers and multi-story buildings hide entire ecosystems behind unmarked doors. A single floor could hold three tiny bars, a hostess club, a doctor’s office, and a Yakuza gambling den. This comes from both scarcity of space in Tokyo and the machi culture where nightlife, food, and business coexist vertically rather than spread out horizontally like in most Western cities.

In Cyberpunk Tokyo (Next Tokyo in Sicarius), this gets amplified: corporations, gangs, cults, and rogue AI all carve out floor-space kingdoms. Behind one steel door could be a ramen shop. Behind another? A gene-hacking lab pretending to be an internet café. Every hallway feels like a dungeon crawl of surprises.

Here’s a list of ecosystems behind skyscraper doors with both real Tokyo inspiration and cyberpunk twist:


1. Micro Sushi Bar (寿司屋)


2. Hostess Club (キャバクラ / Snack Bar)


3. Mahjong or Pachinko Parlors (賭場)


4. Love Hotel / Capsule Rooms (ラブホテル)


5. Yakuza Backroom Izakaya


6. Underground Arcade (ゲームセンター)


7. Secret Cyberclinic (闇医者)


8. Corporate Shrine (神社オフィス)


9. Black Market Auction Hall


10. Silent Tea House


Gameplay Angle for Sicarius:
Exploring a skyscraper in Next Tokyo is like running a dungeon. Every door could be a sushi counter, a gang hideout, or a corpo blacksite. It also ties beautifully to Ghost’s Shadowkind background—he might be recognized (or hunted) in some of these hidden ecosystems, while other doors offer him shelter or quests.


The Midnight Club

The Midnight Club: Joining Illegal Street Races and Gaining Prestige

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Overview:
The Midnight Club is an underground, illegal street racing circuit that takes place in the heart of Next Tokyo’s neon-lit streets. Known for its dangerous races, where speed, skill, and raw cunning matter as much as horsepower, the club is a secretive organization that operates outside the law. Races start at midnight, and there are no rules except one: cross the finish line first, using whatever means necessary. The club offers massive rewards, including credits, prestige, and even rare tech, but with these come deadly risks.

---

Joining The Midnight Club:

1. Finding the Club:

2. Earning a Spot:

3. Prestige and Rank:

---

Race Mechanics:

1. The Races:

2. Vehicle Combat & Upgrades:

3. Checkpoints & Obstacles:

---

Rewards and Consequences:

1. Rewards:

2. Consequences:

---

Key NPCs:

1. The Organizer (The Specter):

2. Rival Racers:

3. Mechanic Ally (Rex):

4. Fixer (Jinx):

---

Climbing the Ranks:

1. Low-Level Races:

2. Mid-Level Races:

3. Elite Races:

4. Champion's Race:

---

Conclusion:

Joining The Midnight Club allows players to embrace the high-speed, adrenaline-fueled life of underground racing. With plenty of opportunities for role-playing, combat, and tactical decision-making, this faction offers a mix of rewards and dangers that can become a central storyline in any Sicarius campaign. Racing offers not only a thrill but also a pathway to power, influence, and prestige within the chaotic world of Next Tokyo.

Working with the Yakuza

Working with the Yakuza: Various Paths in the Cyberpunk Underworld

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The Yakuza in Sicarius are one of the most powerful and deeply rooted criminal organizations in Next Tokyo. With their influence spanning from the corporate boardrooms of the Zaibatsu to the darkest alleys of the city's slums, they offer players a chance to engage in a web of intrigue, loyalty, and danger. Whether the players choose to work for or against the Yakuza, their actions will have significant consequences in shaping their relationships, reputation, and standing within the world of Sicarius.

---

Paths to Working with the Yakuza:

1. Path of Loyalty: Working for the Yakuza

  • The players can align themselves with the Yakuza, taking on dangerous but rewarding missions. Their tasks may involve enforcing Yakuza control, carrying out hits on rivals, retrieving valuable tech, or even sabotaging other factions like the Zaibatsu corporations or rival gangs.

Key Missions:

  • Enforcer Job: The Yakuza task the players with enforcing a protection racket. They must intimidate or take down business owners who refuse to pay their dues. Failure may lead to battles with other gangs or mercenaries hired by defiant shopkeepers.
  • Assassination Contract: The players are given a hit on a high-ranking corporate official or rival gang leader. Stealth and precision will be key, as failure can lead to corporate retaliation or gang wars.
  • Artifact Recovery: The Yakuza seek rare cyberware or biogenetic tech rumored to be hidden within a heavily guarded Zaibatsu lab. The players will have to infiltrate the lab, bypass its security, and extract the tech without being caught.
  • Smuggling Operation: The players are hired to smuggle weapons, drugs, or tech through the streets of Next Tokyo. Along the way, they’ll have to avoid police drones, rival gangs, and backstabbing clients.

Benefits of Working for the Yakuza:

  • Powerful Allies: The Yakuza are deeply entrenched in both the legal and illegal sectors of society. Players who prove their loyalty may gain powerful allies who can provide favors, protection, and access to exclusive tech and biogenetic upgrades.
  • Financial Rewards: Working for the Yakuza is highly lucrative. Missions often come with generous payments in credits, rare cyberware, or custom weapons.
  • Influence: Rising in the Yakuza's ranks can give the players access to high-level meetings with corporate executives, black market merchants, and other power players in Next Tokyo.

Risks of Working for the Yakuza:

  • Moral Compromise: Working with the Yakuza often means committing acts of violence, coercion, or sabotage. Players will have to deal with the moral and ethical dilemmas of their actions.
  • Rival Factions: Becoming a Yakuza associate can put a target on the players' backs. Rival gangs, corporations, or even law enforcement may pursue them, leading to ambushes or sabotage.
  • Internal Politics: The Yakuza are known for their strict codes of honor and hierarchy. A misstep could lead to punishment—or worse. Additionally, they may become pawns in power struggles between different Yakuza families or factions.

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2. Path of Betrayal: Double-Crossing the Yakuza

  • Betraying the Yakuza is a dangerous but potentially rewarding option for players. This path could involve siding with a rival organization, such as a Zaibatsu corporation, or working as freelance mercenaries to undermine the Yakuza’s operations.

Key Missions:

  • Sabotage a Yakuza Operation: The players are hired by a Zaibatsu or rival gang to disrupt the Yakuza’s interests. This could involve sabotaging a weapons deal, planting false information, or causing a gang war.
  • Turncoat: Players who have gained the Yakuza’s trust may be approached by a corporate executive or another criminal faction to turn against their Yakuza allies. They’ll need to decide whether to betray their former patrons for a higher reward.
  • Breaking the Code: The Yakuza have strict codes and rituals. Players who exploit this knowledge can cause internal disruption, turning factions against one another and weakening the Yakuza from within.

Benefits of Betraying the Yakuza:

  • Corporate Backing: If the players side with a Zaibatsu, they may gain powerful corporate sponsors who offer financial backing, tech upgrades, and access to elite mercenaries.
  • Potential for Independence: Double-crossing the Yakuza can give the players the opportunity to establish themselves as independent operators, taking control of smuggling routes, protection rackets, or illegal racing circuits previously controlled by the Yakuza.
  • Prestige: Successfully betraying the Yakuza without being killed can grant the players a notorious reputation, potentially attracting even more lucrative job offers.

Risks of Betraying the Yakuza:

  • Deadly Retribution: Betraying the Yakuza comes with a high price. Once the Yakuza discover the betrayal, they will relentlessly pursue the players, sending hit squads, assassins, and bounty hunters after them.
  • Loss of Resources: Turning against the Yakuza means losing access to their vast resources, including black-market connections, tech suppliers, and safehouses. The players will be forced to rely on new allies, who may not be as reliable.
  • Constant Threat: Even if the players escape immediate retaliation, they will always be looking over their shoulders, knowing the Yakuza don’t forgive or forget easily.

---

3. Path of Neutrality: Playing Both Sides

  • Players may attempt to walk a fine line, maintaining relationships with the Yakuza while also working with their rivals. This path requires careful negotiation and manipulation, as players will need to keep their dealings secret or play the factions against each other.

Key Missions:

  • Mercenary for Hire: The players may take jobs from both the Yakuza and rival factions, attempting to stay neutral and build a reputation as professionals. These jobs could involve corporate espionage, tech heists, or freelance enforcement.
  • Covert Alliance: While appearing loyal to the Yakuza, the players secretly work with another faction, feeding them intel or undermining the Yakuza in subtle ways. This path requires stealth, cunning, and a deep understanding of the power dynamics in Next Tokyo.
  • Broker a Truce: If tensions between the Yakuza and a rival faction escalate, the players may act as intermediaries, brokering a truce or manipulating both sides to create an opportunity for profit.

Benefits of Neutrality:

  • Flexibility: Players who remain neutral can navigate multiple factions without committing fully to any one group. This gives them the freedom to choose the most lucrative or strategic jobs.
  • Reputation as Professionals: Playing both sides can enhance the players’ reputation as skilled mercenaries or hackers who operate based on skill, not loyalty. This can open up new opportunities for high-stakes missions.
  • Long-Term Profit: By keeping all factions at arm’s length, players may have the chance to exploit power struggles or leverage their connections to accumulate significant wealth and influence.

Risks of Neutrality:

  • Balancing Loyalty: Walking the line between rival factions is a dangerous game. If the Yakuza or their rivals discover the players’ duplicity, they may lose all support and face retaliation from both sides.
  • Mistrust: Constantly shifting allegiances can create an atmosphere of mistrust. Factions may begin to doubt the players’ loyalty, offering fewer high-level jobs or withholding crucial information.
  • Internal Conflict: The players themselves may struggle with the moral and strategic implications of working for both sides. Divisions within the party may arise if some members want to fully commit to one faction, while others prefer neutrality.

---

Notable Yakuza Figures:

1. Boss Kenjiro "The Ghost":

  • A Yakuza oyabun (boss) known for his cold, calculating nature and mastery of stealth and cyber warfare. Kenjiro is feared for his ability to manipulate the digital underworld as well as the physical one. He commands loyalty through fear and respect.
  • Role in the Game: Kenjiro offers high-stakes jobs involving corporate espionage, assassinations, and digital heists. Players who earn his trust may gain access to the Yakuza’s most powerful tech and resources.

2. Rin "Steel Lotus":

  • A ruthless enforcer known for her mastery of biogenetic enhancements and psionics. Rin is both a deadly assassin and a shrewd negotiator, specializing in enforcing the Yakuza's will through any means necessary.
  • Role in the Game: Rin is often sent to deal with disloyal operatives or to carry out high-profile hits. Players may cross paths with her as either allies or enemies, depending on their choices.

3. Taro "The Butcher":

  • A brutal, old-school Yakuza lieutenant who runs the smuggling and drug operations. He operates with raw force and violence, preferring direct confrontation to subtle tactics. His territory covers the rougher districts of Next Tokyo.
  • Role in the Game: Taro will hire players for dangerous missions, like smuggling contraband through heavily guarded zones or eliminating rival gangs. However, his loyalty is conditional, and betrayal is met with swift, brutal punishment.

---

Conclusion:

The Yakuza present a complex,

dangerous, and lucrative opportunity in Sicarius. Whether the players work for, against, or alongside them, their interactions will shape the world of Next Tokyo, forging alliances, sparking vendettas, and determining their path through the cyberpunk underworld.


Questline: "Shadows of the Yakuza"

Main Character: Ghost
Faction: Yakuza
Objective: Navigate the treacherous world of Yakuza politics, working with or against them to either gain powerful allies or bring them down.


Act 1: The Ghost and the Steel Lotus


Act 2: Crossroads of Allegiance


Act 3: The Lotus Falls


Act 4: Power and Consequences


Epilogue: Shadows of the Past


Key Characters:


This branching questline offers multiple outcomes, allowing players to shape Ghost's fate based on their decisions. Whether Ghost rises in the Yakuza ranks, forges their own path, or becomes an enemy of the syndicate, their choices will have lasting consequences on the world of Sicarius.

Xero’s Skyscraper

Infiltrating Xero’s Skyscraper: The Mission to Eliminate Xero

---

Mission Overview:
In this mission, players are hired to infiltrate the towering skyscraper of Xero, a ruthless business tycoon and corporate overlord. Xero operates a sprawling empire from his well-fortified high-rise, controlling a network of mercenaries, cybernetic enforcers, and automated defenses. The players’ mission is to eliminate Xero, either by stealth or brute force, and escape the tower before the inevitable corporate retaliation.

---

Objectives:

1. Gain Entry to the Skyscraper:

2. Navigate Security Systems:

4. Find Xero’s Penthouse:

5. Assassinate Xero:

6. Escape the Skyscraper:

---

Key Locations:

1. Lobby & Public Floors:

3. Security Control Rooms:

4. Laboratories:

5. Penthouse:

---

Encounters & Challenges:

---

Optional Side Objectives:

1. Steal Corporate Data:

3. Sabotage Xero’s Empire:

---

Rewards:

---

This mission can be a high-stakes, action-packed sequence in your Sicarius campaign, offering players a mix of stealth, hacking, combat, and narrative choices as they decide how to execute their plan and deal with the consequences.

Appendix A: Optional Rules

Appendix A: Optional Rules

To enhance the cyberpunk experience in Sicarius, consider incorporating these optional rules. They add depth to the themes of stress, danger, and the overwhelming influence of technology on the human mind and body. These mechanics allow for a more immersive and challenging gameplay experience, integrating the unique elements of a dystopian future with Dungeons & Dragons 5e mechanics.

---

Stress

In the high-pressure world of Sicarius, characters are constantly subjected to situations that test their mental and emotional resilience. From the threat of corporate hit squads to mind-bending psionic powers, stress builds over time, affecting a character’s ability to function.

Stress Accumulation:

Stress Effects:

Relieving Stress:

---

Netrunning

Netrunning, or hacking the NeuroNET, is a cornerstone of cyberpunk gameplay. Characters can jack into the digital world to infiltrate corporate systems, steal data, or disable security—all while navigating deadly security measures, including Black ICE.

Netrunning Mechanics:

---

Psionic Corruption

Psionics in Sicarius come with a dangerous cost. Those who push their psionic abilities too far risk corruption, a mental and physical degradation caused by the overuse or abuse of their powers. Corruption manifests as both psychic and physical mutations.

Corruption Points:

Corruption Effects:

Cleansing Corruption:

---

Optional Rules Summary

These rules allow GMs to introduce additional layers of tension, danger, and moral choices in Sicarius. Players must balance the power of their psionics, hacking prowess, and survival instincts with the risk of stress, corruption, and failure. These mechanics help build the gritty and oppressive atmosphere of the cyberpunk world, where every action has consequences, and every choice could be your last.

Appendix B: Artifacts

Appendix B: Artifacts

In the world of Sicarius, certain items exist that transcend ordinary technology and cyberware. These Artifacts are rare, often ancient pieces of tech or lost experimental cybernetics that bestow immense power to those fortunate enough to find them. Each Artifact comes with incredible abilities, but many also carry significant risks or drawbacks. Artifacts can only be equipped one at a time due to their complexity and energy demands on the user.

---

Artifact Rules Overview

---

Sample Artifacts

1. The Nexus Core
Type: AI Core Implant
Origin: Experimental AI from a long-lost Zaibatsu lab
Effect:

Drawback:

---

2. Yurei Gauntlet
Type: Psionic Weapon
Origin: Created by a secretive psionic cult in Old Tokyo
Effect:

Drawback:

---

3. Voidheart Engine
Type: Biomechanical Heart
Origin: A prototype cybernetic heart used in experimental biogenetics
Effect:

Drawback:

---

4. Osiris Protocol
Type: Resurrection Implant
Origin: Developed by the Zaibatsu corporation for their top executives
Effect:

Drawback:

---

5. The Reaper's Eye
Type: Cybernetic Eye Implant
Origin: Legendary assassin’s gear, believed to be lost technology
Effect:

Drawback:

---

6. Seraphic Wings
Type: Biotech Enhancement
Origin: Banned biotech experiment by an ancient Zaibatsu bioengineering division
Effect:

Drawback:

---

7. Tachyon Blade
Type: Energy Weapon
Origin: A legendary weapon forged using temporal technology
Effect:

Drawback:

---

These Artifacts can be a game-changer in the Sicarius world, offering incredible powers but also demanding sacrifices. The choice to wield one is never without risk, and players must weigh the benefits against the cost. Whether found in the depths of Old Japan or crafted by the top-tier Zaibatsu corporations, these relics of lost or forbidden technology add a thrilling layer to any campaign.

Appendix C: Lore and Inspiration


Ancient Eastern Storytelling

Ancient Eastern Storytelling Techniques


1. Kishōtenketsu (起承転結)

Structure: Introduction → Development → Twist → Resolution
This method avoids direct conflict and instead focuses on contrast and unexpected change.

Cyberpunk Plot Example – “Echoes of the Lotus Mind”

Goal Themes:


2. Mono no Aware (物の哀れ)

Philosophy: The bittersweet beauty of impermanence—loss, change, and fleeting emotion.

Cyberpunk Plot Example – “The Cherry Blossom Protocol”

Possible Outcomes:

Goal Themes:


3. Yūgen (幽玄)

Meaning: Deep, mysterious grace. Embracing the unexplainable and transcendent, often seen in Noh plays and Zen arts.

Cyberpunk Plot Example – “The Code Without a Name”

Resolution Options:

Goal Themes:


4. Zange (懺悔) – Confession & Redemption

Core of many Eastern narratives: Redemption through reflection, atonement, and spiritual change—not just justice.

Cyberpunk Plot Example – “The Broken Ronin”

Goal Themes:


5. Tatemae vs Honne (建前 vs 本音)

Concept: Social face (Tatemae) vs. True feelings (Honne). Appearances are often deceiving.

Cyberpunk Plot Example – “Smiling Faces”

Choices:

Goal Themes:


6. Giri vs Ninjo (義理 vs 人情)

Dilemma of Duty vs Personal Desire — a common theme in samurai dramas and kabuki.

Cyberpunk Plot Example – “The Blade You Buried”

Goal Themes:


7. Nemuranai Tatakai (眠らない戦い) – The Never-Ending War

Meaning: Some battles have no winners. Just cycles. Often found in tragic Japanese war tales.

Cyberpunk Plot Example – “Steel Lotus Rebellion”

Goal Themes:


Summary of Themes You Can Weave Into Sicarius

Eastern Concept Cyberpunk Interpretation
Kishōtenketsu Elegant, non-combat plot twists
Mono no Aware Bittersweet endings, AI mortality
Yūgen Mystical, unknowable tech gods
Zange Redemption in a grey world
Tatemae/Honne Social masks vs truth
Giri/Ninjo Duty vs love or loyalty
Nemuranai Tatakai Futility of violence and revolution

Core Themes for Sicarius

Core Themes for Sicarius


1. Transhumanism

“What does it mean to be human when you’re more machine than flesh?”

Story Hooks:


2. Corporate Dystopia

“Power lies not in governments, but in those who control information and infrastructure.”

Story Hooks:


3. Surveillance & Control

“You are always being watched.”

Story Hooks:


4. Impermanence & Memory (Mono no Aware)

“Even in a cybernetic world, beauty fades.”

Story Hooks:


5. Identity & Self

“Are you the sum of your memories, your body, or something else?”

Story Hooks:


6. Moral Grayness & Redemption

“There are no good choices. Only survival.”

Story Hooks:


7. Rebellion & Revolution

“Burn it down. But what rises next?”

Story Hooks:


8. The Virtual vs the Real

“Is reality just another layer of the code?”

Story Hooks:


9. Eastern Philosophy Themes

Incorporate Shinto, Zen, Taoism, and Buddhist concepts:

Story Hooks:


10. Weaponized Technology

“Your body is your battlefield.”

Story Hooks:


11. Wastelands & Environmental Collapse

“Old Tokyo is dead. Poisoned. But life still claws through.”

Story Hooks:


12. Hope in the Cracks

“Even in the darkest alley, a flower blooms.”

Story Hooks:


Bonus: Thematic Pairings for Factions

Faction Primary Themes
Zaibatsu Megacorps Control, Transhumanism, Surveillance, Identity
Yakuza/Syndicates Loyalty, Betrayal, Honor vs Profit
Nomads Freedom, Environmental collapse, Tribal tech
NeuroNET Hackers Virtual vs Real, Rebellion, Ego death
Kaiju/Experiment Hunters Corporate hubris, Nature fights back, Mutation
Ghost/MC and Her Allies Redemption, Memory, Anti-heroism, Hope in ruins

Pachinko in Next Tokyo

Pachinko in Sicarius

Legal & Illegal Gambling in Next Tokyo

Real-World Inspiration

Next Tokyo 2099 Adaptation


Pachinko in Sicarius (RPG Video Game)

Core Mechanics

Storyline & World Integration

Quests & Hooks


Pachinko in Sicarius TTRPG (5e Cyberpunk Adaptation)

Mechanics for the Tabletop

TTRPG Hooks


Backstory in Sicarius Lore


In short: Pachinko in Sicarius is both a minigame system (video game) and a narrative mechanic (TTRPG) — it ties into corporate corruption, the Syndicate/Yakuza underworld, and provides story hooks around addiction, laundering, hacking, and survival in Next Tokyo.

The Shadowkind, Manna, and the Prime Demon Genome

The Shadowkind, Manna, and the Prime Demon Genome

1. The Shadowkind

Ghost is a direct descendant of Shadowkind. That means his DNA contains echoes of both angelic and demonic strains—a hybrid that shouldn’t exist but does.


2. The Prime Demon Genome

Ghost carries that missing strand in his genetic code, hidden and dormant, inherited from his family’s Shadowkind bloodline. This is why the Illuminati slaughtered them: they wanted Ghost’s DNA, but failed to extract it.


3. Manna: The Catalyst

The Illuminati’s ultimate plan:


4. Ghost’s Unique Role

Ghost’s Shadowkind DNA contains something Manna cannot replicate: balance.


5. Narrative Hooks

Here’s how you can weave this into storylines for your TTRPG or video game:


Big Picture:

The Illuminati are not just corrupt megacorp dynasties—they’re occult biocults, blending demonic rituals with cutting-edge biotech.

Manna is their trojan horse, spreading compliance and genetic malleability.

And Ghost is the key to stopping or completing the Prime Demon Genome—the weaponized evolution of humanity into Shadowkind hybrids.

5e Ruleset

Dungeons & Dragons 5th Edition (D&D 5e) is a tabletop role-playing game that has captured the imagination of players around the world. Released in 2014, D&D 5e has become the most popular edition of the game, known for its accessibility, flexibility, and emphasis on storytelling.

At its core, D&D 5e is a game of collaborative storytelling, where players create characters and embark on adventures in a fantasy world. The game is guided by a Dungeon Master (DM), who serves as the storyteller, referee, and creator of the game world. Players take on the roles of heroes, delving into dungeons, battling monsters, and unraveling mysteries as they strive to achieve their goals.

One of the key strengths of D&D 5e is its accessibility. The game's rules are designed to be easy to learn, allowing new players to quickly grasp the basics and start playing. At the same time, the game offers a depth of complexity that allows for endless customization and creativity, making it a favorite among experienced players as well.

D&D 5e is known for its emphasis on storytelling and role-playing. The game encourages players to immerse themselves in their characters, making decisions based on their characters' personalities, motivations, and beliefs. This focus on role-playing creates rich, engaging narratives that unfold through the course of the game.

The game's flexibility is another hallmark of D&D 5e. The rules are designed to accommodate a wide range of play styles, from combat-focused dungeon crawls to intricate political intrigue. Players can customize their characters with a variety of races, classes, and backgrounds, allowing for a diverse array of character concepts and play experiences.

D&D 5e also provides a wealth of resources for DMs, including pre-written adventures, campaign settings, and tools for creating custom content. This support for DMs empowers them to craft compelling and immersive game worlds, tailored to the preferences of their players.

In addition to its traditional tabletop format, D&D 5e has embraced digital platforms, allowing players to connect and play online through virtual tabletops and other tools. This has expanded the game's reach and made it easier for players to find and join gaming groups, regardless of their geographical location.

Overall, Dungeons & Dragons 5th Edition has earned its reputation as a beloved and enduring game, cherished for its accessibility, flexibility, and capacity for storytelling. Whether you're a seasoned veteran or a newcomer to the world of tabletop role-playing, D&D 5e offers a rich and rewarding gaming experience that continues to captivate players around the globe.

I hope you find this article helpful! Let me know if you need any further assistance.

Systems Reference Document

Advertising

Advertising

When advertising a Kickstarter campaign for a tabletop RPG (TTRPG) book, it's important to reach your target audience through various channels. Here are some effective places to advertise your campaign:

Social Media Platforms
1. Facebook

  • TTRPG and board game groups
  • Facebook Ads targeted to specific interests
  • Your own page and profile

2. Twitter

  • Use relevant hashtags (TTRPG, Kickstarter, DnD)
  • Engage with the TTRPG community and influencers

3. Instagram

  • Post engaging visuals related to your campaign
  • Use Instagram Stories and Reels
  • Partner with TTRPG content creators

4. Reddit

  • Subreddits like r/rpg, r/dnd, r/Kickstarter, and r/Tabletop
  • Engage in discussions and share updates

5. LinkedIn

  • Target professional groups related to game design, writing, and publishing

Online Communities and Forums
1. BoardGameGeek

  • Forums and groups dedicated to TTRPGs

2. EN World

  • Forums and news articles related to RPGs

3. Giant in the Playground

  • Forums for discussing RPGs and board games

4. RPGnet

  • Forums and reviews section

Gaming Websites and Blogs
1. Geek & Sundry

  • Articles, features, and social media promotions

2. Critical Role

  • Partnerships or ads during streams and on their social media

3. Tabletop Gaming News

  • Articles and reviews about your campaign

4. Bell of Lost Souls

  • News and community-driven content for tabletop games

Crowdfunding Platforms and Resources
1. Kickstarter Itself

  • Use Kickstarter's own promotion tools and featured projects section

2. BackerKit

  • Tools and resources for managing and promoting your Kickstarter campaign

3. Kicktraq

  • Track your campaign and engage with the community there

Email Newsletters
1. Your Own Mailing List

  • Regular updates and exclusive content for subscribers

2. Collaborate with Other Creators

  • Partner with other TTRPG creators to share each other’s campaigns

3. Industry Newsletters

  • Advertise in newsletters like ICv2 and similar industry publications

Conventions and Events
1. Gen Con

  • Advertise in event programs and online

2. PAX

  • Partner with panels or booths related to TTRPGs

3. Origins Game Fair

  • Promote through event marketing materials

Podcasts and YouTube Channels
1. TTRPG-focused Podcasts

  • Sponsored segments or interviews

2. YouTube Channels

  • Sponsorships and reviews on channels like Taking20, XP to Level 3, and How to be a Great GM

3. Actual Play Series

  • Partnerships with shows that play your game

Print Media
1. Game Trade Magazine

  • Advertisements and feature articles

2. Dragon+ Magazine

  • Articles and advertisements related to D&D and other RPGs

By strategically advertising your Kickstarter campaign across these platforms and communities, you can reach a wide audience of TTRPG enthusiasts and increase your chances of a successful funding campaign.

#HASHTAGS

#CyberpunkDND #DND5e #CyberpunkTTRPG #FutureFantasy #DNDAdventure #CyberFantasy #DND2024 #NeonDND #HighTechMagic #ShadowRun #CyberBarbarians #NeoTokyoTTRPG #TabletopCyberpunk #RPGCommunity #DiceAndCybernetics #CyberTTRPG #DNDInnovation #FantasyMeetsTech #DNDHomebrew #RPGExperience #DNDInTheFuture #FutureGaming #CyberMystics #DNDLife #TechnoQuest

Kickstarter

Kickstarter

1. Pre-Campaign Preparation (3-6 Months Before Launch)

Define the Game’s Core Concept

  • Game Overview: Clearly articulate what makes Sicarius: Shadows of Manna unique in the cyberpunk TTRPG space. Is it the setting, mechanics, narrative focus (e.g., espionage, hacking, rebellion), or a blend of cyberpunk with unique elements like Shadowrun’s magic or Entromancy’s urban fantasy?

  • Core Mechanics: Develop a prototype of the core rules (e.g., a simplified system like Cyberpunk Red’s Difficulty Values or a unique tag-based system like TOKYO: OTHERSCAPE). Ensure the mechanics are playtest-ready.

  • Setting and Lore: Create a compelling cyberpunk world (e.g., dystopian megacities, corporate oppression, or a unique twist like floating cities in Cytress). Write a short pitch (50-100 words) summarizing the setting and player roles (e.g., assassins, hackers, or rebels).

  • Playtesting: Recruit a small group of playtesters (friends, local gaming groups, or online communities) to refine mechanics and gather feedback. Avoid open calls for playtesters unless you have a structured process, as seen with Cyberpunk Red.

Build a Minimum Viable Product (MVP)

  • Core Rulebook Outline: Draft a 20-50 page “Jumpstart Kit” or quickstart guide, similar to Cyberpunk Red’s Jumpstart Kit, with basic rules, pre-made characters, and a short adventure.

  • Art and Visuals: Commission concept art for the game’s aesthetic (e.g., neon-lit cities, cybernetic characters). Aim for 2-3 high-quality pieces to showcase the tone. Avoid over-investing in art at this stage but ensure visuals align with cyberpunk’s gritty, high-tech vibe.

  • Physical Components: Plan for physical deliverables (e.g., rulebook, character sheets, dice, or miniatures like Cyberpunk Red: Combat Zone). Decide if you’ll include Kickstarter-exclusive items (e.g., unique miniatures, as in Cyberpunk 2077: Gangs of Night City).

Budget and Funding Goal

  • Cost Breakdown: Estimate costs for art, printing, shipping, editing, and marketing. For example, Cyberpunk 2077: Gangs of Night City raised $240,000 with a $100,000 goal, covering miniatures and production. Set a realistic funding goal (e.g., $10,000-$50,000 for a small TTRPG).

  • Pledge Tiers: Plan tiers starting at $10 (digital PDF), $50 (physical rulebook), and $100+ (deluxe editions with extras like dice or maps). Study successful TTRPG Kickstarters like GeneFunk 2090 for tier structures.

  • Stretch Goals: Outline stretch goals to enhance the project (e.g., additional adventures, expanded lore, or premium components) if funding exceeds the goal.

Build a Community

  • Social Media Presence: Create accounts on X, Reddit, and Discord to share updates, concept art, and lore snippets. Engage with cyberpunk TTRPG communities (e.g., r/cyberpunk2020 on Reddit).

  • Email List: Set up a landing page on a platform like Mailchimp to collect emails from interested backers. Offer a free quickstart PDF as an incentive.

  • Engage Influencers: Reach out to TTRPG reviewers, YouTubers, or podcasters (e.g., those covering Blade Runner or CY_BORG) to build early buzz.

2. Campaign Creation (1-2 Months Before Launch)

Craft the Kickstarter Page

  • Video: Produce a 2-3 minute video showcasing the game’s theme, sample gameplay, and team passion. Highlight what sets Sicarius apart from Cyberpunk Red or Shadowrun. Keep it professional but authentic.

  • Story Section: Write a compelling narrative about the game’s world, mechanics, and why it’s a must-back project. Use bold visuals and short paragraphs. Reference Entromancy’s Kickstarter for tone.

  • Rewards: Clearly list pledge tiers with detailed descriptions (e.g., “$25: Digital Core Rulebook + Quickstart PDF”). Include add-ons like dice or posters, inspired by Cyberpunk Red: Combat Zone.

  • Risks and Challenges: Be transparent about risks (e.g., production delays, as seen with Cyberpunk Red’s core rulebook). Emphasize your team’s commitment and experience.

Set a Realistic Timeline

  • Campaign Duration: Aim for 30 days, standard for TTRPG Kickstarters. Shorter campaigns (21 days) can work if you have strong pre-launch buzz.

  • Fulfillment Timeline: Estimate 12-18 months for delivery, accounting for writing, art, printing, and shipping. Reference Cyberpunk 2077: Gangs of Night City’s July 2023 delivery estimate.

3. Marketing and Launch (During Campaign)

Pre-Launch Hype

  • Teaser Posts: Share teasers (art, lore snippets, or playtest highlights) on X and Reddit 2-3 weeks before launch. Tag cyberpunk and TTRPG hashtags.

  • Kickstarter Pre-Launch Page: Set up a “Coming Soon” page on Kickstarter to collect followers. Promote it via your email list and social media.

  • Collaborations: Partner with TTRPG blogs or podcasts for interviews or previews, as done with Blade Runner: The Roleplaying Game.

Launch Strategy

  • Day 1 Push: Aim for 50% of your funding goal within 48 hours to gain Kickstarter’s “Project We Love” badge. Mobilize your email list and community to pledge early.

  • Updates: Post weekly updates during the campaign with new art, stretch goal reveals, or playtest stories. Engage backers with polls (e.g., “Which character role is your favorite?”).

  • Cross-Promotion: Collaborate with other TTRPG Kickstarters for cross-promotion, as seen with CY_BORG’s third-party creator support.

Mid-Campaign Momentum

  • Stretch Goals: Announce stretch goals as funding milestones are hit (e.g., “$20,000: Additional adventure module”). Keep them achievable and exciting.

  • Community Engagement: Host a live Q&A on Discord or Reddit to answer backer questions, similar to Cyberpunk Red’s community interactions.

4. Post-Campaign and Fulfillment

Post-Campaign Communication

  • Thank You Update: Post a thank-you message within 24 hours of campaign completion, outlining next steps.

  • Backer Surveys: Use Kickstarter’s survey tool to collect shipping details and add-on preferences. Ensure clear instructions to avoid errors.

Production and Fulfillment

  • Vendors: Partner with reliable printers (e.g., those used by Cyberpunk Red or GeneFunk 2090) for rulebooks and components. Request quotes early.

  • Quality Control: Review proofs of physical products to ensure quality (e.g., rulebook binding, miniature details). Address issues before mass production.

  • Shipping: Work with fulfillment services like ShipQuest to handle global shipping, as delays impacted Cyberpunk Red’s Jumpstart Kit distribution.

Post-Fulfillment Support

  • Digital Updates: Release errata or digital expansions via DriveThruRPG, as done with Cyberpunk Red’s third printing.

  • Community Building: Maintain your Discord or Reddit presence to support players with rules clarifications or homebrew content.

5. Key Considerations

  • Competition: Stand out in a crowded cyberpunk TTRPG market (Cyberpunk Red, Shadowrun, Blade Runner). Highlight unique elements like innovative mechanics or a fresh setting.

  • Transparency: Be upfront about the game’s early-phase status. Backers appreciate honesty, as seen with Cyberpunk Red’s delay explanations.

  • Sustainability: Plan for post-Kickstarter sales through platforms like DriveThruRPG or local game stores, as Cyberpunk Red did.

6. Sample Timeline

  • Month 1-3: Finalize MVP, begin playtesting, and commission concept art.

  • Month 4: Launch social media, build email list, and set up Kickstarter pre-launch page.

  • Month 5: Finalize Kickstarter page, produce video, and start influencer outreach.

  • Month 6: Launch campaign, post weekly updates, and announce stretch goals.

  • Month 7-18: Complete production, fulfill pledges, and release digital updates.

7. Resources

  • Inspiration: Study successful TTRPG Kickstarters like Blade Runner (SEK16.5M raised) and CY_BORG (SEK4.1M raised) for campaign structure and community engagement.

  • Tools: Use Canva for art mockups, Mailchimp for email campaigns, and Discord for community management.

  • Vendors: Research printers like Mixam or Bang Printing, and fulfillment services like ShipQuest.