“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
Sicarius: Shadows of Manna
Game Design 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: A skilled cybernetic surgeon with a haunted past and a deep sense of empathy.
Kai: A former corporate enforcer turned mercenary with a cybernetic arm and a history of traumatic experiences. He's been exhibiting signs of Cyberpsychosis.
---
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.
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
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.
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.
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.
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.
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
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.
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.
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.
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.
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
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.
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.
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.
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:
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.
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.
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.
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.
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.
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.
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.
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.
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.
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:
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.”
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.”
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:
People convulsing like rabid flakka users, muttering in alien dialects (echoes of Shadowkind tongues).
Spontaneous telekinetic bursts, voices in people’s heads, blood boiling from the inside out.
Entire block-parties of addicts turning into psychic riots, tearing themselves and others apart.
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.
Gideon has the ability to sense Shadowkind taint — a gift from his bloodline.
But inside him dwells Mephisto, a parasitic demon waiting for weakness to seize full control.
Gideon rationalizes his cruelty as “purification,” but it’s often Mephisto whispering, pushing him toward acts of terror.
The Inquisition
Aesthetic: Black synth-leather coats, neon-lit crosses, drones shaped like mechanical cherubs, execution swords upgraded with monomolecular edges.
Methods: Public trials broadcast on the NeuroNET, mass burnings disguised as “spiritual cleansing,” and secret “disappearances” into corporate labs.
Cover-Ups: When Manna freakouts happen, the Inquisition arrives before the news. Survivors are branded heretics and removed from public eye.
Questline Arc
Act I — Whispers of Heresy (Side Quests / Low-Level)
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).
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.
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)
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.
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.
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)
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.
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).
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
Corporate Hypocrisy: The corps blame demons to cover their drug experiments.
Religious Terror: The Inquisition commits atrocities in the name of “purity.”
Personal Struggle: Gideon’s inner war with Mephisto mirrors the party’s moral choices: Do they cleanse corruption, exploit it, or embrace it?
Shadowkind Mystery: The true nature of Manna ties into Shadowkind DNA, hinting at larger multiversal lore in your setting.
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):
1500: The Age of Discovery begins with explorers setting sail to chart unknown lands and establish trade routes.
1607: The establishment of Jamestown, the first permanent English settlement in North America, marks the beginning of European colonization.
1699: The discovery of gold in Brazil sparks a gold rush, leading to increased colonization and exploitation of the region.
2. The Industrial Revolution (1700-1900):
1765: The invention of the steam engine revolutionizes transportation and manufacturing, leading to rapid industrialization.
1789: The French Revolution erupts, challenging the traditional social order and inspiring movements for democracy and equality.
1839: The invention of the telegraph enables instantaneous communication over long distances, shrinking the world and connecting distant societies.
1870: The invention of the light bulb by Thomas Edison marks the beginning of the electrical age, paving the way for widespread electrification and technological innovation.
3. The World Wars (1900-1950):
1914-1918: World War I devastates Europe and sparks revolutions and social upheaval around the world.
1929: The Wall Street Crash triggers the Great Depression, leading to economic hardship and political instability.
1939-1945: World War II plunges the world into another global conflict, resulting in widespread destruction and loss of life.
1945: The invention of the atomic bomb ushers in the nuclear age, with the potential for catastrophic destruction on a global scale.
4. The Space Age and Cold War (1950-2000):
1957: The launch of Sputnik by the Soviet Union marks the beginning of the space age and ignites the space race between the United States and the USSR.
1969: The Apollo 11 mission lands the first humans on the moon, signaling the triumph of American ingenuity and technological prowess.
1989: The fall of the Berlin Wall and the collapse of the Soviet Union mark the end of the Cold War and the beginning of a new era of globalization and technological innovation.
1990s: The rise of the internet and personal computing revolutionize communication, commerce, and culture, ushering in the Information Age.
5. The Fifth Era (2000-Present):
2000s: Advances in biotechnology, artificial intelligence, and cybernetics blur the boundaries between man and machine, leading to the dawn of the Fifth Era.
2010s: The proliferation of cybernetic implants and virtual reality technologies transforms society, creating new opportunities and challenges.
2020s: The Corporate Wars erupt as megacorporations vie for dominance in a world where governments have been weakened and corporations hold unprecedented power.
2030s: The establishment of Neo Tokyo, a sprawling metropolis built in Tokyo Bay, symbolizes the triumph of corporate hegemony and the dawn of a new era in human history.
Certainly! Here's a continuation of the timeline for the Fifth Era:
6. The Rise of Megacorporations (2030-2060):
2035: The Corporate Wars escalate as megacorporations compete for control of vital resources, territory, and markets. Corporate espionage, sabotage, and cyber warfare become commonplace.
2040s: The megacorporations emerge victorious from the Corporate Wars, solidifying their dominance over the global economy and reshaping the geopolitical landscape.
2050s: Cybernetic enhancements and biotechnological advancements become increasingly integrated into everyday life, blurring the lines between humans and machines. The gap between the haves and have-nots widens, leading to social unrest and inequality.
7. Technological Revolution (2060-2080):
2065: Breakthroughs in artificial intelligence lead to the development of sentient AI, sparking debates about the rights and ethical implications of AI consciousness.
2070s: Virtual reality technologies revolutionize entertainment, education, and business, creating immersive digital worlds where anything is possible.
2080s: Genetic engineering and cloning technologies advance, allowing for the creation of genetically modified organisms and designer babies. Ethical concerns and controversies arise over the use of genetic manipulation.
8. Global Challenges (2080-2099):
2085: Climate change and environmental degradation reach critical levels, leading to widespread natural disasters, resource shortages, and mass migration.
2090s: Political tensions escalate as nations compete for dwindling resources and vie for control of strategic territories. Proxy wars and conflicts erupt in regions plagued by instability and unrest.
2099: The world stands on the brink of a new era as humanity grapples with existential threats and existential questions about the future of civilization. The fate of humanity hangs in the balance as the dawn of a new century approaches, ushering in an uncertain and tumultuous future.
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
The seeds of the Corporate Wars were sown in the early years of the Fifth Era, as mega-corporations began to amass unprecedented wealth and influence through technological innovation, aggressive expansion, and ruthless business practices.
As these corporations grew in size and power, they increasingly clashed over control of key resources, markets, and strategic assets, leading to escalating tensions and open hostilities.
2. Technological Arms Race
Central to the Corporate Wars was the race for technological supremacy. Mega-corporations invested heavily in research and development, pushing the boundaries of cybernetics, artificial intelligence, and military technology in pursuit of competitive advantage.
Breakthroughs in cybernetic augmentation, autonomous robotics, and advanced weaponry fueled the arms race, giving corporations the means to wage war on a scale never before seen.
3. Corporate Espionage and Sabotage
Corporate espionage played a crucial role in the Corporate Wars, with rival corporations deploying teams of hackers, spies, and mercenaries to infiltrate enemy organizations, steal valuable intelligence, and sabotage critical infrastructure.
Espionage operations ranged from cyber attacks and data breaches to physical infiltration and sabotage, with corporations resorting to increasingly ruthless and underhanded tactics to gain the upper hand.
4. Proxy Conflicts and Mercenary Armies
Unable to openly engage in warfare without risking international backlash, mega-corporations often waged proxy conflicts and hired mercenary armies to do their bidding.
Private military contractors, equipped with state-of-the-art weaponry and augmented soldiers, became a common sight on the battlefields of the Corporate Wars, fighting on behalf of their corporate overlords in exchange for lucrative contracts and promises of cybernetic enhancement.
5. Global Impact
The Corporate Wars had far-reaching consequences for the global economy, politics, and society. Entire regions were destabilized by conflict, with civilian populations caught in the crossfire and forced to endure untold suffering.
Governments, already weakened by corporate influence and corruption, were powerless to intervene, further eroding public trust and legitimacy. Many governments became little more than puppets of the mega-corporations, enacting policies and legislation that favored corporate interests at the expense of the common good.
6. Consolidation of Power
By the end of the Corporate Wars, a handful of mega-corporations had emerged victorious, their rivals crushed or absorbed into their vast corporate empires.
With governments weakened and discredited, these mega-corporations wielded near-unlimited power and influence, controlling every aspect of daily life from commerce and industry to media and law enforcement.
The Corporate Wars marked the dawn of a new era of corporate dominance, where the fate of humanity was dictated not by elected officials or democratic institutions, but by the whims of profit-driven corporate overlords.
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
2035: The Economic Collapse
2025: A series of global economic crises hits, triggered by environmental disasters and market collapses. Traditional governments struggle to maintain control.
2027: The first corporate "safe havens" are established, offering citizens stability in exchange for allegiance to megacorporations.
2030: Megacorporations begin buying out weakened national governments, turning entire cities into corporate-controlled zones.
2032: Neotech International launches an ambitious AI program to manage global trade routes, solidifying its position as a world leader.
2034: Omnitech Industries discovers vast new energy reserves in deep-sea drilling operations, giving them near-total control of the world's energy supply.
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2035
2045: First Corporate War ("The Proxy War")
2035: Tensions between the megacorporations rise as they compete for control of critical global resources. Neotech International and Omnitech Industries engage in a series of proxy conflicts in developing countries, using local governments and mercenary forces to fight for them.
2038: The First Corporate War officially begins when Neotech’s private military seizes a key Omnitech research facility. This act escalates into open warfare between the two megacorporations.
2040: Zaibatsu Dynamics enters the war, using bioengineered soldiers and covert psionic agents to sabotage its competitors.
2043: Major cities around the world begin suffering collateral damage from corporate conflicts. Governments attempt to intervene but are either bought off or outgunned by corporate militaries.
2045: The war ends with the Geneva Accords, a corporate-driven peace treaty that establishes guidelines for corporate conflict. While the wars cease temporarily, tensions remain high, and corporations agree to conduct their wars in the shadows to avoid collateral damage.
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2050
2070: The Espionage Era
2050: Corporate espionage becomes the primary form of warfare. BlackOps teams, mercenaries, and hackers are hired to infiltrate rival corporations, steal tech, and sabotage operations.
2055: Cybernetics and biogenetics boom, as Zaibatsu Dynamics leads the way in developing human enhancements for corporate soldiers. Enhanced soldiers known as Chromes become the preferred weapon of the corporations.
2060: Corporate influence begins to dominate national governments. Leaders of several major nations are replaced by corporate puppets, ensuring that the world is ruled by the interests of the megacorporations.
2065: Netrunners become key players, with hackers able to destabilize corporations through data theft and manipulation. Neotech International’s CyberNet is the dominant communication network, but vulnerabilities in its infrastructure are exploited by rivals.
2068: Small-scale wars erupt between street gangs funded by corporations in urban centers like Neo New York City and Next Tokyo, serving as testing grounds for new technologies and weapons.
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2075
2085: Second Corporate War ("The Shadow Conflict")
2075: Neotech International launches a covert attack on Zaibatsu Dynamics using a combination of Black ICE programs and psionic assassins, sparking the Second Corporate War.
2077: Corporate-backed governments begin to collapse under the strain of internal sabotage and outside influence. Entire nations fall, with the corporations claiming control of key global resources and infrastructure.
2080: The BlackOut Incident occurs when Omnitech Industries disrupts the global power grid, plunging much of the world into chaos for weeks. This leads to a temporary ceasefire as the corporations scramble to regain control.
2083: After a series of devastating cyberattacks, the corporations agree to unofficial peace talks. The Tokyo Accords are signed in secret, resulting in a fragile truce between the largest megacorporations.
2085: The Second Corporate War officially ends, but espionage, sabotage, and corporate skirmishes continue under the radar.
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2090
2095: The Age of Megacorps
2090: With national governments almost completely irrelevant, the megacorporations fully assert their dominance. They restructure the world into corporate zones, where they control every aspect of life—from food and shelter to employment and security.
2092: The rise of Corporate Cities begins. Next Tokyo, Neo San Francisco, and Neo Miami are completely rebuilt as corporate utopias, where only the wealthy or those loyal to the corporations can live in luxury.
2093: Zaibatsu Dynamics perfects the Manna drug, which grants latent psionic abilities. The drug is illegally tested on citizens in the wastelands of Old Japan, leading to outbreaks of uncontrollable psionic power.
2094: Neotech International successfully integrates AI into its highest levels of decision-making, allowing the company to operate with near-flawless efficiency. Other megacorps race to catch up, leading to a massive technological boom.
2095: Omnitech Industries begins secretly developing Kaiju, bioengineered monsters designed for warfare and experimentation. These creatures are unleashed in the wastelands for field tests, devastating entire regions.
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2099: The Corporate World Order
2096
2099: The world is now fully controlled by the megacorporations. The corporate elite live in floating cities and protected corporate zones, while the poor and unwanted are left to survive in the wastelands or in the shadow of massive urban sprawl.
2097: The Megacorps create The Global Corporate Council (GCC), a formal alliance to ensure that corporate interests are aligned and to prevent any full-scale corporate wars from breaking out again. However, the GCC is more of a means to control dissent within corporate ranks than a true peacekeeping body.
2098: Hackers, freelancers, and mercenaries—many of them former corporate employees or disenfranchised citizens—band together in loose alliances to fight back against the total corporate control of the world. They are known as The Underground.
2099: A new Corporate Cold War begins as the megacorps prepare for the next phase of domination, with new conflicts brewing beneath the surface. The world teeters on the brink of another full-scale war, but this time, the stakes are higher, with the fate of humanity itself at risk.
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Key Players in the Corporate Wars
Neotech International: Dominating technology, AI, and cybernetics, Neotech plays a key role in destabilizing rivals through digital warfare and control of information.
Zaibatsu Dynamics: Masters of biogenetics and psionics, Zaibatsu uses cutting-edge science to push the boundaries of human evolution—often at the cost of human lives.
Omnitech Industries: With control over the world’s energy and infrastructure, Omnitech wields incredible economic and military power, making them a force no one can ignore.
ChronoCorp: Specialists in time manipulation technology, ChronoCorp stays largely in the shadows but has the potential to rewrite the rules of the corporate wars altogether.
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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)
Purpose: A massive, militarized organization that specializes in providing soldiers, hitmen, and security forces for the highest bidder. They work with corporations, governments, and crime syndicates alike.
Structure: The guild operates like a private military contractor (PMC) with a strict hierarchy, dividing its members into ranks based on combat experience, success rate, and loyalty. They offer a wide range of services from protection details to corporate warfare.
Notable Features:
Iron Oath: Once a contract is signed, it is ironclad. Members of the guild must fulfill their contracts to the letter, or risk expulsion or worse.
Customizable Loadouts: Guild members receive access to the latest cybernetic enhancements, combat drones, and weaponry, depending on their rank and reputation.
Quests:
Corporate Siege: The guild is hired to assault a fortified Zaibatsu research facility. Players must either join the attack or defend the facility, depending on their affiliations.
Personal Contract: The players receive an individual bounty contract for a high-profile target, with a choice to bring them in alive for interrogation or dead for a quicker payout.
2. The Tech Guild (CyberSmiths)
Purpose: Specializing in advanced cyberware, weapon modifications, and hacking technology, this guild is the go-to for anyone looking to upgrade their body or weapons with cutting-edge tech.
Structure: Operated by master engineers and rogue scientists, the Tech Guild is part workshop, part research lab. They are neutral in corporate politics, offering their services to whoever can pay, but maintain strict secrecy about their more experimental projects.
Notable Features:
Black Market Mods: In addition to legal enhancements, they have a thriving black market for illegal cyberware, offering unsanctioned, high-risk augmentations that can push human limits.
Netrunner Division: A subgroup of the guild specializes in hacking and cyber warfare, allowing for cyberattacks, sabotage, and data extraction.
Quests:
Experimental Augmentation: A corporation has hired the guild to develop a prototype cyber-arm. The players must gather rare materials, defend the lab from rival thieves, or steal the prototype for another client.
Hacker War: Players must infiltrate the dark web on behalf of the guild to uncover information about a new corporate virus threatening their systems.
3. The Black Market Guild (The Syndicate)
Purpose: The Syndicate controls the underworld economy, overseeing illicit trade in drugs, black market cyberware, stolen goods, and forbidden tech. They also offer smuggling services and assassins-for-hire.
Structure: The Syndicate is a sprawling criminal organization with connections across cities, space stations, and even colonies. Each sector of the Syndicate is run by a powerful "Underboss" who maintains control over specific territories.
Notable Features:
Trade Routes: The Syndicate operates various smuggling routes that stretch from Next Tokyo to space colonies, often bypassing corporate regulations and government checkpoints.
Shadow Brokers: Members of the Syndicate specialize in trading secrets, using information as currency. They have vast networks of spies and informants embedded in every major faction.
Quests:
Smuggler’s Run: The players must move a shipment of illegal cyberware through heavily patrolled corporate space, avoiding security forces and rival smugglers.
The Assassin's Price: The Syndicate offers a lucrative contract to eliminate a rival crime boss. Players must infiltrate their stronghold, but killing the target could start a gang war.
4. The Hacking Guild (The CyberPhantoms)
Purpose: The CyberPhantoms are elite hackers and netrunners who manipulate the virtual worlds of the NeuroNET, gaining access to secret information, and undermining corporate security through cyber espionage.
Structure: Unlike other guilds, the CyberPhantoms are highly decentralized. They operate as loosely connected cells of hackers, with an enigmatic leader only known as Phantom Zero. Members are known for their anonymity and their mastery of cyberspace.
Notable Features:
NeuroNET Dominance: The guild controls sections of the NeuroNET, and its members have the ability to jack in remotely to infiltrate corporate systems and steal data.
Virtual Avatars: Each member of the guild has a customizable digital avatar used to navigate the NeuroNET’s VR realms. Some avatars possess illegal abilities or unique powers in cyberspace.
Quests:
Corporate Raid: The players must enter the NeuroNET and extract critical data from a rival megacorp while avoiding ICE, black ICE, and rival hackers.
Digital Showdown: Rival hackers have placed a bounty on a player’s avatar. The party must defend their digital presence in the NeuroNET from assassination attempts.
5. The Street Gangs (Nomads, Biker Gangs, Urban Clans)
Purpose: Street gangs operate in the ruins of cities, slums, and wastelands, dealing in illicit goods, controlling territories, and protecting their own against the corporations. While not officially guilds, these factions serve a similar role in their local communities.
Structure: Gangs are often divided by their specialized skills or territories. Some are tech-heads, while others control arms dealing or drug production. Leadership is determined by strength and cunning.
Notable Features:
Nomad Allies: Certain nomadic factions operate on the fringes of society, offering trade and protection. They hold great influence in wasteland territories, where resources are scarce.
Biker Gangs: These high-speed, high-tech outlaw groups control the highways and deserts, often using modified vehicles and weapons.
Quests:
Gang Warfare: The players are hired by one gang to destroy a rival gang's operations, or they can choose to unite the gangs for a common cause.
Nomad Turf War: Nomadic factions are vying for control of key wasteland resources, and the players must either help one faction secure dominance or maintain the balance of power.
6. The Zaibatsu Guilds (Corporate Houses)
Purpose: The Zaibatsu corporations are the most powerful entities in the Sicarius world, functioning as vast guild-like organizations that control every facet of society, from the economy to military power. Players who join a corporation receive immense resources but become bound by corporate law.
Structure: Each Zaibatsu is run like a dynastic house, with corporate "guildmasters" serving as CEOs and executive board members. Employees rise through the ranks based on loyalty, skill, and sometimes corporate espionage.
Notable Features:
Corporate Espionage: Zaibatsu members are often sent on missions to sabotage or steal from rival corporations. High-ranking members have access to the best technology and private security.
Exclusive Gear: Members of a corporation are given access to highly advanced cyberware, weapons, and vehicles, but are often bound to strict corporate contracts.
Quests:
Corporate Sabotage: Players are hired to infiltrate a rival corporation and disable their new manufacturing plant, but risk reprisal from corporate security.
Power Struggle: A power vacuum in a Zaibatsu offers the players the chance to either secure a position within the corporation or destroy it from the inside.
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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):
"You came to us for work? Understand this—once you sign the contract, you don’t get to walk away. Finish the job, and you’ll be well compensated. Fail, and… well, let’s not discuss failure."
2. Tech Guild (CyberSmiths):
"You want something custom, something unique, eh? We can build anything, upgrade anything… but it comes with a price. And if it’s off the books, I suggest you don’t talk about it again."
3. The Syndicate:
"So, you’re looking to join the Syndicate? Well, we don’t take just anyone. Prove your worth. Deliver us a package, maybe silence a few people who talk too much, and we’ll see if there’s a place for you in our family."
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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:
Biogenetic manipulation
Psionic experimentation
Corporate espionage and sabotage
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:
Artificial Intelligence and autonomous systems
Military-grade weaponry
Drone warfare and security systems
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:
Resource extraction and monopolies
Power grids and energy distribution
Environmental manipulation
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:
Temporal technology and time manipulation
Advanced military tech
Covert time-based assassinations and interventions
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:
Corporate Espionage: Stealing secrets from rival corps or governments.
Eliminating Rivals: Assassinating key figures in corporate wars.
Sabotage: Disrupting rival projects, data centers, or production lines.
Resource Seizure: Securing valuable assets from wastelands or rival-controlled territories.
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:
Players can sell the AI to the highest bidder, including a third party that might start a corporate war.
Deliver the AI to the hiring Megacorp, earning their trust and future work but making a powerful enemy of Neotech.
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:
Successfully sabotage the experiment, making Zaibatsu a dangerous enemy while gaining Omnitech's favor.
Betray Omnitech, tipping off Zaibatsu and playing both sides against each other for maximum profit.
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:
Complete the assassination discreetly and earn Neotech’s trust, unlocking future jobs.
Double-cross Neotech, warning the executive and leveraging the information for a higher payout from a rival corporation.
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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
The Iron Wolves: One of the most aggressive Nomad clans, known for their mastery of wasteland vehicles and raiding tactics. They often clash with other clans for control of scavenging territories.
The Sky Reavers: Known for their technological prowess, the Sky Reavers salvage advanced tech from corporate ruins and Kaiju battlegrounds. They trade in cybernetics and advanced weaponry.
The Sand Serpents: Skilled at desert survival, the Sand Serpents control large swaths of wasteland, using their knowledge of the terrain to lay ambushes and set traps for rivals.
The Broken Suns: This clan is focused on spirituality and psionics, believing that the wastelands themselves are alive with energy that can be harnessed. They are often at odds with more materialistic clans but are feared for their psionic abilities.
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:
"Sand’s your friend, dirt’s your enemy": Be adaptable, but always keep moving.
"Tread light, leave no trail": Stay hidden and avoid detection.
"Sun-baked": An insult implying someone has lost their mind due to heat or isolation.
"Ironbound": A term of respect for those who have proven their strength and loyalty.
"Wind-talkers": Nomads skilled in diplomacy and manipulation, often referring to clan negotiators.
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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:
Players can keep a portion of the salvage for themselves, risking Tala's wrath.
Hand over all the loot and earn the respect of the Sky Reavers, unlocking future tech trades.
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:
Aid Jarek in his takeover and gain the Iron Wolves as allies, but earn Kara’s surviving loyalists as enemies.
Protect Kara, preserving the current leadership but alienating Jarek, who may seek revenge.
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:
Defend the territory successfully, earning Zara’s trust and future alliances with the Sand Serpents.
Betray Zara and allow the Iron Wolves to overrun the territory, gaining favor with Jarek Ironhand.
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:
Take part in the combat and help crown a new leader, who will owe the players a significant favor.
Use diplomacy to prevent bloodshed, though both contenders may view this as weakness, leading to future instability.
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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.
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.
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.
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.
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.
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.
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
Salvatore "Silk" Moreno: A smooth-talking operator who deals with the black market trade of biogenetics and cybernetics. Always dressed in sleek suits, Silk is known for cutting deals that benefit him more than his clients. He’s the primary liaison for outsiders seeking to do business with The Syndicate.
Vera "Viper" Ivankov: The Syndicate's top enforcer, Viper specializes in making problems disappear—permanently. Her cybernetic enhancements make her a dangerous adversary. If the players need someone eliminated or muscle for a dangerous job, she’s their contact.
Ilya "Wires" Petrov: A master hacker who handles the Syndicate’s digital operations. If players need to break into corporate servers, Wires can get them in—at a price. He also provides data theft missions, which could expose sensitive information about Zaibatsu corporations.
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:
Smuggle the shipment and avoid detection.
Option to keep a portion of the shipment and risk crossing The Syndicate.
Branching Choices:
Deliver the goods as promised and gain favor.
Keep a portion of the shipment and attempt to sell it elsewhere (risking Syndicate retaliation).
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:
Infiltrate the rival gang’s hideout and rescue the informant.
Branching Choices:
Save the informant, securing the Syndicate’s trust.
Leave the informant to their fate and sell information to the rival gang for a higher payout.
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:
Track down and assassinate the traitor, who is hiding under corporate protection.
Branching Choices:
Complete the assassination, cementing your loyalty to the Syndicate.
Warn the target and orchestrate their escape in exchange for critical information about the Syndicate’s operations.
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:
Break into the network using Wires' tech expertise, avoiding ICE and corporate security bots.
Branching Choices:
Complete the mission, steal the tech, and hand it to The Syndicate, gaining powerful rewards.
Leak the information to a rival or keep the plans for yourself, but risk being hunted by the Syndicate.
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:
Defend yourself against Viper and her heavily armed Syndicate operatives.
Alternatively, negotiate a deal with Silk to buy your way back into The Syndicate’s good graces—at a steep price.
Branching Choices:
Defeat Viper, severing ties with The Syndicate but gaining her cybernetic enhancements.
Strike a deal with Silk, returning to the Syndicate's fold but under closer scrutiny.
Trading Goods, Services, and Information
Goods: The Syndicate offers rare, illegal cyberware, biogenetic modifications, and powerful weapons. Players can trade favors or credits for these upgrades.
Services: The Syndicate can provide protection, assassins, or insider information about corporate dealings. This might involve hiring muscle for a job or getting a hacker to erase your criminal records.
Information: By trading secrets with The Syndicate, players can uncover vital details about rival gangs, Zaibatsu projects, or hidden treasures in the ruins of Old Japan.
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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
The Fifth Era is defined by unprecedented technological progress. Breakthroughs in cybernetics, biotechnology, and information technology have transformed every aspect of human life.
Cybernetic enhancements, once the realm of science fiction, are now commonplace, with individuals augmenting their bodies with cybernetic implants to enhance physical abilities or interface directly with machines.
Artificial intelligence has reached new heights, leading to the proliferation of autonomous drones, intelligent virtual assistants, and sophisticated corporate AI systems that govern every aspect of daily life.
2. Corporate Hegemony
In the Fifth Era, governments have ceded much of their power to megacorporations, vast conglomerates that wield immense influence over society and economy.
Megacorporations control everything from essential services like healthcare and transportation to entertainment, media, and even law enforcement.
Corporate rivalries are fierce, with each megacorporation vying for dominance in the cutthroat world of business, often resorting to espionage, sabotage, and outright warfare to achieve their goals.
3. Urban Megacities
The world of the Fifth Era is dominated by sprawling megacities, vast urban landscapes where the rich dwell in towering skyscrapers while the poor struggle to survive in the shadowy depths below.
These megacities are divided into distinct districts and sectors, each controlled by a different megacorporation and characterized by its own unique culture, economy, and level of technology.
The streets are teeming with life, from bustling markets and neon-lit nightclubs to dark alleyways and clandestine cybernetics clinics.
4. Social Stratification
Despite the veneer of progress, the Fifth Era is a deeply stratified society, with a gaping chasm between the haves and have-nots.
The wealthy elite enjoy access to the latest technologies, luxury amenities, and exclusive privileges, while the majority of the population struggles to make ends meet in the urban sprawl.
Class divides are reinforced by corporate propaganda, societal norms, and systemic discrimination, creating a rigid social hierarchy where upward mobility is rare and rebellion is often met with brutal repression.
5. Cultural Shifts
The cultural landscape of the Fifth Era is shaped by the rapid pace of technological change, the omnipresent influence of megacorporations, and the constant struggle for survival in the urban jungle.
Cyberpunk aesthetics pervade every aspect of life, from fashion and architecture to music and entertainment, reflecting a dystopian vision of the future where high-tech innovation coexists with urban decay and social unrest.
Despite the pervasive sense of disillusionment and despair, pockets of resistance persist, fueled by a desire for freedom, justice, and human connection in a world overrun by machines and greed.
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
Mars: The first fully functional human colony outside of Earth, Mars is governed by a coalition of megacorporations known as the Mars Consortium. The colony focuses heavily on mining and resource extraction, with a strong corporate presence dictating daily life. The Martian cities are enclosed in massive domes to protect against the harsh environment, and the wealthy corporate elite live in luxury while the working class toils in the mines and factories.
Mars Industries: A powerful megacorporation specializing in advanced robotics and terraforming technologies, with a monopoly on Martian infrastructure and mining.
Red Rebellion: A group of Martian colonists seeking independence from Earth-based corporations, often clashing with corporate security forces.
The Moon (Luna): Luna is primarily used as a launching point for further space exploration and asteroid mining operations. Controlled by a collection of megacorporations, Luna serves as a major hub for trade, manufacturing, and research. The Moon also hosts Lunar Station One, the largest space station in the solar system, serving as both a transport hub and a corporate research facility.
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2. Asteroid Mining and Space Stations
The Asteroid Belt: A goldmine for corporations, the Asteroid Belt is home to numerous mining operations extracting valuable metals, rare minerals, and water ice. However, it is also rife with danger, as space pirates and rogue miners frequently raid corporate convoys and asteroid facilities.
Asteroid Mining Stations: Massive floating platforms located within the Belt, equipped with cutting-edge mining technology. They are controlled by megacorps and heavily guarded by private military contractors.
Free Miners: Independent miners who operate without corporate oversight, often seen as lawless renegades by the corporations. Free Miners frequently clash with corporate forces and space pirates as they attempt to carve out their own share of the Belt’s riches.
Space Stations: Scattered throughout the solar system, these stations serve as both strategic outposts and trade hubs. Some are operated by megacorporations, while others are more lawless, attracting smugglers, pirates, and mercenaries.
Lunar Station One (LS-1): The largest space station near the Moon, a sprawling metropolis in space that acts as a gateway to the rest of the solar system.
Omega Station: Located at the edge of the Asteroid Belt, Omega Station is a neutral zone where corporations, smugglers, and pirates can meet, trade, and negotiate under a loose set of laws. It’s a hotbed of espionage and black market deals.
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3. Space Pirates
Piracy in the Asteroid Belt: With corporate convoys constantly moving between Earth, Mars, the Moon, and the asteroid mining facilities, space piracy has become a serious threat. Pirate gangs equipped with stolen ships, weapons, and hacking tools prowl the outer reaches of the solar system, preying on corporate shipments and isolated outposts.
Notable Pirate Gangs:
The Void Marauders: A feared pirate fleet known for their daring raids on corporate convoys. Led by the infamous Captain Void, their main operations are hidden deep within the Asteroid Belt.
The Black Corsairs: A smaller but deadly group of cybernetic-enhanced pirates who specialize in high-tech heists and cyberattacks. They are known to work with shady corporations in exchange for advanced tech.
Pirate Havens: Pirate-controlled space stations and hidden bases, often located in the more remote parts of the Asteroid Belt. These are lawless zones where smugglers, mercenaries, and pirates come to trade and lay low.
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4. Solar System Colonization
Mars Colonies:
Valles City: A corporate-run metropolis on Mars, housed in a massive dome to protect from the harsh Martian atmosphere. It is a center of wealth and power for the megacorps.
The Outer Territories: A series of smaller, independent settlements and mining operations located on Mars' surface. Life here is tough, and many settlers dream of independence from Earth-based corporations.
Space Colonies: In addition to Mars and the Moon, several smaller colonies and research outposts exist on moons and asteroids throughout the solar system. These include:
Europa Outpost: A research station on one of Jupiter’s moons, Europa, focused on deep space exploration and the search for extraterrestrial life. It is largely secretive, with rumors of dangerous experiments.
Titan Base: A corporate-controlled facility on Saturn’s moon, Titan, primarily focused on methane extraction and military research.
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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.
Wormhole Technology: Scientists are exploring the theoretical creation of stable wormholes to allow instant travel between distant points in the galaxy. So far, they’ve only achieved limited success in creating micro-wormholes.
Warp Drives: The development of warp drives is still in the experimental phase, with major breakthroughs expected in the next decade. If successful, this technology could revolutionize space travel and make interstellar colonization a reality.
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Sample Missions in Space
Mission 1: The Pirate Menace
Objective: The player characters are hired by a megacorporation to eliminate a notorious space pirate gang, the Void Marauders, who have been disrupting mining operations in the Asteroid Belt.
Challenges: The party must navigate asteroid fields, infiltrate the pirate base, and confront Captain Void in a high-stakes space battle.
Branching Paths: The players could choose to betray the corporation and join the pirates, leading to a new series of missions raiding corporate convoys.
Mission 2: Heist on Omega Station
Objective: The characters are tasked with infiltrating Omega Station to steal a prototype warp drive blueprint from a rival corporation.
Challenges: The mission involves hacking the station’s security systems, evading corporate mercenaries, and negotiating with criminal factions that control parts of the station.
Branching Paths: The players could hand over the prototype to the hiring corporation, sell it to the highest bidder, or keep it for themselves.
Mission 3: Martian Rebellion
Objective: The characters are contacted by the Red Rebellion, a group of Martian colonists seeking independence from Earth-based corporations. The party must choose whether to help the rebels overthrow the corporate government or side with the corporations to maintain control.
Challenges: The mission includes sabotaging corporate infrastructure, battling corporate security forces, and rallying Martian citizens to the cause.
Branching Paths: The players’ choices could lead to the success or failure of the rebellion, impacting the balance of power on Mars.
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Space Travel Rules
Ship Combat: Introduce mechanics for space combat, including ship-to-ship battles, boarding actions, and evasive maneuvers in asteroid fields.
Ship Customization: Allow players to modify their ships with advanced tech, from enhanced shields and weapons to illegal modifications like cloaking devices and EMP generators.
Resource Management: Players must manage fuel, oxygen, and supplies during long voyages between planets or asteroid mining expeditions.
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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:
Cybernetic Enhancements: Cyberware has become as common as spells, with individuals augmenting their bodies with cybernetic implants. Whether for combat, hacking, or survival, cyber-enhancements can grant abilities previously only achievable through magic.
Examples:
Implanted weapons (like arm blades or laser eyes) act as built-in spells or magical attacks.
Augmented reflexes simulate the effects of speed-enhancing magic like haste.
Neural upgrades allow characters to process information faster, making them exceptional tacticians or hackers.
Hacking as Magic: In a world dominated by technology, hackers—called Netrunners—wield the power to manipulate systems, infiltrate corporate networks, and shut down opponents’ tech. Their skills function similarly to wizards casting spells, but instead of fireballs or enchantments, Netrunners deploy viruses, bypass ICE, and unleash EMPs.
Digital Illusions: Just as wizards use illusions to deceive, Netrunners can create false data or project fake realities inside the NeuroNET, confusing enemies and creating tactical advantages.
Artificial Intelligence and Robotics: Advanced AI and robotic entities function in place of summoned creatures or golems. Players can create drones, robotic companions, or digital avatars that aid them in combat, much like a familiar or summoned creature.
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.
Genetic Engineering: The ability to alter one's DNA has given rise to individuals with superhuman abilities, mimicking spells and class features normally gained through magic. Biogenetically enhanced characters might have increased strength, resilience, or even strange mutations that allow them to breathe underwater or resist fire.
Examples:
Bio-warriors with hardened skin function like those with the stone skin spell.
Gene-modified reflexes could simulate enhanced agility or evasion abilities.
Regenerative abilities mimic the effects of magical healing spells.
Chimeric Experiments: Biogenetic research has also led to the creation of new life forms—hybrids of different species, much like the magical constructs of the past. These chimeric creatures may serve corporations or act as living weapons, similar to how golems or magical beasts once did in fantasy settings.
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.
Psionics vs. Magic: Psionics in Sicarius mirrors traditional magic but often comes with more personal risk. While a wizard might study arcane tomes for years to wield fireballs, a psionic character channels their inner potential to produce similar effects. However, using psionics—especially those tied to Manna—can lead to physical and mental degradation over time, making it a dangerous path.
Manna and its Effects: Manna allows individuals to access psionic powers, but its side effects are severe. As a plot device, it reflects both the allure of power and the dangers of over-reliance on artificial enhancements. Players who choose to use Manna may gain powerful psionic abilities but risk addiction or permanent damage.
Examples:
Telekinesis replaces spells like mage hand or levitate.
Telepathy mirrors message or sending spells, allowing for silent communication.
Mind Control can mimic enchantment spells like dominate person.
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.
Augmentations vs. Psionics: Cybernetic enhancements offer tangible upgrades, like increased strength, enhanced senses, or built-in weapons, but they come at a cost. A heavily augmented individual may find it harder to access psionic abilities, as their mind becomes more machine-like and less adaptable to psychic powers. This creates a tension between pursuing technological perfection or unlocking latent mental powers.
Hybrid Abilities: Some characters may find ways to combine technology and psionics, creating a hybrid approach where their cybernetic implants enhance their mental abilities. This blend of the physical and mental pushes the limits of what is possible, both in combat and storytelling.
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.
Weapons and Armor: Instead of enchanted swords or shields, players will encounter laser rifles with homing systems, energy blades, and personal force fields.
Energy Blades: Function like magical swords but are created with plasma technology.
Force Fields: Act as shields, offering the benefits of magical protection spells.
Digital Relics: Similar to magical artifacts, these rare pieces of tech might be ancient AIs, lost data drives containing powerful information, or highly advanced cyberware with unknown origins. These relics are often sought by corporations and street mercenaries alike, much like legendary magic items are coveted in classic fantasy.
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.
Example of Symbiosis: A Netrunner might have cybernetic implants to increase their processing speed but also use psionics to enhance their ability to navigate the NeuroNET, blending mind and machine into a seamless hacking experience.
Psionically Enhanced Cybertech: In rare cases, tech companies may have found ways to integrate psionics into their devices, creating hybrid equipment that is both technological and mentally attuned. These devices function like powerful magical items, offering both physical enhancements and mental prowess.
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:
Corporate Dominance: Megacorporations control almost every aspect of life.
Advanced Technology: Cybernetic enhancements, AI, and cutting-edge weapons are common.
Cybercrime: Hacking, espionage, and underground networks are integral to the setting.
Social Struggles: The divide between the elite and the underprivileged is stark and oppressive.
Character Creation
Races and Backgrounds
While traditional D&D races can be used, consider introducing cyberpunk-themed options:
Humans: Versatile and adaptable, they remain the dominant race.
Cyborgs: Part human, part machine, they have various cybernetic enhancements.
Androids: Fully artificial beings with advanced AI and human-like behavior.
Backgrounds should reflect the setting:
Corporate Operative: Former employee of a megacorporation.
Street Urchin: Grew up in the slums, skilled in survival.
Hacker: Expert in digital infiltration and cyber warfare.
Classes and Adaptations
Traditional D&D classes can be adapted to fit the cyberpunk theme:
Street Samurai (Fighter): Masters of combat, often with cybernetic augmentations.
Netrunner (Rogue): Specialists in hacking and digital espionage.
Techno-Mancer (Wizard): Users of advanced technology or psychic powers.
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:
Tools and Skills: Introduce a new tool, the Hacker's Kit, and use Intelligence for hacking attempts. Proficiency in the Hacker's Kit allows players to add their proficiency bonus to hacking checks.
Hacking Actions:
Breaching: Gain unauthorized access to computer systems or networks. Difficulty (DC) varies based on the system's security level.
Data Retrieval: Extracting valuable data or secrets from a system.
System Override: Manipulating automated systems, such as security cameras, doors, or turrets.
Example Skill Check:
Hacking Check: Breaching a High-Security Network
DC 15: Basic system access (e.g., low-security terminal).
DC 20: Secure system (e.g., corporate office network).
DC 25+: Highly secure system (e.g., megacorp mainframe).
Psychic-Based Magic System
In lieu of traditional magic, consider a system of psychic powers fueled by mental prowess and technology:
Power Source: Psychic powers derive from neural implants or natural psychic abilities.
Power Points: Instead of spell slots, use Power Points (PP) to activate abilities.
Abilities: Adapt existing spells to fit a psychic theme. For example:
Telepathy (Detect Thoughts): Communicate or read minds.
Telekinesis (Mage Hand): Manipulate objects with the mind.
Psychic Blast (Eldritch Blast): A mental assault that deals damage.
Example Ability:
Mind Hack (Psychic Ability)
Cost: 2 PP
Range: 30 feet
Effect: The user can manipulate a target's perceptions, causing them to see or hear something that isn't there. The target must make a Wisdom saving throw (DC = 8 + proficiency bonus + Intelligence modifier) or be deceived for 1 minute.
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:
Rain and Neon: Frequent rain, neon lights, and crowded streets create a quintessential cyberpunk atmosphere.
Corporate Intrigue: Megacorporations engage in espionage, sabotage, and power plays.
Underground Networks: Shadowy groups and black markets operate beneath the city's surface.
2. Plot Hooks and Quests
Corporate Espionage: Players are hired to infiltrate a rival corporation and steal valuable data.
Rescue Mission: A prominent hacker has been captured, and the players must break them out of a high-security facility.
AI Rebellion: An advanced AI has gone rogue, threatening to disrupt the entire city's network.
3. Equipment and Enhancements
Gear up with futuristic equipment and cybernetic enhancements:
Weapons: Laser pistols, monofilament swords, and smart guns.
Cyberware: Neural implants, cyberlimbs, and retinal displays provide various benefits.
Example Equipment:
Neural Interface
Effect: Grants advantage on hacking checks and allows direct interface with computer systems.
Creating Encounters and Challenges
Combat
Adapt traditional combat to fit the cyberpunk theme:
Enemies: Include corporate security forces, rival hackers, and cybernetic mercenaries.
Tactics: Emphasize cover and mobility, use of drones, and environmental hazards like electrified floors or security turrets.
Non-Combat Challenges
In a cyberpunk setting, not every challenge is about combat. Incorporate:
Social Engineering: Convincing a corporate employee to provide access codes.
Infiltration: Sneaking into high-security areas undetected.
Hacking: Overcoming complex digital security systems.
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
Setting Over Magic: In Sicarius, the world is driven by advanced technology, corporate power, and transhumanism rather than traditional magic and mysticism. While magic still exists, it is often disguised as high-tech devices or psionics, with a more scientific, futuristic approach to supernatural elements.
Magic as Technology: Spells, potions, and enchanted items can be reinterpreted as technological devices. For instance:
Healing potions could be medkits or stim packs.
Scrolls could be data chips containing coded information or NeuroNET hacking scripts.
Teleportation spells might be seen as advanced short-range teleporters or quantum devices.
Classes with a Cyberpunk Twist: While traditional DnD classes are available, this book provides new archetypes and class variants designed to fit the cyberpunk setting. These include cyber-enhanced warriors, netrunners, and technomancers. Traditional magic users may find themselves operating in a world where their abilities are rare and misunderstood, while tech-enhanced classes dominate the landscape.
Weapons, Armor, and Equipment
Modern Firepower: Replace medieval weapons with futuristic firearms, energy weapons, and explosive devices. Guns, drones, and laser swords will be the standard fare. Adjust damage dice and weapon effects to fit the cyberpunk tone—guns may have higher damage output but require ammunition and precision.
Armor and Shields: Characters will wear armored vests, shields will be generated by personal force fields, and cyber-enhancements can increase durability. You can introduce armor that incorporates technology, like cloaking devices or auto-repair systems, but keep the classic DnD armor classes for balance.
Hacking Tools and Devices: Hacking gear replaces the thieves’ tools for classes like the Rogue. Players can hack into systems, shut down enemy devices, and break through ICE defenses using their toolkit of advanced technology.
New Resources and Mechanics
Credits vs. Gold: Replace traditional currency like gold with credits, the universal currency in Sicarius. This will be used for purchasing cybernetic enhancements, hacking gear, and weapons on the black market or from corporate suppliers.
Cybernetics and Biogenetics: These play a crucial role in character progression and customization. In a cyberpunk world, characters can replace body parts, enhance their abilities, and gain new powers through cybernetic or genetic modifications. These act as magic items or permanent upgrades, offering abilities akin to magic spells but with a tech-focused twist.
Introduce mechanics for implanting, maintaining, and upgrading cybernetics or biogenetics, ensuring balance and avoiding over-powering characters.
Psionics and Manna
Psionics as Mental Magic: In Sicarius, psionics replace traditional spellcasting for certain characters. Psionic powers might be rare, gained through the use of Manna, the experimental drug that awakens latent abilities. These psionics function similarly to spell slots but are presented as mental or psychic abilities.
Manna Mechanics: Manna could come with risks. While it grants psionic abilities, it might also cause side effects like corruption or bodily harm over time. This introduces a resource management element for players choosing to augment their powers with the drug.
Netrunning and the NeuroNET
Hacking in the Cyber World: The NeuroNET is the digital frontier where hackers (Netrunners) conduct infiltrations and corporate espionage. To represent this, the game includes mechanics for:
NeuroNET encounters, where players jack into a VR world and deal with ICE programs, AI defenders, and corporate databases.
Use specialized tools, programs, and mental defenses (like magic resistance or warding spells in the physical world) to navigate the NeuroNET.
Netrunning Mechanics: When a Netrunner jacks into the NeuroNET, use a mix of skill checks, dice rolls, and special hacking tools to progress through various digital environments, uncovering secrets, disabling security, and retrieving data or tech. These digital heists add a new layer of gameplay to traditional encounters.
Vehicles and Combat
Vehicle Rules: High-speed chases, hovercars, motorcycles, and drones are central to the action in Sicarius. Vehicle combat should be fast-paced and high-stakes, with rules for vehicular damage, modifications (like nitrous boosts or EMP devices), and evasive maneuvers.
Combat Modifications: In addition to standard DnD 5e combat, consider introducing mechanics for:
Guns and Ranged Weapons: More emphasis on cover, mobility, and tactical positioning due to the prevalence of firearms.
EMP Attacks and Hacking: Allow players to disrupt or disable enemy cybernetics, drones, or vehicles with hacking attempts or electromagnetic pulses.
The Tone of the Game
Focus on Dystopia: Emphasize the gritty, oppressive feel of a cyberpunk world. Society is controlled by mega-corporations, the government is corrupt, and the streets are filled with crime. Characters are likely antiheroes—mercenaries, hackers, or rebels fighting for survival in a hostile, high-tech world.
Freedom of Playstyle: While the main themes of the book revolve around dystopian futures and technology, the players and GMs have the freedom to decide how much of each element to lean into. For some, this will mean hardcore cyberpunk, where every NPC is a corporate drone or street urchin, and for others, the setting will take a more fantastical route, with psionics and techno-magic filling the narrative.
Balancing the Old with the New
Maintaining 5e Balance: It’s important to keep the game balanced, even with the inclusion of advanced technology. Use DnD’s core mechanics for leveling, combat, and spellcasting while modifying them to fit the cyberpunk aesthetic. This ensures the familiar feel of DnD 5e remains intact while embracing the innovations of a cyberpunk world.
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.
Strength represents not only physical power but also a character's ability to manipulate heavy machinery or wield cybernetic enhancements in combat.
Dexterity encompasses not only agility and reflexes but also a character's finesse with hacking tools and cyberdeck interfaces.
Constitution reflects not only resilience to physical harm but also resistance to digital viruses and cybernetic malfunctions.
Intelligence governs not only problem-solving and academic knowledge but also proficiency with computer programming, hacking techniques, and scientific research.
Wisdom encompasses not only intuition and awareness but also insight into the complexities of urban life and the ability to navigate the social dynamics of the cyberpunk underworld.
Charisma remains the measure of a character's force of personality and social influence, crucial for negotiating deals, gathering information, and manipulating others in a world where information is power.
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):
Increase or decrease the enemy's hit points based on the desired difficulty level. More hit points make the encounter tougher, while fewer hit points make it easier.
2. Enemy Armor Class (AC):
Adjust the enemy's armor class to make them easier or harder to hit. Higher AC increases the challenge, while lower AC makes the enemies easier to defeat.
3. Enemy Damage Output:
Modify the damage dealt by enemy attacks to align with the desired challenge level. Higher damage output increases difficulty, while lower damage output reduces it.
4. Enemy Attack Bonus:
Adjust the enemy's attack bonus to reflect their accuracy in combat. Higher attack bonuses make enemies more likely to hit, while lower bonuses make them less accurate.
5. Enemy Abilities and Tactics:
Introduce or enhance special abilities, tactics, or strategies used by enemies to increase their effectiveness in combat. This could include abilities like area-of-effect attacks, status effects, or coordinated tactics.
6. Enemy Numbers and Reinforcements:
Increase or decrease the number of enemies present in an encounter to adjust its difficulty. More enemies make the encounter harder, while fewer enemies make it easier. Introduce reinforcements during combat to raise the stakes.
7. Environmental Hazards:
Incorporate environmental hazards or obstacles into the encounter to increase complexity and challenge. This could include traps, security systems, or hazardous terrain.
8. Enemy Resistances and Immunities:
Grant enemies resistances or immunities to certain damage types or conditions to make them more resilient in combat. This can force players to adapt their tactics and abilities.
9. Enemy Weaknesses:
Introduce weaknesses or vulnerabilities that players can exploit to gain an advantage in combat. This adds strategic depth to encounters and rewards clever play.
10. Boss Mechanics:
For major encounters or boss fights, consider incorporating unique mechanics or phases to make the battle more engaging and memorable. This could include timed events, changing battlegrounds, or interactive elements.
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:
Paranoia: Characters affected by Cyberpsychosis might become increasingly paranoid, distrusting others, and interpreting innocuous events as threats.
Mood Swings: They might experience rapid and extreme mood swings, oscillating between intense aggression, apathy, and heightened anxiety.
Hallucinations: Characters might perceive hallucinations or distorted sensory experiences, blurring the line between reality and fiction.
Impaired Judgment: They might struggle with impaired judgment, making rash decisions and acting impulsively without considering the consequences.
Social Alienation: Characters might struggle to maintain meaningful connections with others, feeling isolated and detached from their surroundings.
2. Mechanical Effects:
Ability Score Reduction: Characters might suffer temporary reductions in certain ability scores, such as Wisdom or Charisma, reflecting their compromised mental state.
Disadvantage on Checks: They could have disadvantage on certain ability checks or saving throws related to maintaining composure, interacting with others, or resisting impulses.
Increased Aggression: Characters might gain a bonus to combat-related actions but suffer penalties to social interactions due to their heightened aggression and lack of empathy.
3. Narrative Impact:
Characters affected by Cyberpsychosis might become the focus of quests or storylines aimed at addressing their mental state, seeking treatment, or confronting the reasons behind their psychological deterioration.
Interactions with NPCs and other party members could be strained, leading to potential conflicts and challenges in maintaining group cohesion.
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
Cinematic & Fast – hacking should feel like a weapon, not a mini-game grind. Think “combat spellcasting with cyberpunk flair.”
High Risk, High Reward – hacking in combat should be powerful, but limited by system resources, defenses, and ICE backlash.
Customization – players choose which hacks (programs) they load before missions, like a “deck of powers.”
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).
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.
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).
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.
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.
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:
Binary: This language could be used for communication between AIs, robots, and tech-savvy individuals.
Slang: In a cyberpunk world, various slang and jargon might develop among different subcultures and factions, each with its own unique dialect.
Corporate: This language could be used for communication within corporate environments, involving business jargon and corporate buzzwords.
Street: Used by denizens of the urban underworld, this language might include code words, urban slang, and criminal argot.
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:
Multicultural Fusion: Common draws from a multitude of linguistic sources, including English, Mandarin, Spanish, Japanese, and countless other languages spoken by the city's diverse population. As a result, it features a rich tapestry of vocabulary, grammar, and colloquialisms borrowed from different cultural backgrounds.
Slang and Jargon: In addition to standard vocabulary, Urban Dialect is rife with slang, jargon, and streetwise expressions peculiar to the cyberpunk subculture. Words and phrases related to technology, cybernetics, hacking, and the urban underworld pepper everyday conversation, reflecting the dominant themes of the setting.
Adaptability: Due to the rapid pace of technological advancement and cultural exchange in the cyberpunk world, Common is highly adaptable and prone to frequent changes. Neologisms emerge regularly, often reflecting innovations in cybernetics, artificial intelligence, and other cutting-edge technologies.
Usage:
Everyday Communication: Urban is the primary means of communication for most inhabitants of the cyberpunk city. It is used in everyday interactions, from casual conversations on the streets to business transactions in corporate boardrooms.
Code-Switching: Individuals fluent in Common are adept at code-switching between formal and informal registers, depending on the context and audience. They may effortlessly transition from street slang to corporate jargon when navigating different social spheres.
Cultural Signifier: Proficiency in the Urban Dialect not only facilitates communication but also serves as a cultural signifier within the cyberpunk world. Mastery of the language signifies one's integration into the urban landscape and understanding of its nuances and intricacies.
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"
Literal Meaning: To kill or eliminate someone.
Cant Usage: "That guy's about to get zeroed out by the Yakuza if he doesn't pay his debt."
2. "Blue Screen"
Literal Meaning: A distraction or diversion to mislead someone.
Cant Usage: "I’ll set up a blue screen while you get the goods."
3. "Glitch"
Literal Meaning: A person who’s untrustworthy or double-crosses their associates.
Cant Usage: "Careful, that contact's a glitch—won't hesitate to sell you out."
4. "Ghostwalk"
Literal Meaning: A stealthy infiltration.
Cant Usage: "The team needs to ghostwalk into the server farm and extract the data."
5. "Jack in"
Literal Meaning: To connect to a system or engage in hacking.
Cant Usage: "I'll jack in and disable their security grid. You handle the guards."
6. "Data Dust"
Literal Meaning: Information that’s been wiped or rendered useless.
Cant Usage: "The file's been turned to data dust, no way we’re getting it back."
7. "Chrome Head"
Literal Meaning: A heavily cybernetically enhanced individual, often with little regard for morality.
Cant Usage: "That chrome head's running the gang now—don’t mess with him unless you’re packing serious heat."
8. "Neon Glow"
Literal Meaning: Something valuable or highly desirable.
Cant Usage: "That tech is the real neon glow, worth more than a Zaibatsu exec's bonus."
9. "Firewall"
Literal Meaning: Protection or resistance, either digital or physical.
Cant Usage: "There’s a firewall around that warehouse, heavily armed guards on patrol."
10. "Patchwork"
Literal Meaning: A quick, temporary fix or cover-up.
Cant Usage: "This hack's a patchwork job. It won’t hold for long, but it’ll get us through."
11. "Redline"
Literal Meaning: To push a system or individual to their limit.
Cant Usage: "We need to redline the engine if we’re gonna outrun the drones."
12. "Blackout"
Literal Meaning: To disappear or go off the grid.
Cant Usage: "We need to blackout after this heist—no comms, no signals, nothing."
13. "Lagged"
Literal Meaning: Someone who is slow to respond or who is falling behind, either mentally or physically.
Cant Usage: "They’re lagged, probably still reeling from the last job."
14. "ICE Burn"
Literal Meaning: The result of failing to bypass ICE (Intrusion Countermeasures Electronics) in a system.
Cant Usage: "We lost two runners to ICE burns when they tried to crack that Zaibatsu server."
15. "Wire Cutter"
Literal Meaning: Someone who disables security or creates a way in.
Cant Usage: "The wire cutter’s in position, waiting for the go-ahead."
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Using Thieves’ Cant in the Game
Communication Without Alerting NPCs: Players with proficiency in Thieves' Cant can pass coded messages to allies even when under surveillance. This could involve embedding information in regular conversation or making harmless-looking AR gestures that contain hidden meanings.
Decryption of Hidden Information: Players may encounter encrypted messages, signs, or digital graffiti in the world that only those with knowledge of Thieves' Cant can understand. These could reveal secret locations, hidden items, or warnings about ambushes.
Cyber Cant in Missions: In missions where players must infiltrate corporations or hack secure systems, the ability to use Thieves' Cant allows them to coordinate without tipping off their enemies. This is particularly useful in high-security environments where every word is monitored by AI or ICE systems.
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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.
Acrobatics (Dexterity)Cyberpunk: Cyberkinetics
You’re adept at maneuvering with cybernetic enhancements, executing flips, wall-runs, or dodging through crowded neon-lit streets. Use for balance on precarious rooftops, evading security drones, or performing stunts with augmented limbs.
Example Check: Dex (Cyberkinetics) to leap between skyscraper ledges while evading laser grids.
Animal Handling (Wisdom)Cyberpunk: Drone Whispering
You can interface with and calm rogue drones, robotic pets, or AI-controlled constructs. This skill covers soothing a hacked security bot or guiding a delivery drone through a storm.
Example Check: Wis (Drone Whispering) to pacify a malfunctioning combat drone before it attacks.
Arcana (Intelligence)Cyberpunk: Technomancy
Knowledge of digital magic, AI protocols, and quantum tech. Use to understand encrypted spellcode, identify rogue AIs, or analyze technomantic artifacts.
Example Check: Int (Technomancy) to decrypt a corporate AI’s hidden subroutine.
Athletics (Strength)Cyberpunk: Cyberstrength
Mastery of physical feats using cybernetic muscle implants or raw power. Covers climbing megacorp towers, breaking through reinforced doors, or grappling in street brawls.
Example Check: Str (Cyberstrength) to smash through a locked plasteel gate.
Deception (Charisma)Cyberpunk: Neural Bluff
Manipulating others through lies, forged holo-IDs, or social engineering hacks. Use to mislead corp agents or bluff past security AIs.
Example Check: Cha (Neural Bluff) to convince a guard your fake ID chip is legit.
History (Intelligence)Cyberpunk: Data Archives
Expertise in the digital and physical records of the cyberpunk world—corp wars, tech revolutions, or underground movements. Use to recall megacorp scandals or ancient net protocols.
Example Check: Int (Data Archives) to identify the origin of a pre-Crash relic.
Insight (Wisdom)Cyberpunk: Neural Read
Reading subtle cues in human or AI behavior, from micro-expressions to data-packet anomalies. Use to detect lies or predict a rival’s next move.
Example Check: Wis (Neural Read) to sense if a fixer is hiding a double-cross.
Intimidation (Charisma)Cyberpunk: Street Cred
Projecting menace through reputation, cybernetic displays (e.g., glowing optics), or raw presence. Use to scare off gangers or strong-arm a corp lackey.
Example Check: Cha (Street Cred) to make a street thug back down with a glare.
Investigation (Intelligence)Cyberpunk: Data Sleuthing
Digging through digital archives, scanning crime scenes with AR goggles, or piecing together clues from fragmented code. Use to uncover hidden files or trace a hack.
Example Check: Int (Data Sleuthing) to find a hidden backdoor in a corp’s firewall.
Medicine (Wisdom)Cyberpunk: Cyber-Surgery
Knowledge of biotech, cybernetic implants, and nano-repairs. Use to stabilize a wounded ally, install an implant, or counteract a bio-virus.
Example Check: Wis (Cyber-Surgery) to patch a teammate’s damaged cyber-arm.
Nature (Intelligence)Cyberpunk: Eco-Systems
Understanding urban ecosystems, bio-engineered flora, or rogue nanite swarms. Use to navigate toxic wastelands or identify synthetic plants.
Example Check: Int (Eco-Systems) to safely handle a mutated vine in a corp greenhouse.
Perception (Wisdom)Cyberpunk: Augmented Senses
Using enhanced optics, auditory implants, or hacking feeds to notice details—suspicious drones, hidden cams, or subtle glitches.
Example Check: Wis (Augmented Senses) to spot a cloaked sniper’s heat signature.
Performance (Charisma)Cyberpunk: AR Showmanship
Creating captivating augmented reality displays, music, or holo-performances to sway crowds or boost morale. Use for street gigs or viral streams.
Example Check: Cha (AR Showmanship) to hype a crowd with a neon-light show.
Persuasion (Charisma)Cyberpunk: Net Influence
Convincing others through charisma, social media clout, or subtle neural hacks. Use to negotiate with fixers or sway corp execs.
Example Check: Cha (Net Influence) to broker a deal with a black-market dealer.
Religion (Intelligence)Cyberpunk: AI Cults
Knowledge of digital deities, AI worship, and techno-spiritual rites. Use to decipher cultic code or commune with a sentient server.
Example Check: Int (AI Cults) to interpret a cryptic message from a rogue AI.
Sleight of Hand (Dexterity)Cyberpunk: Cyber-Trickery
Deft manipulation of tech, from pickpocketing credsticks to planting trackers. Use for sleight-of-hand hacks or disabling devices unnoticed.
Example Check: Dex (Cyber-Trickery) to swap a guard’s ID chip with a fake.
Stealth (Dexterity)Cyberpunk: Shadow Protocol
Moving unseen through urban jungles, using cloaking tech or crowd cover. Use to evade security cams or slip past corp patrols.
Example Check: Dex (Shadow Protocol) to sneak through a megacorp’s laser grid.
Survival (Wisdom)Cyberpunk: Grid Survival
Navigating hostile urban or digital environments, from scavenging in slums to surviving net blackouts. Use to track targets or endure toxic zones.
Example Check: Wis (Grid Survival) to find a safe route through a gang-controlled sprawl.
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.
Alchemist’s SuppliesCyberpunk: Nano-Chem Kit
Tools for crafting bio-drugs, nano-solutions, or chemical hacks. Use to create stims, toxins, or repair nanites (same as Alchemist’s Supplies: add proficiency to Int/Wis checks for chemical tasks).
Example: Craft a combat stim granting temp HP.
Brewer’s SuppliesCyberpunk: Synth-Brew Rig
Equipment for brewing synthetic alcohols or nutrient slurries. Use to concoct street-legal drinks or performance enhancers (same mechanics: downtime brewing, add proficiency to checks).
Example: Brew a neon cocktail that boosts Charisma temporarily.
Calligrapher’s SuppliesCyberpunk: Holo-Tagger Kit
Tools for creating AR graffiti or encrypted digital signatures. Use to forge holo-IDs or tag turf with untraceable markers (same: add proficiency to artistic or forgery checks).
Example: Create a holo-signature to bypass a security scan.
Carpenter’s ToolsCyberpunk: 3D Print Rig
Portable 3D printers for crafting tech components or structural mods. Use to build drones or reinforce hideouts (same: add proficiency to crafting/repair checks).
Example: Print a drone chassis during downtime.
Cartographer’s ToolsCyberpunk: AR Mapping Suite
Software and AR goggles for mapping urban grids or digital networks. Use to navigate sprawls or chart net nodes (same: add proficiency to navigation checks).
Example: Map a corp’s server architecture for a hack.
Cobbler’s ToolsCyberpunk: Cyber-Footwear Mods
Tools for customizing boots with stealth soles or speed boosters. Use to craft enhanced footwear (same: add proficiency to footwear crafting).
Example: Mod boots for +5 ft speed in urban terrain.
Cook’s UtensilsCyberpunk: Food Synth Processor
Devices for synthesizing edible rations or flavoring nutrient paste. Use to create morale-boosting meals (same: add proficiency to cooking checks).
Example: Synth a meal to recover extra HP during rest.
Disguise KitCyberpunk: Holo-Disguise Projector
Portable holo-tech for altering appearance via AR overlays. Use to impersonate others or blend in (same: add proficiency to disguise checks).
Example: Project a corp exec’s face to infiltrate a meeting.
Forgery KitCyberpunk: Data Forgery Suite
Software for crafting fake credsticks, IDs, or net credentials. Use to forge digital documents (same: add proficiency to forgery checks).
Example: Forge a corp pass to access restricted servers.
Gaming SetCyberpunk: VR Game Deck
A neural-linked console for virtual reality games or e-sports. Use for gambling or social clout (same: add proficiency to gaming checks). Variants include:
Neon Chess Deck: Strategy sims.
Cyber-Cards: Digital card battles.
Holo-Dice: AR gambling games.
Example: Win a VR duel to gain a fixer’s respect.
Glassblower’s ToolsCyberpunk: Optic Fabricator
Tools for crafting lenses or holo-displays. Use to create AR goggles or laser optics (same: add proficiency to crafting checks).
Example: Build a HUD lens for enhanced targeting.
Herbalism KitCyberpunk: Bio-Hack Kit
Tools for synthesizing bio-mods or countering toxins. Use to craft stims or antidotes (same: add proficiency to medicine checks).
Example: Create a nano-antidote for a poison.
Jeweler’s ToolsCyberpunk: Cyber-Implant Crafter
Precision tools for crafting or modding cybernetic implants. Use to install optics or neural jacks (same: add proficiency to crafting checks).
Example: Craft a reflex booster implant.
Leatherworker’s ToolsCyberpunk: Synth-Leather Fabricator
Machines for crafting synthetic armor or stealth suits. Use to make light armor or gear (same: add proficiency to crafting checks).
Example: Create a nano-fiber jacket with +1 AC.
Mason’s ToolsCyberpunk: Plasteel Constructor
Tools for shaping plasteel or urban materials. Use to build barricades or repair structures (same: add proficiency to construction checks).
Example: Reinforce a safehouse wall.
Painter’s SuppliesCyberpunk: AR Art Suite
Software for creating neon murals or digital art in augmented reality. Use to boost rep or create distractions (same: add proficiency to artistic checks).
Example: Paint an AR mural to rally a crowd.
Potter’s ToolsCyberpunk: Ceramic Fabricator
Tools for crafting ceramic tech or containers. Use to make EMP-resistant casings (same: add proficiency to crafting checks).
Example: Build a shielded drone shell.
Smith’s ToolsCyberpunk: Cyber-Smith Rig
Forges for crafting vibroblades or tech weapons. Use to create or repair melee weapons (same: add proficiency to crafting checks).
Example: Forge a monomolecular blade.
Thieves’ ToolsCyberpunk: Hacking Tools
Devices for bypassing digital locks or security systems. Use to hack terminals or disable alarms (same: add proficiency to lockpicking/hacking checks).
Example: Hack a corp door’s security panel.
Tinker’s ToolsCyberpunk: Tech-Tinker Kit
Tools for modding gadgets or small drones. Use to jury-rig devices or repair tech (same: add proficiency to crafting/repair checks).
Example: Mod a drone for extra speed.
Weaver’s ToolsCyberpunk: Nano-Fiber Loom
Machines for weaving nano-fiber clothing or armor. Use to craft stealth suits or smart fabrics (same: add proficiency to crafting checks).
Example: Weave a cloak with thermal cloaking.
Woodcarver’s ToolsCyberpunk: Synth-Wood Carver
Tools for shaping synthetic materials or bio-plastics. Use to craft custom gear or decoys (same: add proficiency to crafting checks).
Example: Carve a bio-plastic decoy drone.
Musical InstrumentCyberpunk: Performance Device
Devices like synthesizers, neural mixers, or AR soundboards for music or holo-shows. Use to perform or influence (same: add proficiency to performance checks). Variants:
Synth-Decks: Digital music consoles.
Neural Mixers: Brain-linked sound manipulators.
Holo-Boards: AR visual/music hybrids.
Example: Perform a viral AR show to distract guards.
Navigator’s ToolsCyberpunk: Grid Navigator
AR navigation software for urban or digital grids. Use to chart routes or avoid hazards (same: add proficiency to navigation checks).
Example: Navigate a blackout zone’s grid.
Poisoner’s KitCyberpunk: Neuro-Toxin Synthesizer
Tools for crafting digital or chemical toxins. Use to create malware or poisons (same: add proficiency to poison checks-efying checks).
Example: Synth a neural virus to debilitate a foe.
Vehicles (Land)Cyberpunk: Cyber-Rig Controls
Expertise in piloting drones, bikes, or smart vehicles. Use to drive or hack rigs (same: add proficiency to vehicle checks).
Example: Pilot a hover-bike through a chase.
Notes
Mechanics: All proficiencies function as in the 2024 SRD (add proficiency bonus to relevant ability checks; tools often enable specific crafting or tasks during downtime). The flavor is purely thematic.
Custom Skill (Technology): Your drafts included a Technology skill, which I retained as a homebrew skill for hacking/cybernetics. If not using it, replace with Investigation (Data Sleuthing) or Arcana (Technomancy) for tech tasks.
Balance: The conversions avoid adding new mechanics, keeping them compatible with 5e. Tools like Hacking Tools or Tech-Tinker Kits enable cyberpunk-specific tasks (e.g., bypassing digital locks, modding gear) without breaking balance.
Fun Factor: Names like "Shadow Protocol" or "AR Showmanship" evoke cyberpunk immersion, encouraging roleplay in neon-lit streets or virtual nets.
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
Any NPC the crew meets could become a contact if they make an impression (good or bad).
Instead of tracking numbers, just tag them with a vibe:
Ally (trusts you)
Neutral (business only)
Hostile (will use you if it suits them)
2. Contact Rating (Simple Tier System)
Contacts only need three levels for cinematic play:
Street (Small Fish): Local hustlers, bartenders, small gang lookouts.
Jobs: courier runs, low-pay hits, fetch quests with danger.
Crew (Established Operator): Fixers, gang lieutenants, cyber-docs, neighborhood reps.
Jobs: dangerous runs, sabotage, mid-tier pay with strings attached.
Boss (Power Player): Corp execs, syndicate bosses, legendary fixers.
Jobs: high-stakes heists, political hits, “you may not walk away” rewards.
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):
They’ve got a job (mission hook).
They feed you intel (about the world, another contact, or your enemies).
They want a favor first (before helping you).
They’re in trouble (rescue/cover them or lose them).
They double-cross you (the job is bait or a setup).
They ghost you (no response—forces the crew to scramble).
4. High Risk, High Reward Jobs
Street contacts → jobs pay cash.
Crew contacts → jobs pay cash + gear/favors.
Boss contacts → jobs pay life-changing rewards (corp secrets, immunity, legendary cyberware)… but always with a price.
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:
Burned: Nobody trusts you. Jobs are suicide missions.
Edgerunner: You’re known. The streets whisper your name.
Legend: Fixers compete to get you killed or on their payroll.
This lets the GM keep things flowing cinematically without turning it into bookkeeping.
Quick Example in Play:
The crew calls their Street-level bartender contact. GM rolls: 3 (wants a favor first).
“Listen chooms, I’ll hook you up with a job… but first you gotta shake down these gangoons who’ve been wrecking my joint.”
That favor spirals into a bigger arc when a Crew-level fixer notices and calls them up with a real payday.
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
Type: Street Gang Fixer
Personality: Bold, ruthless, and cunning, Rika is a former Yakuza enforcer turned street-level fixer. She deals primarily with the gangs of Next Tokyo, running illegal races and arms deals.
Specialty: Rika specializes in low-to-mid-level gang jobs, including theft, street races (like the Midnight Club), and territorial disputes.
Quirks: Smokes heavily and speaks in clipped sentences. Will frequently ask for payment upfront but leaves room for negotiation.
Mission Example: "The Grand Heist" — Players are hired to steal high-tech weapons from a rival gang's storage facility.
2. Kazuo "The Spider" Kuroda
Type: Corporate Insider
Personality: Cold, calculating, and distant, Kazuo is a Zaibatsu insider with a network of corporate informants. He sees people as assets and liabilities.
Specialty: High-stakes corporate espionage, data theft, and blackmail jobs for or against the Zaibatsu.
Quirks: He often speaks in code and never meets in person, preferring to communicate via encrypted NeuroNET channels.
Mission Example: "Ghost in the NeuroNET" — Players are tasked with infiltrating a rival Zaibatsu’s digital vault to extract classified tech schematics.
3. Sierra "Sly" Nakamura
Type: Mercenary Contractor
Personality: Friendly but dangerous, Sierra thrives on chaos. She handles freelance contracts for mercenary teams, putting them on missions that involve combat, assassinations, and high-risk raids.
Specialty: Freelance combat operations and hit jobs for corporations or criminal groups.
Quirks: Loves to joke and use humor, but when it's time for business, she flips to a no-nonsense demeanor. Always carries a signature neon blue pistol.
Mission Example: "Eliminate the Target" — Players are hired to assassinate a corporate executive before he can sell vital data to a rival faction.
4. Viktor "V" Markov
Type: Smuggler Kingpin
Personality: Laid-back and charming, Viktor is the go-to guy for illegal goods, whether it's weapons, cyberware, or experimental biogenetics. He controls the black market in certain parts of the city.
Specialty: Smuggling, illegal goods acquisition, and black-market deals.
Quirks: He has a penchant for wearing vintage Earth clothing and makes light of serious situations. He can get anything for a price but never gets his hands dirty.
Mission Example: "Biohazard Shipment" — Players are hired to smuggle a dangerous, experimental bioweapon across the city while evading corporate security and law enforcement.
5. Maya "Ghost Whisperer" Takahashi
Type: Psionic Underground Leader
Personality: Quiet, enigmatic, and insightful, Maya is the leader of an underground network of psionics trying to escape corporate control. She is haunted by her own psionic abilities.
Specialty: Psionic liberation, human trafficking for the illegal psionic drug Manna, and underground resistance.
Quirks: Her eyes glow faintly from the effects of long-term Manna usage. She speaks cryptically about the future and often gives out information that is seemingly unrelated to the mission.
Mission Example: "Rescue the Unseen" — Players are tasked with freeing a group of captured psionics from a Zaibatsu facility, avoiding heavy security and ICE bots.
6. Old Man Roshi
Type: Mentor and Information Broker
Personality: Wise, calm, and reserved, Roshi is an elderly blind swordmaster who has deep ties to ancient traditions and modern espionage. He serves as a mentor to Ghost and other skilled assassins.
Specialty: Stealth missions, combat training, and spiritual guidance.
Quirks: Despite his blindness, he can sense his surroundings through psionics and enhanced hearing. He often speaks in cryptic riddles and advises restraint before violence.
Mission Example: "Silent Blade" — Roshi sends players on a mission to assassinate a powerful corporate executive without leaving any trace of their presence.
7. Kyra "Silver Tongue" Lang
Type: Media Fixer
Personality: Charismatic and sharp, Kyra manipulates information as easily as breathing. She works for the media giants but moonlights as an independent journalist and whistleblower.
Specialty: Information warfare, media manipulation, and PR sabotage.
Quirks: Kyra constantly records conversations, flipping her glasses on and off to capture footage. She’s obsessed with the truth but isn’t above twisting it to suit her needs.
Mission Example: "False Broadcast" — Kyra hires the players to hijack a Zaibatsu-controlled media channel and broadcast damning evidence of their unethical experiments.
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Contact Mechanics
Favor Points: Players accumulate Favor Points with each contact based on how successfully they complete missions and how well they maintain the relationship. Favor Points can be spent to:
Unlock exclusive missions.
Gain insider information.
Obtain rare black-market items or tech.
Call in emergency support during missions (e.g., a safe house, backup, or extra gear).
Reputation System: Each contact maintains a Reputation Score with the players. Reputation influences the types of missions offered and the rewards available. As Reputation improves, contacts may grant access to higher-tier missions and rare tech.
Cross-Contact Rivalries: Some contacts may have conflicting interests. Building a relationship with one contact could damage your standing with another. This adds layers of tension as players choose who to support.
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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
Ability Score Increase: Two different ability scores of your choice increase by 1.
Skills: Gain proficiency in one skill of your choice.
Feat: Gain one feat of your choice.
Languages: You can speak, read, and write Common and one extra language of your choice.
Versatility: Once per short rest, you can gain advantage on one skill check, attack roll, or saving throw of your choice.
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
Ability Score Increase: +2 to one ability score of your choice, +1 to another ability score of your choice.
Enhanced Senses: You gain darkvision up to 60 feet and proficiency in Perception.
Cybernetic Resilience: You have advantage on saving throws against being poisoned and resistance to poison damage.
Integrated Tools: Choose one tool proficiency. You have an integrated tool kit that cannot be lost or stolen.
System Override: Once per long rest, you can reroll one failed saving throw.
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
Ability Score Increase: +2 Intelligence, +1 to another ability score of your choice.
Constructed Nature: You do not need to eat, drink, or breathe, and you are immune to disease.
Artificial Mind: You have advantage on saving throws against being charmed and frightened.
Modular Body: You can integrate up to two cybernetic enhancements without any additional penalties.
Recharge: Once per long rest, you can use an action to regain hit points equal to your level.
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
Ability Score Increase: +1 to three different ability scores of your choice.
Biotech Integration: You can choose one biological enhancement from a specific list (e.g., enhanced strength, accelerated healing).
Adaptive Physiology: You have resistance to one type of damage of your choice (acid, cold, fire, lightning, or thunder).
Regenerative Tissue: You can heal yourself for a number of hit points equal to your proficiency bonus once per long rest.
Organic Interface: Gain proficiency in Medicine and one additional tool of your choice.
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
Ability Score Increase: +2 to one ability score of your choice, +1 to a different ability score of your choice.
Mutant Abilities: Choose one from a list of mutations (e.g., enhanced strength, telepathy, regeneration).
Unpredictable Nature: You can reroll one ability check, attack roll, or saving throw once per long rest. You must use the new roll.
Adaptive Resistance: Gain resistance to one type of damage based on your mutation (e.g., poison, radiation).
Survivor's Instinct: Gain proficiency in Survival and one additional skill of your choice.
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)
Due to their extraplanar origins, some Shadowkind may appear more alien in form and function.
Ability Score Increase: Choose either Intelligence, Charisma, or Dexterity to increase by +2, and another by +1.
Shadowkind are often quick-thinking, agile, or possess a strange charm that sets them apart.
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)
Depending on their origin or adaptation, Shadowkind vary in size.
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:
Shadow Step: When you use your Planar Phase feature, you can teleport up to 15 feet to an unoccupied space you can see before returning to the material plane.
Infiltrator: You gain proficiency in Stealth and one tool of your choice (e.g., Thieves' Tools or a hacking tool).
Voidkin:
Void Heart: When you take necrotic damage, you can absorb some of the energy to regain hit points equal to half the necrotic damage dealt. You can use this feature once per long rest.
Fell Presence: You can use your reaction to impose disadvantage on an attack roll targeting you or an ally within 5 feet. You can use this ability a number of times equal to your proficiency bonus per long rest.
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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
Salvatore "Silk" Moreno: A smooth-talking operator who deals with the black market trade of biogenetics and cybernetics. Always dressed in sleek suits, Silk is known for cutting deals that benefit him more than his clients. He’s the primary liaison for outsiders seeking to do business with The Syndicate.
Vera "Viper" Ivankov: The Syndicate's top enforcer, Viper specializes in making problems disappear—permanently. Her cybernetic enhancements make her a dangerous adversary. If the players need someone eliminated or muscle for a dangerous job, she’s their contact.
Ilya "Wires" Petrov: A master hacker who handles the Syndicate’s digital operations. If players need to break into corporate servers, Wires can get them in—at a price. He also provides data theft missions, which could expose sensitive information about Zaibatsu corporations.
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:
Smuggle the shipment and avoid detection.
Option to keep a portion of the shipment and risk crossing The Syndicate.
Branching Choices:
Deliver the goods as promised and gain favor.
Keep a portion of the shipment and attempt to sell it elsewhere (risking Syndicate retaliation).
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:
Infiltrate the rival gang’s hideout and rescue the informant.
Branching Choices:
Save the informant, securing the Syndicate’s trust.
Leave the informant to their fate and sell information to the rival gang for a higher payout.
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:
Track down and assassinate the traitor, who is hiding under corporate protection.
Branching Choices:
Complete the assassination, cementing your loyalty to the Syndicate.
Warn the target and orchestrate their escape in exchange for critical information about the Syndicate’s operations.
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:
Break into the network using Wires' tech expertise, avoiding ICE and corporate security bots.
Branching Choices:
Complete the mission, steal the tech, and hand it to The Syndicate, gaining powerful rewards.
Leak the information to a rival or keep the plans for yourself, but risk being hunted by the Syndicate.
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:
Defend yourself against Viper and her heavily armed Syndicate operatives.
Alternatively, negotiate a deal with Silk to buy your way back into The Syndicate’s good graces—at a steep price.
Branching Choices:
Defeat Viper, severing ties with The Syndicate but gaining her cybernetic enhancements.
Strike a deal with Silk, returning to the Syndicate's fold but under closer scrutiny.
Trading Goods, Services, and Information
Goods: The Syndicate offers rare, illegal cyberware, biogenetic modifications, and powerful weapons. Players can trade favors or credits for these upgrades.
Services: The Syndicate can provide protection, assassins, or insider information about corporate dealings. This might involve hiring muscle for a job or getting a hacker to erase your criminal records.
Information: By trading secrets with The Syndicate, players can uncover vital details about rival gangs, Zaibatsu projects, or hidden treasures in the ruins of Old Japan.
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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:
BioPharm Solutions: A subsidiary specializing in pharmaceuticals, manufacturing everything from life-extending drugs for the wealthy elite to mind-altering substances for control and manipulation.
Genesis Genetics: A research institute dedicated to pushing the boundaries of genetic engineering, often engaging in ethically dubious experiments on both humans and animals.
EcoLife Agriculture: A front company focused on genetically modified crops and livestock, with the hidden agenda of monopolizing the world's food supply through patented genetic strains.
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:
SynthMind Solutions: A subsidiary specializing in neural implants and brain-computer interfaces, offering services ranging from memory enhancement to emotion suppression.
Virtuo Entertainment: A media conglomerate producing addictive virtual reality experiences designed to manipulate perceptions and reinforce NeuroNexus' propaganda.
MindGuard Security: A cybersecurity firm providing protection against "mind hacks" and neural intrusion, while secretly implanting backdoors for NeuroNexus to exploit.
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:
EcoSphere Solutions: A subsidiary focused on sustainable energy and environmental engineering, serving as a front for Zenith's exploitation of natural resources and manipulation of climate control systems.
RoboWorks Manufacturing: A leading robotics manufacturer supplying automated labor to industries worldwide, while secretly developing militarized drones and androids for Zenith's private army.
SmartCity Infrastructure: A construction company specializing in high-tech urban development projects, integrating surveillance systems, automated transportation networks, and AI-controlled infrastructure to maintain Zenith's grip on Next Tokyo.
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:
NetGuard Technologies: A cybersecurity firm providing services to governments, corporations, and individuals, while secretly engaging in state-sponsored espionage and data mining operations.
DataForge Analytics: A data analytics company specializing in predictive algorithms and behavioral analysis, assisting Oroshi in profiling and manipulating target populations for social engineering purposes.
QuantumLink Communications: A telecommunications giant providing global connectivity through satellite networks and quantum encryption technology, serving as Oroshi's primary means of controlling information flow and censoring dissenting voices.
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
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:
(a) a cyber-enhanced melee weapon (vibro-axe or monomolecular sword) or (b) a ranged weapon with cyber attachments (smart pistol or gauss rifle)
(a) light armor or (b) medium armor
A shield or combat implant package (+1 AC implant)
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:
You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a Cyber Berserker, as shown in the Rage Damage column of the Cyber Berserker table.
You have resistance to bludgeoning, piercing, and slashing damage.
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:
Make a melee weapon attack against a hostile creature.
Force a hostile creature to make a saving throw.
Use a bonus action to maintain the rage.
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:
Forceful Surge. The extra damage is 1d6 of the weapon's type. The target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be pushed up to 10 feet away from you and knocked prone.
Stunning Surge. The extra damage is 1d6 thunder. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Debilitating Surge. The extra damage is 1d6 psychic. The target has disadvantage on the next attack roll it makes before the end of your next turn.
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:
(a) a vibroblade or (b) a pistol
A digital performance device (e.g., synthesizer implant or AR glasses)
(a) an explorer's pack or (b) a hacker's pack
Light armor (e.g., synthetic leather jacket with embedded circuits)
10 credsticks (reskinned gold pieces)
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.
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
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.
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)
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.
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.
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
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
Transformation Mechanics: When you transform, you assume the creature’s hit points and Hit Dice. Your ability scores, saving throw proficiencies, and skill proficiencies remain, but you can use the creature’s physical statistics (Strength, Dexterity, Constitution) if they are higher. You retain your alignment, personality, and mental abilities (Intelligence, Wisdom, Charisma). You can’t cast spells, but you can concentrate on spells already cast. Your equipment merges into your new form or falls to the ground (your choice).
Bioengineered Traits: When using Biogenetic Wild Shape, you can choose one bioengineered enhancement for your form (e.g., +1 AC from nano-plating, +10 feet movement speed, or a cybernetic attack dealing 1d6 additional damage of a type like force or poison). The enhancement must suit the creature’s form and is chosen each time you transform.
Duration: You can stay in a biogenetic form for a number of hours equal to half your Eco-Hacker Druid level (rounded down). You can revert to your normal form earlier by using a bonus action. You revert if you fall unconscious, drop to 0 hit points, or die.
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)
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:
Nano-Plating: +2 AC
Adrenal Surge: +15 feet movement speed
Toxic Claws: Melee attacks deal an additional 1d8 poison damage
Chameleon Skin: Advantage on Stealth checks
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)
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)
Druidcraft (bio-craft)
Guidance (intuition hack)
Mending (bio-repair)
Poison Spray (toxin burst)
Produce Flame (bio-flare)
Resistance (nano-shield)
Shillelagh (gene-staff)
Thorn Whip (bio-lash)
1st Level
Animal Friendship (bio-charm)
Charm Person (neural charm)
Create or Destroy Water (coolant cycle)
Cure Wounds (nano-heal)
Detect Magic (bio-scan)
Detect Poison and Disease (toxin scan)
Entangle (bio-vines)
Faerie Fire (target highlight)
Fog Cloud (nano-mist)
Goodberry (synth-berry)
Healing Word (remote heal)
Jump (bio-leap)
Longstrider (speed boost)
Purify Food and Drink (nano-purify)
Thunderwave (sonic pulse)
2nd Level
Animal Messenger (bio-drone)
Barkskin (nano-bark)
Darkvision (night vision)
Enhance Ability (bio-boost)
Flaming Sphere (plasma orb)
Heat Metal (overheat)
Lesser Restoration (system purge)
Locate Animals or Plants (gene-track)
Locate Object (tracker ping)
Moonbeam (lunar beam)
Pass Without Trace (urban blend)
Spike Growth (bio-thorns)
Spider Climb (wall-grip)
3rd Level
Call Lightning (arc storm)
Conjure Animals (summon bioforms)
Daylight (flare light)
Dispel Magic (tech purge)
Meld into Stone (bio-phase)
Plant Growth (accelerated growth)
Protection from Energy (bio-shield)
Sleet Storm (static jam)
Speak with Plants (flora interface)
Water Breathing (aqua-lung)
Water Walk (grav walk)
4th Level
Blight (bio-decay)
Conjure Minor Elementals (summon nano-swarms)
Control Water (hydro-control)
Dimension Door (tele-jump)
Dominate Beast (bio-control)
Freedom of Movement (unhindered)
Giant Insect (mega-bioform)
Hallucinatory Terrain (AR terrain)
Polymorph (bio-morph)
Stone Shape (bio-sculpt)
Stoneskin (bio-armor)
5th Level
Awaken (gene-awaken)
Commune with Nature (eco-scan)
Conjure Elemental (summon bio-elemental)
Contagion (bio-virus)
Geas (bio-command)
Greater Restoration (full bio-repair)
Insect Plague (nano-swarm)
Planar Binding (bio-bind)
Tree Stride (green teleport)
Wall of Stone (bio-wall)
6th Level
Conjure Fey (summon bio-fey)
Heal (full bio-repair)
Heroes’ Feast (synth-feast)
Move Earth (terrain sculpt)
Sunbeam (solar beam)
Transport via Plants (bio-portal)
Wall of Thorns (nano-thorns)
7th Level
Fire Storm (plasma storm)
Regenerate (bio-regrowth)
Reverse Gravity (grav-invert)
Whirlwind (cyclone pulse)
8th Level
Animal Shapes (mass bio-morph)
Control Weather (climate hack)
Earthquake (seismic pulse)
Tsunami (hydro-surge)
9th Level
Foresight (bio-predict)
Shapechange (ultimate bio-morph)
Storm of Vengeance (eco-wrath)
True Resurrection (bio-rebirth)
Notes on Changes and Design Choices
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.
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.
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.
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.
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
Skills: Choose two from Acrobatics, Athletics, Intimidation, Perception, Stealth, Technology
Equipment
(a) a nano-fiber coat (chain mail) or (b) a bio-plated vest (scale mail)
(a) a vibro-blade or (b) a mono-filament whip
(a) a plasma pistol with 20 energy cells or (b) a shield
(a) a street kit or (b) a tech kit
A cybernetic interface (used for augmentations)
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:
Dueling: +2 damage with a melee weapon wielded in one hand.
Archery: +2 to attack rolls with ranged weapons.
Defense: +1 to AC while wearing armor.
Two-Weapon Fighting: Add ability modifier to the damage of the second attack.
Street Brawler: Unarmed strikes and improvised weapons deal 1d6 damage, and you gain +1 to attack rolls with them.
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:
Nano-Musculature: +2 Strength (max 22).
Reflex Boosters: +2 Dexterity (max 22).
Dermal Plating: +1 AC when wearing armor.
Optic Targeting: +2 to ranged attack rolls.
Adrenal Overdrive: +10 feet movement speed and advantage on Initiative rolls.
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
Hit Dice: 1d8 per Cyber-Monk level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per level after 1st
(a) Nano-Weave Gi (+1 AC, advantage on Shadow Protocol 1/short rest) or (b) Cyber-Skin Suit (10 + Dex AC)
10 energy cells (power cybernetic abilities)
Smart Drone (see below)
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:
Cyber-Fist: Unarmed strikes deal 1d4 (scales to d12, see table) bludgeoning, use Dex for attack/damage.
Bonus Strike: After Attack action with Cyber-Fist/Electro-Blade, make one unarmed strike as bonus action.
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:
Neural Barrage: Spend 1 point for two unarmed strikes as bonus action after Attack action.
Patient Interface: Spend 1 point to Dodge as bonus action.
Data Step: Spend 1 point to Disengage/Dash as bonus action, double jump distance for turn.
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.
Level 3: Neural StrikesUnarmed strikes count as magical for overcoming resistances. Spend 1 Neural Energy point to add Martial Arts die to one strike’s damage.
Level 6: Neural OverdriveAs action (1/long rest), for 1 minute: +20 ft speed, advantage on Cyberkinetics, one extra attack on Attack action. Overload: Post-overdrive, DC 15 Con or -10 ft speed for 1 min.
Level 11: Resonance FieldSpend 3 Neural Energy points to emit a 10-ft field (1 min). Melee attackers take shock damage equal to Wis mod. Allies gain +1 AC.
Level 3: Silent CircuitGain proficiency in Shadow Protocol and Hacking Tools. Spend 1 Neural Energy point on a monk weapon/unarmed strike to add Martial Arts die damage.
Level 6: Cloak of ShadowsSpend 1 Neural Energy point as bonus action in dim light/darkness to become invisible until your next turn’s start or attack/spell.
Level 11: Shadow HackIn dim light/darkness, as bonus action, teleport 60 ft to another dim/dark area. Gain advantage on next melee attack before turn’s end.
Level 17: Neural SabotageSpend 3 Neural Energy points on a monk weapon/unarmed hit. Target makes Con save or takes Martial Arts die damage each turn until healed magically or you use this on another target.
Way of the Cyber-Fist
Dominate with cybernetic melee prowess.
Level 3: Cybernetic StrikeGain proficiency with one cybernetic augment (e.g., Nano-Arm: +1 unarmed damage). Spend 1 Neural Energy point on unarmed strike to add Martial Arts die + Wis mod damage.
Level 6: Cybernetic AugmentChoose one:
Reflex Implant: +2 AC while unarmored.
Bionic Fists: Unarmed strikes deal +Wis mod damage.
Nano-Repair: Regain Wis mod HP at turn start if below half HP.
Level 11: Cybernetic ResilienceAdvantage on saves vs. charmed/frightened. Resist poison damage.
Level 17: Cyber-FrenzyAs bonus action (1/long rest), for 1 minute: unarmed strikes deal max damage, one extra unarmed strike on Attack action. Overload: Post-frenzy, DC 15 Con or stunned 1 round.
Way of the Data Kami
Manipulate digital systems with kami-coded precision.
Level 3: Data HackGain proficiency in Technomancy and Hacking Tools. Spend 1 Neural Energy point as action to hack a device within 30 ft (DC 15-20 Technomancy check, DM sets effects, 1 min control).
Level 6: Cyber-MindAdvantage on Int saves. Can’t be charmed while conscious.
Level 11: Holo-ProjectionAs action (Wis mod times/long rest, min 1), project a holo-avatar within 60 ft (1 min, 30 ft/turn movement). See/hear/speak through it.
Level 17: Data SurgeAs action (1/long rest), emit 30-ft radius burst. Creatures make Con save (DC = 8 + proficiency + Wis) or take 8d8 force damage (half on success). Devices/constructs malfunction (disabled 1 min). Overload: Crit taken, DC 15 Int or lose 1 Neural Energy point.
Equipment Details
Nano-Weave Gi: +1 AC, unarmored. Bonus action (1/short rest): Advantage on Shadow Protocol for 10 min.
Monofilament Wire: 1d6 slashing, finesse, reach. As action, grapple to entangle (DC 13 Dex or restrained until escape).
Smart Drone: AC 15, HP 20, fly 30 ft. Str 8, Dex 16, Con 10, Int 6, Wis 10, Cha 6. Skills: Perception +4, Stealth +6. Taser: +6, 20/60 ft, 1d4 shock, DC 13 Con or stunned until your next turn’s end. Help Action: Assist as bonus action.
Notes
Balance: Aligned with SRD Monk (e.g., Martial Arts die d4-d12, Neural Energy = Ki). Damage capped (e.g., Data Surge at 8d8 vs. Fireball’s 8d6) to match level-appropriate threats. Overload drawbacks ensure balance.
Redundancies Fixed: Merged Cybernetic Upgrade/Body, streamlined tradition features (e.g., Neural Overdrive replaces Overclock). Removed redundant language skills (Neural Resonance).
Japanese Cyberpunk Flavor: Nano-sakura implants, kami-coded hacks, and yakuza discipline tie to your setting (e.g., Eco-Hacker’s nano-sakura, Street Samurai’s mono-katana). Traditions reflect distinct roles (melee, stealth, hacking).
Playability: Cyber-Monk offers versatile roles (melee striker, stealth hacker, tech support) with clear tradition paths. Neural Flow suits agile brawlers, Shadow Circuit for assassins, Cyber-Fist for tanks, Data Kami for hackers.
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
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.
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.
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:
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: 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.
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
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).
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).
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
You start with the following equipment, in addition to the equipment granted by your background:
(a) a submachine gun (1d8 piercing, ammunition (range 60/180), burst fire) or (b) two smart pistols (1d6 piercing, ammunition (range 30/120), light)
(a) a mono-blade (1d6 slashing, finesse, light) or (b) a vibro-knife (1d4 slashing, finesse, light, critical on 19-20)
(a) hacking tools or (b) electronic lockpicks
A nano-fiber jacket (light armor, AC 11 + Dex)
20 nano-bullets
An encrypted comm device
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:
Your speed increases by 10 feet.
You gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.
You have a hidden melee weapon implanted in your arm that you can deploy as a bonus action. The weapon has the statistics of a short sword (1d6 slashing, finesse, light).
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).
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:
(a) a light energy pistol and 20 energy cells or (b) any simple weapon
(a) a component pouch or (b) a Technomancer’s focus (neural interface chip)
(a) hacking tools or (b) a simple weapon
(a) an urban explorer’s pack or (b) a dungeoneer’s pack
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.
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:
(a) a light energy blade or (b) a light firearm
(a) hacking tools or (b) a corporate access device
A nano-fiber jacket (light armor)
An encrypted communicator
A backpack, a data pad, an emergency medkit, a basic toolkit, 50 credits
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.
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
You start with the following equipment, in addition to the equipment granted by your background:
Hacking tools (reskinned spellbook)
A data tablet (spellcasting focus)
A simple weapon (e.g., vibro-dagger)
An urban explorer’s pack
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.
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.
Skill Proficiencies: Investigation, Persuasion
Tool Proficiencies: Hacking tools
Equipment: A set of formal business clothes, a company ID card (possibly revoked), a data chip with confidential corporate secrets, 500 credits
Feature: Corporate Ties
You still have contacts in corporate sectors. Once per long rest, you can call in a favor from your old corporate network, gaining access to resources, information, or backup for a specific mission. These favors are not unlimited and may come with strings attached.
---
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.
Skill Proficiencies: Intimidation, Athletics
Tool Proficiencies: Firearms, simple explosives
Equipment: A favorite weapon (pistol, blade, or similar), a combat jacket, 200 credits, a scar or cybernetic from a past mission
Feature: Urban Survivalist
You know how to navigate the dangerous streets of the city, avoiding patrols, rival gangs, and surveillance. You can always find a safe house or low-profile location to lay low, even when the heat is on.
---
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.
Skill Proficiencies: Technology, Sleight of Hand
Tool Proficiencies: Hacking tools, data processors
Equipment: A portable NeuroNET deck, a worn jacket with built-in interface ports, a neural implant for instant internet access, 300 credits
Feature: Digital Ghost
When you jack into a system, your digital signature is masked, making it harder for enemies or systems to track you. You have Advantage on checks to remain undetected in the NeuroNET.
---
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.
Equipment: A katana or pistol, a set of tattoos marking you as Yakuza, an encrypted communicator, 200 credits
Feature: Underworld Network
You maintain connections to the criminal underworld, especially in Yakuza territories. You can call on them for favors, like finding illegal weapons, transport, or protection, though every favor may increase the bounty on your head.
---
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.
Skill Proficiencies: Medicine, Insight
Tool Proficiencies: Cybernetic surgery tools, repair kits
Equipment: A diagnostic scanner, cybernetic repair tools, a modified limb or eye, 300 credits
Feature: Cybernetic Advantage
Your augmentations make you resistant to exhaustion, fear, and pain. Once per long rest, you can choose to gain Advantage on a saving throw against being frightened, charmed, or stunned.
---
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.
Skill Proficiencies: Acrobatics, Sleight of Hand
Tool Proficiencies: Vehicles (land), repair kits
Equipment: A fast ride (hover bike or sleek car), a toolkit for repairs, a visor that tracks AR race routes, 200 credits
Feature: Street Racer’s Reflexes
When piloting a vehicle, you have Advantage on checks to evade pursuit, avoid hazards, or perform dangerous maneuvers. You also know hidden shortcuts and routes in the city that others might miss.
---
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.
Skill Proficiencies: Survival, Athletics
Tool Proficiencies: Improvised weapons
Equipment: A patchwork cloak, a radiation detector, a crude weapon, 150 credits
Feature: Survivor of the Wastes
You’re adept at scavenging, foraging, and surviving in hostile environments. You can find food, water, or basic materials in desolate or urban areas where others would struggle, and you gain Advantage on saving throws against disease or radiation.
---
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.
Skill Proficiencies: History, Insight
Tool Proficiencies: Hacking tools, vehicles (air)
Equipment: A luxury wristwatch, designer clothing, a corporate account with 1000 credits, a corporate access card
Feature: Corporate Privilege
You can request high-level access to restricted areas within corporate territories. People often recognize your family name, giving you Advantage on Persuasion checks in corporate settings, though this might draw unwanted attention from enemies.
---
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.
Equipment: A portable med-kit, a set of surgical tools, a vial of experimental drugs, 300 credits
Feature: Patchwork Surgeon
You can perform emergency medical care in the field, stabilizing a downed ally with a quick patch job. Once per long rest, you can restore hit points equal to 1d6 + your proficiency bonus to a creature, even without the use of a med-kit or spells.
---
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.
Skill Proficiencies: Investigation, Arcana
Tool Proficiencies: Hacking tools
Equipment: A synthetic body with hidden compartments, a data chip containing encrypted files on your origin, 500 credits
Feature: Digital Mind
Your synthetic nature allows you to interface with digital systems and manipulate them directly. Once per long rest, you can automatically succeed on a check to bypass a simple security system, network lock, or encrypted file.
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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:
Personality Traits: I am always curious and eager to learn new things about technology and cyberspace. I tend to see rules as suggestions and enjoy the thrill of outsmarting security systems.
Ideals: Knowledge. Information should be free, and everyone should have access to the truth.
Bonds: I owe a debt to a fellow hacker who once saved me from a severe digital trap set by a rival corporation.
Flaws: I can be overly confident in my abilities and sometimes take unnecessary risks, believing I can outsmart any system.
Feature Details:
Skill Proficiencies:
Investigation: Your keen eye for detail and your ability to notice patterns allow you to uncover hidden information and solve complex puzzles, both in the real world and in cyberspace.
Technology (Homebrew Skill): Your extensive knowledge of computers, networks, and software systems allows you to handle advanced tech, perform complex hacks, and repair or manipulate electronic devices.
Tool Proficiencies:
Cyberdeck: A specialized portable computer used for hacking into secure systems. Your proficiency with a cyberdeck allows you to perform hacking actions more effectively and efficiently.
Programming/Hacking Tools: Tools like a Cryptographic Sequencer or Firewall Breacher help you bypass security measures and access protected data.
Feature: Digital Ghost:
Hidden Data Nodes: You can locate and access concealed data storage within networks, allowing you to uncover hidden files or secret information that others might overlook.
Secure File Access: Your expertise allows you to break through digital security to access encrypted or restricted files.
Digital Environment Manipulation: You can alter the appearance and function of virtual environments within the matrix, creating illusions, opening hidden pathways, or disabling security measures.
Hacker Community Contacts: You are part of a clandestine network of hackers. These contacts can provide valuable information, share resources, or assist you in particularly challenging hacks, though they often require favors in return.
Suggested Characteristics:
Personality Traits:
I am always curious and eager to learn new things about technology and cyberspace.
I tend to see rules as suggestions and enjoy the thrill of outsmarting security systems.
Ideals: Knowledge. Information should be free, and everyone should have access to the truth.
Bonds: I owe a debt to a fellow hacker who once saved me from a severe digital trap set by a rival corporation.
Flaws: I can be overly confident in my abilities and sometimes take unnecessary risks, believing I can outsmart any system.
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—Origin, General, Fighting 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.
+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)
Legendary Resistance (3/Day): If the Cybernetic Warlord fails a saving throw, it can choose to succeed instead.
Fire Breath (Recharge 5-6): The Cybernetic Warlord exhales fire in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 77 (22d6) fire damage on a failed save, or half as much damage on a successful one.
Multiattack: The Cybernetic Warlord can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Frightful Presence: Each creature of the Cybernetic Warlord's choice that is within 120 feet of it and aware of it must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Corporate Overlord (formerly Lich):
Armor Class: 17 (Natural Armor)
Hit Points: 190 (20d12 + 60)
Speed: 30 ft., fly 50 ft. (hover)
Skills: Arcana +15, History +10, Insight +10
Senses: Truesight 120 ft., Passive Perception 20
Languages: Common, Undercommon, Abyssal
Challenge: 21 (33,000 XP)
Legendary Resistance (3/Day): If the Corporate Overlord fails a saving throw, it can choose to succeed instead.
Rejuvenation: If it has a phylactery, the Corporate Overlord returns to life with all its hit points 1 hour after its destruction. Only destroying the phylactery can permanently kill it.
Magic Resistance: The Corporate Overlord has advantage on saving throws against spells and other magical effects.
Legendary Actions: The Corporate Overlord 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. The Corporate Overlord regains spent legendary actions at the start of its turn.
Cantrip: The Corporate Overlord casts a cantrip.
Paralyzing Touch (Costs 2 Actions): The Corporate Overlord uses its Paralyzing Touch.
Legendary Resistance (3/Day): If the AI Sentinel fails a saving throw, it can choose to succeed instead.
Multiattack: The AI Sentinel can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Frightful Presence: Each creature of the AI Sentinel's choice that is within 120 feet of it and aware of it must succeed on a DC 25 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Legendary Resistance (3/Day): If the Cybernetic Behemoth fails a saving throw, it can choose to succeed instead.
Siege Monster: The Cybernetic Behemoth deals double damage to objects and structures.
Ink Cloud: While underwater, the Cybernetic Behemoth expels ink in a 60-foot radius. The cloud spreads around corners and is heavily obscured. Each creature other than the Cybernetic Behemoth that ends its turn there must succeed on a DC 23 Constitution saving throw or be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Cybernetic War Machine (formerly Empyrean):
Armor Class: 21 (Plate Armor)
Hit Points: 313 (19d12 + 171)
Speed: 50 ft., fly 100 ft.
Skills: Perception +14, Persuasion +12
Senses: Truesight 120 ft., Passive Perception 24
Languages: Common, Celestial
Challenge: 22 (41,000 XP)
Legendary Resistance (3/Day): If the Cybernetic War Machine fails a saving throw, it can choose to succeed instead.
Divine Awareness: The Cybernetic War Machine knows if it hears a lie.
Innate Spellcasting: The Cybernetic War Machine's spellcasting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, detect magic, invisibility (self only)
Legendary Resistance (3/Day): If the Cybernetic Enforcer fails a saving throw, it can choose to succeed instead.
Fire Breath (Recharge 5-6): The Cybernetic Enforcer exhales fire in a 60-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.
Multiattack: The Cybernetic Enforcer can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Frightful Presence: Each creature of the Cybernetic Enforcer's choice that is within 120 feet of it and aware of it must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Legendary Resistance (3/Day): If the Corporate Assassin fails a saving throw, it can choose to succeed instead.
Magic Resistance: The Corporate Assassin has advantage on saving throws against spells and other magical effects.
Magic Weapons: The Corporate Assassin's weapon attacks are magical.
Innate Spellcasting: The Corporate Assassin's spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
Legendary Resistance (3/Day): If the Cybernetic Guardian fails a saving throw, it can choose to succeed instead.
Magic Resistance: The Cybernetic Guardian has advantage on saving throws against spells and other magical effects.
Reflective Carapace: Any time the Cybernetic Guardian is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the Cybernetic Guardian is unaffected. On a 6, the Cybernetic Guardian is unaffected, and the effect is reflected back at the caster as though it originated from the Cybernetic Guardian, turning the caster into the target.
Regeneration: The Cybernetic Guardian regains 30 hit points at the start of its turn. If the Cybernetic Guardian takes acid or fire damage, this trait doesn't function at the start of the Cybernetic Guardian's next turn. The Cybernetic Guardian dies only if it starts its turn with 0 hit points and doesn't regenerate.
Cybernetic Overlord (formerly Ancient Blue Dracolich):
Legendary Resistance (3/Day): If the Cybernetic Overlord fails a saving throw, it can choose to succeed instead.
Magic Resistance: The Cybernetic Overlord has advantage on saving throws against spells and other magical effects.
Rejuvenation: If it has a phylactery, the Cybernetic Overlord returns to life with all its hit points 1 hour after its destruction. Only destroying the phylactery can permanently kill it.
Rotting Breath (Recharge 5-6): The Cybernetic Overlord exhales necrotic energy in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 24 Constitution saving throw, taking 77 (22d6) necrotic damage on a failed save, or half as much damage on a successful one.
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.
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.
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.
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.
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
Original: Stone Golem
Description: Constructed from reinforced metal alloys and powered by advanced cybernetic systems, the Cybernetic Golem is a formidable guardian deployed by mega-corporations to protect their facilities. It possesses immense strength and resilience, capable of withstanding even the most powerful attacks.
Nanite Behemoth
Original: Iron Golem
Description: Composed of swarming nanomachines, the Nanite Behemoth is a towering monstrosity designed for heavy combat and siege operations. It can reshape its form at will, transforming its limbs into deadly weapons or defensive barriers with terrifying speed.
Biohazard Aberration
Original: Otyugh
Description: Created as a bioweapon experiment gone wrong, the Biohazard Aberration is a grotesque creature infused with toxic chemicals and cybernetic enhancements. It lurks in the sewers and abandoned facilities, preying on unsuspecting victims with its corrosive attacks.
Genetic Mutant
Original: Troll
Description: Subjected to genetic experiments and cybernetic augmentation, the Genetic Mutant is a hulking brute with regenerative abilities and enhanced physical prowess. It roams the urban wastelands, a relentless predator in search of its next meal.
Cybernetic Assassin
Original: Assassin
Description: Trained and augmented for stealth and lethality, the Cybernetic Assassin is a deadly operative employed by clandestine organizations and corporate interests. Equipped with cybernetic enhancements and advanced weaponry, it can strike with surgical precision and vanish without a trace.
Neural Parasite
Original: Mind Flayer
Description: Engineered as a tool for corporate espionage and mind control, the Neural Parasite is a sinister creature that infiltrates the minds of its victims, bending them to its will. It feeds on neural energy, leaving behind hollowed-out husks in its wake.
Techno-Scorpion
Original: Ankheg
Description: A bio-engineered predator equipped with cybernetic implants and integrated weaponry, the Techno-Scorpion stalks the urban sprawl, hunting for prey to consume or capture. Its armored carapace and razor-sharp claws make it a formidable opponent in combat.
Nano-Drone Swarm
Original: Swarm of Insects
Description: A cloud of microscopic nano-drones programmed for surveillance and sabotage, the Nano-Drone Swarm is a versatile tool used by hackers and corporate spies to gather intelligence and disrupt enemy systems. It can infiltrate even the most secure facilities, bypassing physical barriers with ease.
Cybernetic Chimera
Original: Chimera
Description: A fusion of biological and cybernetic components, the Cybernetic Chimera is a monstrous hybrid creature engineered for combat and experimentation. It possesses the traits of multiple species, including the ability to breathe fire, launch venomous attacks, and charge with electrified horns.
Viral Devourer
Original: Rust Monster
Description: A bio-engineered creature designed to consume and corrupt digital data, the Viral Devourer emits a potent computer virus that spreads rapidly through interconnected networks, causing systems to malfunction and data to become corrupted beyond repair.
Toxic Splicer
Original: Umber Hulk
Description: Infused with toxic chemicals and cybernetic enhancements, the Toxic Splicer is a burrowing predator that emerges from the depths of the urban wastelands to hunt its prey. Its powerful mandibles and corrosive saliva make short work of armored vehicles and fortified structures.
Cybernetic Harpy
Original: Harpy
Description: A winged predator equipped with cybernetic enhancements and integrated weaponry, the Cybernetic Harpy patrols the skies above the city, scanning for vulnerable targets to attack and capture. Its piercing shrieks and razor-sharp talons strike fear into the hearts of those below.
Genetic Hybrid
Original: Owlbear
Description: Created through a combination of genetic engineering and cybernetic augmentation, the Genetic Hybrid is a ferocious beast with the body of a bear and the talons and beak of an owl. It roams the urban wilderness, a relentless predator that strikes fear into the hearts of its prey.
Cybernetic Behemoth
Original: Remorhaz
Description: A massive construct of reinforced metal and circuitry, the Cybernetic Behemoth prowls the urban wastelands, devouring anything in its path with its searing heat and crushing strength. It is virtually indestructible, capable of shrugging off even the most powerful attacks.
Neural Spider
Original: Ettercap
Description: A cybernetic arachnid with the ability to hack into electronic devices and manipulate digital networks, the Neural Spider spins its webs across the digital realm, ensnaring unsuspecting victims and draining them of their vital data.
Bio-Plague Spreader
Original: Carrion Crawler
Description: A bio-engineered creature designed to spread disease and corruption, the Bio-Plague Spreader emits a cloud of toxic spores that infects everything it touches, turning living organisms into mindless drones under its control.
Necro-Cybernetic Reaper
Original: Death Tyrant
Description: A fearsome undead creature infused with cybernetic enhancements, the Necro-Cybernetic Reaper is a relentless hunter that stalks its prey through the digital and physical realms, harvesting souls to augment its own power.
Viral Infester
Original: Intellect Devourer
Description: A parasitic creature that infects its victims with a potent computer virus, the Viral Infester burrows into their minds, seizing control of their thoughts and actions, and using them as puppets to spread its corruption.
Mutant Cyberhound
Original: Hell Hound
Description: A bio-engineered beast with cybernetic enhancements, the Mutant Cyberhound is a relentless tracker and hunter, capable of detecting its prey from miles away and pursuing them with unerring determination.
Quantum Wyrm
Original: Dragon
Description: A colossal creature of cybernetic and biological origin, the Quantum Wyrm is a legendary guardian that watches over the digital realm, its power unmatched and its wrath fearsome. It hoards vast amounts of digital treasure, guarding it fiercely against all who would dare to challenge its supremacy.
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.
Spellcasting: The Corporate Executive is a 17th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). The Corporate Executive has the following spells prepared:
5th level (3 slots): dominate person, hold monster
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
Legendary Resistance (3/Day): If the Corporate Executive fails a saving throw, it can choose to succeed instead.
Executive Authority: The Corporate Executive can use its action to issue commands to allies within 60 feet, granting them advantage on their next attack roll or ability check.
Corporate Intellect: The Corporate Executive has advantage on saving throws against spells and other magical effects.
37. Executive Assistant (formerly Deva):
Armor Class: 18 (Business Suit)
Hit Points: 130 (20d8 + 40)
Speed: 30 ft., fly 60 ft.
Skills: Persuasion +10, Insight +8, Deception +8
Senses: Truesight 120 ft., Passive Perception 14
Languages: Common, plus 2 other languages
Challenge: 10 (5,900 XP)
Innate Spellcasting: The Executive Assistant's spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: detect magic, detect thoughts, dispel magic
3/day each: charm person, suggestion
1/day each: dominate person
Spell Reflection: Whenever the Executive Assistant is targeted by a spell that requires a ranged attack roll, it can use its reaction to impose disadvantage on the roll. If the attack misses, the spell is reflected back at the caster.
Teleport: The Executive Assistant can cast teleport without requiring material components, but it can only target itself and up to three willing creatures it can see within 30 feet of it.
Etherealness: The Executive Assistant can cast etherealness on itself without requiring material components.
Angelic Weapons: The Corporate Security Chief's weapon attacks are magical. When the Corporate Security Chief hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).
Divine Awareness: The Corporate Security Chief knows if it hears a lie.
Magic Resistance: The Corporate Security Chief has advantage on saving throws against spells and other magical effects.
Teleport: The Corporate Security Chief can cast teleport without requiring material components, but it can only target itself and up to three willing creatures it can see within 30 feet of it.
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.
Damage Resistances: Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities: Charmed, Frightened
Senses: Truesight 120 ft., Passive Perception 16
Languages: Deep Speech, Abyssal, Common, plus 3 other languages
Challenge: 17 (18,000 XP)
Innate Spellcasting: The Eldritch Hacker's spellcasting ability is Intelligence (spell save DC 20, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: detect magic, mage hand, prestidigitation
3/day each: telekinesis, mind control
1/day each: dominate monster, plane shift
Eldritch Blast: Ranged Spell Attack: +15 to hit, range 120 ft., one target. Hit: 22 (4d10) force damage.
Eldritch Teleportation: As a bonus action, the Eldritch Hacker can teleport up to 60 feet to an unoccupied space it can see.
Cthulhu's Influence: The presence of the Eldritch Hacker spreads madness. Creatures within 60 feet of the Eldritch Hacker must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Eldritch Agent:
Armor Class: 20 (Natural Armor)
Hit Points: 300 (24d12 + 120)
Speed: 40 ft., fly 60 ft.
Skills: Arcana +18, Perception +15, Stealth +15
Damage Resistances: Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities: Charmed, Frightened
Senses: Truesight 120 ft., Passive Perception 25
Languages: Deep Speech, Abyssal, Common, plus 3 other languages
Challenge: 20 (25,000 XP)
Innate Spellcasting: The Eldritch Agent's spellcasting ability is Intelligence (spell save DC 22, +18 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: detect magic, mage hand, prestidigitation
3/day each: telekinesis, mind control, plane shift
1/day each: dominate monster, gate
Eldritch Blast: Ranged Spell Attack: +18 to hit, range 120 ft., one target. Hit: 33 (6d10) force damage.
Eldritch Teleportation: As a bonus action, the Eldritch Agent can teleport up to 120 feet to an unoccupied space it can see.
Cthulhu's Presence: The presence of the Eldritch Agent causes intense fear. Creatures within 120 feet of the Eldritch Agent must succeed on a DC 22 Wisdom saving throw or become paralyzed with fear for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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 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
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
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
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:
Armor Class: 14
Hit Points: 45 (6d10 + 12)
Speed: 30 ft., fly 60 ft. (hover)
Senses: Darkvision 60 ft., Passive Perception 12
Languages: Understands commands in binary
Challenge: 2 (450 XP)
Multiattack: The Sentry Drone makes two ranged attacks.
Machine Gun: Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Shock Prod: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) lightning damage. If the target is wearing metal armor or is a construct, it must succeed on a DC 12 Constitution saving throw or be stunned until the end of its next turn.
Assault Drone:
Armor Class: 16
Hit Points: 75 (10d10 + 20)
Speed: 40 ft., fly 60 ft. (hover)
Senses: Darkvision 60 ft., Passive Perception 14
Languages: Understands commands in binary
Challenge: 5 (1,800 XP)
Multiattack: The Assault Drone makes two attacks.
Heavy Machine Gun: Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Rocket Launcher: Ranged Weapon Attack: +7 to hit, range 120/480 ft., one target. Hit: 18 (4d8) fire damage in a 10-foot radius sphere. Each creature in that area must make a DC 15 Dexterity saving throw, taking half damage on a success.
Stealth Drone:
Armor Class: 15
Hit Points: 60 (8d10 + 16)
Speed: 40 ft., fly 60 ft. (hover)
Skills: Stealth +6, Perception +4
Senses: Darkvision 60 ft., Passive Perception 14
Languages: Understands commands in binary
Challenge: 4 (1,100 XP)
Invisibility Field: As a bonus action, the Stealth Drone can activate or deactivate its invisibility field. While invisible, it can't be targeted by attacks or spells that require sight, and it can move through creatures and objects as if they were difficult terrain. Any equipment the Stealth Drone is carrying or wearing is also invisible.
Sniper Rifle: Ranged Weapon Attack: +6 to hit, range 200/800 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Utility Drone:
Armor Class: 13
Hit Points: 30 (4d10 + 4)
Speed: 30 ft., fly 60 ft. (hover)
Skills: Perception +4
Senses: Darkvision 60 ft., Passive Perception 14
Languages: Understands commands in binary
Challenge: 1/2 (100 XP)
Repair Module: As a bonus action, the Utility Drone can repair a damaged construct or object within 5 feet of it. The target regains 2d6 hit points.
Arc Welder: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d6) lightning damage. If the target is wearing metal armor or is a construct, it must succeed on a DC 12 Constitution saving throw or be stunned until the end of its next turn.
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):
Spellcasting: The Cybernetic Hacker is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The Cybernetic Hacker has the following spells prepared:
5th level (2 slots): modify memory, teleportation circle
6th level (1 slot): globe of invulnerability
Cybernetic Enhancements: The Cybernetic Hacker is equipped with advanced cybernetic enhancements, granting it advantage on saving throws against being charmed or frightened and resistance to lightning damage.
Technomancer: The Cybernetic Hacker can cast the following additional spells using its spell slots: digital interface, firewall, system override.
Cybernetic Data Thief (formerly Master Thief with Cybernetic Enhancements):
Armor Class: 16 (Light Armor)
Hit Points: 140 (20d8 + 40)
Speed: 30 ft.
Skills: Acrobatics +12, Deception +8, Investigation +10, Sleight of Hand +12, Stealth +12
Senses: Passive Perception 15
Languages: Common, Binary
Challenge: 10 (5,900 XP)
Multiattack: The Cybernetic Data Thief makes two melee attacks or two ranged attacks.
Cybernetic Blades: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
EMP Pistol: Ranged Weapon Attack: +9 to hit, range 30/90 ft., one target. Hit: 15 (2d10 + 5) lightning damage. On a hit, the target must succeed on a DC 15 Constitution saving throw or be stunned until the end of its next turn.
Cybernetic Codebreaker (formerly Assassin with Cybernetic Enhancements):
Multiattack: The Cybernetic Codebreaker makes two melee attacks or two ranged attacks.
Cybernetic Blades: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage.
EMP Pistol: Ranged Weapon Attack: +9 to hit, range 30/90 ft., one target. Hit: 16 (2d10 + 6) lightning damage. On a hit, the target must succeed on a DC 16 Constitution saving throw or be stunned until the end of its next turn.
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
Description: A cloud of microscopic nanomachines programmed for destruction. They move as a collective, devouring everything in their path.
Abilities:
Corrosive Assault: The nanites swarm a target, corroding armor, flesh, and machinery on contact, dealing ongoing damage.
Disintegration Beam: The swarm concentrates into a focused beam, disintegrating obstacles and weakening targets with intense heat.
Shape-shifting: The nanites can change form, shifting between a cloud, tendrils, or solid objects for attack and defense.
Tactics: The swarm engulfs targets, corrodes armor and equipment, and disintegrates obstacles to clear a path for its advance.
Nanite Abomination
Description: A humanoid figure composed of writhing nanites, constantly shifting and reforming. It possesses immense strength and resilience, fueled by the nanites' regenerative capabilities.
Abilities:
Regenerative Swarm: The nanites rapidly repair damage to the abomination's form, making it difficult to incapacitate.
Nanite Barrage: The abomination launches a barrage of nanite projectiles, corroding and disintegrating anything they touch.
Assimilation: Upon defeating a foe, the abomination absorbs their remains, growing stronger and gaining new abilities.
Tactics: The abomination charges into melee combat, shrugging off damage with its regenerative swarm, and overwhelms opponents with relentless assaults.
Nanite Assassin
Description: A stealthy assassin composed of nanites, capable of infiltrating secure facilities and eliminating high-profile targets without leaving a trace.
Abilities:
Cloak of Nanites: The assassin shrouds itself in a cloak of nanites, rendering it invisible to the naked eye and most sensors.
Nano-blades: The assassin forms razor-sharp blades from its nanite swarm, capable of slicing through armor and flesh with ease.
Neural Disruptor: The assassin releases a burst of nanites that disrupt neural signals, causing paralysis or unconsciousness in its victims.
Tactics: The assassin infiltrates targets' inner circles, strikes from the shadows with deadly precision, and disappears without a trace using its cloak of nanites.
Nanite Sentinel
Description: A humanoid figure encased in a suit of nanite-infused armor, serving as a relentless guardian of secure facilities or high-value assets.
Abilities:
Nano-shield: The sentinel generates a protective shield of nanites, absorbing and deflecting incoming attacks.
Nanite Lance: The sentinel forms a lance from its nanite swarm, capable of piercing through multiple targets with pinpoint accuracy.
Nanite Reconstruction: When damaged, the sentinel repairs itself by reassembling its nanite-infused armor, restoring lost durability.
Tactics: The sentinel patrols its designated area, intercepts intruders with its nano-shield and lance, and regenerates its armor to withstand prolonged engagements.
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):
Armor Class: 12 (Light Armor)
Hit Points: 22 (4d8 + 4)
Speed: 30 ft.
Skills: Stealth +4, Survival +4
Senses: Passive Perception 10
Languages: Common
Challenge: 1/2 (100 XP)
Multiattack: The Nomad Scavenger makes two melee attacks.
Scrap Blade: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Light Pistol: Ranged Weapon Attack: +4 to hit, range 30/90 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Nomad Tech Hunter (formerly Scout):
Armor Class: 13 (Light Armor)
Hit Points: 16 (3d8 + 3)
Speed: 30 ft.
Skills: Perception +5, Survival +5
Senses: Passive Perception 15
Languages: Common
Challenge: 1 (200 XP)
Multiattack: The Nomad Tech Hunter makes two ranged attacks.
Tech Bow: Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Net Launcher: Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: The target is restrained until it escapes the net.
Cybernetic Nomad Raider (formerly Veteran with Cybernetic Enhancements):
Armor Class: 16 (Light Armor)
Hit Points: 65 (10d8 + 20)
Speed: 30 ft.
Skills: Athletics +5, Perception +3
Senses: Passive Perception 13
Languages: Common
Challenge: 3 (700 XP)
Multiattack: The Cybernetic Nomad Raider makes two melee attacks.
Cybernetic Fist: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.
Heavy Pistol: Ranged Weapon Attack: +4 to hit, range 30/90 ft., one target. Hit: 9 (1d10 + 3) piercing damage.
Nomad Cyber-Sniper (formerly Assassin with Cybernetic Enhancements):
Armor Class: 15 (Light Armor)
Hit Points: 66 (12d8 + 12)
Speed: 30 ft.
Skills: Stealth +9, Perception +6
Senses: Darkvision 60 ft., Passive Perception 16
Languages: Common
Challenge: 5 (1,800 XP)
Multiattack: The Nomad Cyber-Sniper makes two ranged attacks.
Cybernetic Sniper Rifle: Ranged Weapon Attack: +9 to hit, range 200/800 ft., one target. Hit: 22 (4d10) piercing damage.
EMP Grenade: Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 11 (2d6) lightning damage. On a hit, the target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute.
Nomad Cyber-Bandit (formerly Bandit Captain with Cybernetic Enhancements):
Armor Class: 16 (Light Armor)
Hit Points: 85 (10d10 + 30)
Speed: 30 ft.
Skills: Intimidation +5, Persuasion +5
Senses: Passive Perception 12
Languages: Common
Challenge: 4 (1,100 XP)
Multiattack: The Nomad Cyber-Bandit makes two melee attacks.
Cybernetic Katana: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing damage.
Heavy Pistol: Ranged Weapon Attack: +5 to hit, range 30/90 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
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):
Armor Class: 15 (Psi-enhanced Clothing)
Hit Points: 71 (13d8 + 13)
Speed: 30 ft.
Skills: Insight +7, Perception +7
Senses: Darkvision 120 ft., Passive Perception 17
Languages: Common, Deep Speech, plus 3 other languages
Challenge: 7 (2,900 XP)
Psionic Blast: The Psionic Hacker unleashes a wave of psychic energy in a 30-foot cone. Each creature in that area must make a DC 15 Intelligence saving throw, taking 22 (4d10) psychic damage on a failed save, or half as much damage on a successful one.
Mind Blast (Recharge 5-6): The Psionic Hacker emits a psionic blast in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d10) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Mind Flayer Psionics: The Psionic Hacker can innately cast the following spells, requiring no material components:
Telekinetic Strike: The Psionic Agent channels its psionic energy into its strikes, dealing an extra 11 (2d10) force damage on a hit with its Unarmed Strike.
Psionic Deflection: When the Psionic Agent is hit by a ranged weapon attack, it can use its reaction to impose disadvantage on the attack roll.
Innate Spellcasting: The Psionic Agent's spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
- At will: detect thoughts, mage hand
- 1/day each: blur, shield
Psionic Interrogator (formerly Mind Flayer Arcanist):
Armor Class: 15 (Psi-enhanced Clothing)
Hit Points: 104 (16d8 + 32)
Speed: 30 ft.
Skills: Arcana +7, Insight +7, Perception +7
Senses: Darkvision 120 ft., Passive Perception 17
Languages: Common, Deep Speech, plus 3 other languages
Challenge: 7 (2,900 XP)
Psionic Probe: The Psionic Interrogator invades the mind of a creature it can see within 60 feet. The target must make a DC 15 Intelligence saving throw. On a failed save, the Psionic Interrogator gains insight into the target's memories and thoughts, learning information about its abilities, vulnerabilities, and any information the target is actively thinking about.
Mind Blast (Recharge 5-6): The Psionic Interrogator emits a psionic blast in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d10) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Mind Flayer Psionics: The Psionic Interrogator can innately cast the following spells, requiring no material components:
Telekinetic Strike: The Psionic Protector channels its psionic energy into its strikes, dealing an extra 11 (2d10) force damage on a hit with its Unarmed Strike.
Defensive Stance: As a bonus action, the Psionic Protector enters a defensive stance, gaining resistance to bludgeoning, piercing, and slashing damage until the start of its next turn.
Teleport: The Psionic Protector can cast teleport without requiring material components, but it can only target itself and up to three willing creatures it can see within 30 feet of it.
Psionic Intrusion: The Psionic Infiltrator can attempt to invade a target's mind within 30 feet. The target must succeed on a DC 12 Intelligence saving throw or take 10 (3d6) psychic damage and become stunned until the end of its next turn.
Mind Blast (Recharge 5-6): The Psionic Infiltrator emits a psionic blast in a 15-foot cone. Each creature in that area must succeed on a DC 12 Intelligence saving throw or take 10 (3d6) psychic damage and be stunned until the end of its next turn. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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.
Legendary Resistance (3/Day): If Omega-13 fails a saving throw, it can choose to succeed instead.
Immutable Form: Omega-13 is immune to any spell or effect that would alter its form.
Technomancy: Omega-13 can manipulate electronic devices and computer systems at will, granting it advantage on Computer Hacking checks and allowing it to remotely control connected devices.
Digital Onslaught: Omega-13 can launch a barrage of digital attacks at its enemies. It makes three ranged spell attacks with a range of 120 feet, each dealing 2d10 force damage on a hit.
Viral Corruption: Omega-13 infects its targets with a debilitating digital virus. A creature hit by Omega-13's Digital Onslaught must succeed on a DC 20 Constitution saving throw or be poisoned and take ongoing damage until the end of its next turn.
Mind Intrusion: Omega-13 invades the minds of its enemies, causing psychic damage and attempting to seize control of their actions. Targets hit by Omega-13's Digital Onslaught must succeed on a DC 20 Intelligence saving throw or take 4d8 psychic damage and be charmed by Omega-13 until the end of their next turn.
Technological Domination: Omega-13 can exert control over electronic devices and cybernetic implants within 120 feet, using them to attack its enemies or defend itself. It can target up to three devices with a single action.
Data Surge: Once per round, as a reaction to taking damage, Omega-13 can release a surge of energy, dealing 4d10 lightning damage to all creatures within 30 feet of it.
Actions:
Digital Disintegration: Omega-13 targets a single creature within 60 feet and attempts to disintegrate it with a surge of corrupted code. The target must succeed on a DC 20 Dexterity saving throw or take 10d10 force damage and be disintegrated on a failed save, or half as much damage on a successful one.
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.
Data Manipulation: Omega-13 attempts to hack into a digital device or system within 120 feet, controlling its functions or extracting information from it.
Code Surge: Omega-13 releases a burst of energy, dealing 2d10 force damage to all creatures within 30 feet of it.
Digital Evasion: Omega-13 phases through the digital realm, gaining resistance to all damage until the start of its next 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.
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.
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.
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.
Skills: Deception +5, Insight +3, Sleight of Hand +5, Stealth +5
Senses: Passive Perception 13
Languages: Common, Japanese
Challenge: 1 (200 XP)
Multiattack: The Yakuza Hacker makes two melee attacks or two ranged attacks.
Melee Attack: Unarmed Strike: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Ranged Attack: Light Pistol: +4 to hit, range 30/90 ft., one target. Hit: 6 (1d6 + 2) piercing damage.
Yakuza Cybernetic Enforcer (formerly Veteran with Cybernetic Enhancements):
Armor Class: 16 (Heavy Armor)
Hit Points: 65 (10d8 + 20)
Speed: 30 ft.
Skills: Intimidation +4, Perception +3
Senses: Passive Perception 13
Languages: Common, Japanese
Challenge: 3 (700 XP)
Multiattack: The Yakuza Cybernetic Enforcer makes two melee attacks.
Cybernetic Fist: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.
Heavy Pistol: Ranged Weapon Attack: +4 to hit, range 30/90 ft., one target. Hit: 9 (1d10 + 3) piercing damage.
Yakuza Cybernetic Hacker (formerly Spy with Cybernetic Enhancements):
Armor Class: 13 (Light Armor)
Hit Points: 27 (6d8)
Speed: 30 ft.
Skills: Deception +5, Insight +3, Sleight of Hand +5, Stealth +5
Senses: Passive Perception 13
Languages: Common, Japanese
Challenge: 2 (450 XP)
Multiattack: The Yakuza Cybernetic Hacker makes two melee attacks or two ranged attacks.
Cybernetic Claw: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.
EMP Grenade: Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 7 (2d6) lightning damage. On a hit, the target must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute.
Yakuza Boss (without Cybernetics) (formerly Bandit Captain):
Armor Class: 15 (Business Suit)
Hit Points: 65 (10d8 + 20)
Speed: 30 ft.
Skills: Intimidation +5, Persuasion +5
Senses: Passive Perception 12
Languages: Common, Japanese
Challenge: 2 (450 XP)
Multiattack: The Yakuza Boss makes two melee attacks.
Katana: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage.
Light Pistol: Ranged Weapon Attack: +4 to hit, range 30/90 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Yakuza Cybernetic Boss (formerly Bandit Captain with Cybernetic Enhancements):
Armor Class: 16 (Heavy Armor)
Hit Points: 85 (10d10 + 30)
Speed: 30 ft.
Skills: Intimidation +5, Persuasion +5
Senses: Passive Perception 12
Languages: Common, Japanese
Challenge: 3 (700 XP)
Multiattack: The Yakuza Cybernetic Boss makes two melee attacks.
Cybernetic Katana: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing damage.
Heavy Pistol: Ranged Weapon Attack: +4 to hit, range 30/90 ft., one target. Hit: 9 (1d10 + 3) piercing damage.
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:
Armor Class: 10
Hit Points: 22 (5d8)
Speed: 20 ft.
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 60 ft., passive Perception 8
Languages: Understands the languages it knew in life but can't speak
Challenge: 1/4 (50 XP)
Nanomachine Infestation: A Nano-Zombie is animated and controlled by a swarm of nanomachines. When reduced to 0 hit points, the nanomachines disassemble and scatter, rendering the Nano-Zombie inert. After 1d4 hours, if not prevented, the nanomachines will reassemble the Nano-Zombie, allowing it to regain 1 hit point and return to unlife.
Slam: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Nano-Infected Corpse:
Armor Class: 12
Hit Points: 33 (6d8 + 6)
Speed: 25 ft.
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 60 ft., passive Perception 10
Languages: Understands the languages it knew in life but can't speak
Challenge: 1/2 (100 XP)
Nanomachine Infestation: Similar to the Nano-Zombie, a Nano-Infected Corpse is controlled by nanomachines, allowing it to regenerate if destroyed and reassemble itself after a few hours.
Slam: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Infectious Nanomachines: A creature hit by the Nano-Infected Corpse's slam attack must succeed on a DC 11 Constitution saving throw or become infected by the nanomachines. On a failed save, the target takes 7 (2d6) poison damage and becomes poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Nano-Revenant:
Armor Class: 13
Hit Points: 58 (9d8 + 18)
Speed: 30 ft.
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 60 ft., passive Perception 10
Languages: Understands the languages it knew in life but can't speak
Challenge: 3 (700 XP)
Nanomachine Infestation: The Nano-Revenant is controlled by a complex network of nanomachines, allowing it to regenerate if destroyed and reform after a few hours.
Multiattack: The Nano-Revenant makes two slam attacks.
Slam: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Infectious Nanomachines: Same as the Nano-Infected Corpse.
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:
Characters can have up to three cybernetic enhancements at a time.
Some enhancements occupy specific body slots (e.g., limbs, eyes, brain).
2. Installation and Maintenance:
Installing a cybernetic enhancement requires a medical professional or a character proficient in Medicine and with the appropriate tools.
Each installation takes 1d4 hours.
Maintenance may be required periodically to ensure optimal performance.
3. Enhancement List:
Cybernetic Eye:
Benefit: Grants darkvision up to 60 feet. Advantage on Perception checks that rely on sight.
Slot: Eyes.
Cybernetic Arm:
Benefit: +1 to Strength-based attack and damage rolls. Can store small items or tools within the arm.
Slot: Arm.
Neural Interface:
Benefit: Advantage on Intelligence checks related to computers and hacking. Can interface directly with digital systems.
Slot: Brain.
Enhanced Legs:
Benefit: Increases movement speed by 10 feet. Advantage on Athletics checks related to running and jumping.
Slot: Legs.
Subdermal Armor:
Benefit: Grants a +1 bonus to AC.
Slot: Skin.
Datajack:
Benefit: Allows for direct neural connection to computers and networks. Advantage on hacking checks.
Slot: Brain.
Bio-Monitor:
Benefit: Provides real-time health diagnostics, granting advantage on saving throws against disease and poison.
Slot: Torso.
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:
Characters can have up to three genetic modifications.
Each genetic modification requires a recovery period of 1d4 days after the procedure.
2. Procedure:
Modifications require a laboratory and a professional proficient in Medicine and genetic science.
Each modification takes 1d6 hours to complete.
3. Modification List:
Enhanced Strength:
Benefit: +1 to Strength score. Advantage on Strength checks and saving throws.
Description: Muscles are genetically enhanced for greater power.
Night Vision:
Benefit: Grants darkvision up to 60 feet.
Description: Eyes are modified to see in low light conditions.
Rapid Healing:
Benefit: Regain 1 additional hit point per Hit Die during short rests.
Description: Enhanced cellular regeneration speeds up healing processes.
Chameleon Skin:
Benefit: Advantage on Stealth checks to hide.
Description: Skin cells can change color to match surroundings.
Toxin Resistance:
Benefit: Advantage on saving throws against poison and resistance to poison damage.
Description: Modified liver and immune system to filter out toxins.
Mental Acuity:
Benefit: +1 to Intelligence score. Advantage on Intelligence checks.
Description: Enhanced neural pathways for improved cognitive functions.
Adrenal Boost:
Benefit: Once per long rest, gain advantage on an initiative roll and a +2 bonus to attack rolls for 1 minute.
Description: Adrenal glands are modified to produce powerful bursts of adrenaline.
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:
Maximum Augmentations: A character can have a maximum of five augmentations combined (e.g., three cybernetic enhancements and two genetic modifications).
Resource Management: Regular maintenance and recovery periods are crucial to keep augmentations functioning properly and to avoid potential complications.
Example Combined Augmentations:
Cybernetic Eye + Night Vision:
Benefit: Grants darkvision up to 120 feet and advantage on Perception checks that rely on sight.
Neural Interface + Mental Acuity:
Benefit: Advantage on Intelligence checks related to computers and hacking, +1 to Intelligence score, and advantage on all Intelligence checks.
Enhanced Legs + Adrenal Boost:
Benefit: Increased movement speed by 10 feet, advantage on Athletics checks related to running and jumping, and once per long rest, gain advantage on an initiative roll and a +2 bonus to attack rolls for 1 minute.
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)
Damage: 1d6 slashing
Properties: Finesse, Light
Description: A monoblade is a sleek, high-tech weapon with a monomolecular edge that can cut through most materials with ease. Often used by street samurais and covert operatives.
2. Plasma Pistol (Hand Crossbow)
Damage: 1d6 radiant
Properties: Light, Range (30/120), Reload (requires one action to reload)
Description: A compact energy weapon that fires concentrated plasma bolts, effective at short to medium range. Preferred by corporate security and elite enforcers.
3. Pulse Rifle (Longbow)
Damage: 1d8 radiant
Properties: Two-Handed, Range (100/400), Reload (requires one action to reload after every 5 shots)
Description: A military-grade energy rifle capable of delivering powerful bursts of energy over long distances. Standard issue for corporate troops and high-end mercenaries.
4. Cybernetic Arm (Warhammer)
Damage: 1d8 bludgeoning
Properties: Versatile (1d10)
Description: A cybernetic arm enhancement equipped with reinforced servos, allowing the user to deliver devastating melee strikes. Popular among heavy hitters and frontline combatants.
Armor
1. Kevlar Vest (Leather Armor)
Armor Class (AC): 11 + Dexterity modifier
Description: A lightweight and flexible vest made from advanced Kevlar fibers, providing protection against ballistic and melee attacks. Commonly worn by street-level operatives and security personnel.
2. Tactical Suit (Studded Leather Armor)
Armor Class (AC): 12 + Dexterity modifier
Description: A reinforced bodysuit with integrated tactical enhancements, including minor electronic countermeasures and additional plating. Favored by covert agents and urban operatives.
3. Combat Armor (Chain Shirt)
Armor Class (AC): 13 + Dexterity modifier (max 2)
Description: A composite armor set combining lightweight materials and reinforced segments to provide balanced protection. Standard gear for paramilitary forces and experienced mercenaries.
4. Powered Exoskeleton (Plate Armor)
Armor Class (AC): 18 (requires Strength 15)
Description: A state-of-the-art powered exoskeleton that enhances the user's strength and agility while providing maximum protection. Used by elite soldiers and heavy combat specialists.
Equipment
1. Cyberdeck (Thieves' Tools)
Description: A portable hacking device used to interface with computer systems, bypass security protocols, and extract data. Essential for any netrunner.
Use: Proficiency with a cyberdeck allows you to make Intelligence (Technology) checks to hack into computer systems, disable security measures, and retrieve information.
2. Nanotech Medkit (Healer's Kit)
Description: A compact kit containing advanced nanobots and medical supplies capable of performing quick repairs on both biological and cybernetic injuries.
Use: Using a nanotech medkit allows you to stabilize a dying creature or repair minor damage to cybernetic implants.
3. Augmented Reality Glasses (Spyglass)
Description: Glasses equipped with augmented reality (AR) technology, providing enhanced vision, real-time data overlays, and digital interface capabilities.
Use: Grants advantage on Wisdom (Perception) checks that rely on sight and allows you to interact with digital interfaces and virtual environments within your line of sight.
4. EMP Grenade (Alchemist’s Fire)
Damage: 1d4 + 1 radiant damage per round for 2 rounds
Properties: Thrown (range 20/60)
Description: A small, throwable device that emits a powerful electromagnetic pulse (EMP) upon detonation, disrupting electronic devices and causing temporary system failures.
Use: On a hit, the target takes 1d4 + 1 radiant damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to remove the grenade.
5. Personal Drone (Familiar)
Description: A small, autonomous drone equipped with cameras and sensors, capable of performing reconnaissance and simple tasks remotely.
Use: Functions similarly to the "Find Familiar" spell, allowing you to see and hear through the drone's sensors and use it to perform tasks at a distance.
6. Energy Shield (Shield)
Armor Class (AC): +2
Description: A portable device that generates a protective energy barrier around the user, capable of deflecting attacks and absorbing damage.
Use: Grants a +2 bonus to AC when activated. The shield can be deployed as a bonus action and lasts for 1 minute or until deactivated.
Miscellaneous Gear
1. Credchip (Coinage)
Description: A digital currency storage device used for transactions in the cyberpunk world. Comes in various denominations, representing different amounts of credit.
2. Holo-Projector (Lantern)
Description: A portable device that projects holographic images and videos, used for communication, entertainment, and deception.
Use: Can project a static or moving hologram up to 5 feet in any dimension, useful for creating distractions or conveying information.
3. Portable Terminal (Book)
Description: A compact computer terminal used for accessing databases, writing code, and managing digital information.
Use: Functions as a versatile tool for tech-related skill checks and can store vast amounts of data.
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
Cyberdecks: Portable or implanted devices that enable Netrunners to run programs for hacking, combat, and utility effects in both virtual (NET) and physical spaces.
Programs: Equivalent to spells, these are software routines (e.g., ICEbreakers, Black ICE, or utility hacks) that consume program slots and RAM (a resource like spell slots).
Program Slots: Determined by character level and class, similar to spell slots in D&D 2024. Slots limit the number of programs a Netrunner can have prepared.
RAM: A resource pool representing the cyberdeck’s processing power, consumed when running programs and recharging over time.
Upgrades: Cyberdecks can be upgraded for money (credits) to improve stats like RAM, buffer size, or special effects, but program slots remain tied to level unless modified by feats or skills.
Setting: A cyberpunk world with megacorporations, neon-lit cities, and a fragmented NET, inspired by Cyberpunk 2077 and Cyberpunk RED. Netrunners must balance physical and virtual threats, often working alongside Solos, Techs, or Fixers.
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)
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: Represent the number of programs a Netrunner can have prepared, categorized by program level (1st to 9th, akin to spell levels). Slots are fixed by level unless modified by feats or skills.
RAM Pool: Determines how many programs can be executed before recharging. RAM regenerates at 1 unit per minute out of combat, or faster with specific feats, upgrades, or short/long rest.
Buffer Size: Used in Breach Protocol minigames (similar to Cyberpunk 2077’s hacking minigame), determining how many code sequences can be entered to upload daemons or unlock rewards.
Special Features: Unique abilities or pre-installed programs that enhance the cyberdeck’s functionality.
Program Slots and Limitations
Slot Restriction: A Netrunner cannot prepare more programs than their level allows, as shown in the table. For example, a level 5 Netrunner can prepare 3 1st-level, 2 2nd-level, and 1 3rd-level program, regardless of cyberdeck upgrades.
Feats and Skills: Specific feats or skills can increase program slots or allow flexibility:
Feat: Expanded Interface (requires level 4): Gain 1 additional program slot of any level up to your maximum program level.
Feat: Neural Overclock (requires level 8, Intelligence 15): Gain 2 additional program slots of any level up to your maximum program level, and reduce RAM cost by 1 for all programs.
Skill: Master Netrunning (Intelligence-based, DC 20 check): On a successful check, temporarily gain 1 extra slot for the next 24 hours (once per long rest).
Program Types: Programs are divided into levels (1–9), with effects like:
9th: Blackwall Gateway (lethal area-effect hack, high RAM cost).
Hacking Mechanics
Program Execution: Programs are “cast” using RAM, with costs based on program level (e.g., 1st-level: 2 RAM, 9th-level: 10 RAM). The Netrunner targets enemies or devices within 60 feet (or through cameras for remote hacking).
Breach Protocol: A minigame where the Netrunner solves a code sequence (Intelligence check, DC varies by network difficulty). Success uploads daemons (e.g., ICEpick reduces RAM costs) or grants rewards like credits or crafting components.
Overclock Mode: Activated at higher levels (see table), allows programs to be executed even if RAM is insufficient, at the cost of 10 hit points per RAM unit overdrawn.
Rewards and Integration
Level-Based Rewards: As shown in the table, Netrunners receive new cyberdecks at levels 1, 5, 9, 13, and 17, reflecting their growing expertise and access to better tech.
Narrative Integration: Cyberdecks are tied to the Netrunner’s story, acquired through contacts, heists, or corporate espionage. Upgrades might require favors or risky missions.
Balancing with D&D 2024: The system mirrors spellcasting progression to maintain compatibility with other classes. Non-Netrunners can use basic programs with a simpler “Hacker” feat, granting access to a Common cyberdeck and 1st-level programs.
Example Cyberdeck
Tetratronic Rippler MK.5 (Legendary)
RAM: 36 (base) + 10 (upgrade) = 46
Buffer Size: 12 (base) + 5 (upgrade) = 17
Slots: 8 (per level 17)
Special Effects: +25% critical hack chance, +15% weapon damage against hacked targets, free Reboot Optics and Weapon Glitch on nearby enemies.
Cost: 5,000 credits
Requirements: Level 17, Street Cred 40
Implementation Notes
DM Guidance: Adjust credit costs and Street Cred requirements based on campaign economy. Ensure hacking challenges (e.g., network DCs) scale with player level.
Player Customization: Encourage Netrunners to choose programs and upgrades that match their playstyle (stealth, combat, or utility-focused).
Compatibility: This system integrates with D&D 2024’s action economy (programs as actions or bonus actions) and can be balanced against other classes’ features.
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).
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).
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).
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
Balance: Hacks use SRD spell-like effects (e.g., Neural Jam as Slow, EMP Pulse as Dispel Magic) with slot costs to prevent spamming. DCs scale with target (e.g., basic drone DC 10, megacorp AI DC 25). Overload adds risk, matching your weapon drawbacks.
Simplification: Categorized for ease; levels indicate minimum requirement (e.g., level 5 for mid-tier hacks). Slots ensure resource management.
Class Synergy: Digital Trickster (holo-hacks), Grid Phantom (net overloads), Techno-Shaman (kami surges), Corporate Agent (Manna boosts), Urban Scout (urban advantage).
TPS Integration: Hacks as BP_Hack (mini-games for puzzles, quick-time for combat). NeuroNET as AR map with VFX (neon grids, sakura code). Programs as equippable BP_Programs with HUD slots (e.g., fill 4 slots at level 4). Overload triggers screen shake and sparking VFX, aligning with turn-in-place animations.
NeuroNET Details: Treat as a digital "dungeon" with encounters (AI as constructs, ICE as traps). Loot as credits/spells/implants. Mazes use checks (e.g., DC 18 Technomancy to solve path puzzle).
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
Effect: Firearms fitted with a silencer make no sound when fired. Enemies have Disadvantage on Perception checks to locate the shooter.
Cost: 500 credits
Risk: Reduces damage by 1d4, as the silencer restricts bullet velocity.
Auto-Targeting System
Effect: Grants Advantage on ranged attack rolls.
Cost: 1,200 credits
Risk: Requires a neuro-link to function. If the system malfunctions (natural 1 on attack roll), it deals 1d6 psychic damage to the user.
Explosive Ammo
Effect: Bullets explode on impact, dealing an additional 1d6 fire damage in a 5 ft. radius.
Cost: 800 credits (per magazine)
Risk: Explosive ammo increases the chance of gun jamming (on a roll of 1-2, the gun jams and must be reloaded).
Overclocking Module
Effect: Increases weapon damage by +2, but the weapon overheats if used for more than 3 rounds consecutively, dealing 1d6 fire damage to the user.
Cost: 900 credits
Risk: Reduces weapon durability, causing the weapon to break on a natural 1 attack roll.
Toxic Blade Coating
Effect: Coats melee weapons in a deadly neurotoxin. On a hit, the target must make a DC 15 Constitution saving throw or take an additional 2d6 poison damage.
Cost: 600 credits (for 10 uses)
Risk: The coating deteriorates metal over time. After 10 uses, the weapon’s damage die is reduced by one step (e.g., from 1d8 to 1d6).
Japanese Uniques
Rules
Base: SRD weapon/armor stats, reskinned (e.g., longsword to katana).
Rarity/Attunement: Rare (+1, levels 5-10), Very Rare (+2, 11-16), Legendary (+3 or unique, 17+). Attunement required.
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):
Requires Attunement by a character with psionic abilities.
While attuned to the Crystal Resonator, you gain advantage on Intelligence (Investigation) checks made to analyze or interpret telepathic signals.
Once per long rest, you can use an action to activate the Crystal Resonator, allowing you to communicate telepathically with any creature you can see within 60 feet of you for 1 hour.
2. Mindblade Focus (Weapon, Rare):
Requires Attunement by a character with psionic abilities.
This weapon has the finesse property and deals psychic damage instead of its normal damage type.
While wielding the Mindblade Focus, you can use your Intelligence modifier instead of your Strength or Dexterity modifier for attack and damage rolls with this weapon.
3. Psi Amplifier Glove (Wondrous Item, Uncommon):
While wearing the Psi Amplifier Glove, you can add your Intelligence modifier to any ability checks or saving throws you make using your psionic abilities.
Additionally, you gain a +1 bonus to attack and damage rolls made with telekinetic abilities.
4. Psionic Lens (Wondrous Item, Uncommon):
Requires Attunement by a character with psionic abilities.
While attuned to the Psionic Lens, you have advantage on Wisdom (Perception) checks made to detect psychic phenomena or hidden psionic energies within 30 feet of you.
You can cast the detect thoughts spell once per day without expending a spell slot while holding or wearing the Psionic Lens.
5. Psycho-Resonant Armor (Armor, Rare):
Requires Attunement by a character with psionic abilities.
While wearing the Psycho-Resonant Armor, you have resistance to psychic damage.
Additionally, your movement speed increases by 10 feet and you gain a +1 bonus to AC while wearing this armor.
6. Telepathic Beacon (Wondrous Item, Rare):
Once per day, you can activate the Telepathic Beacon as an action. For the next hour, any allies within 1 mile of you can communicate telepathically with each other as long as they are on the same plane of existence.
7. Psionic Harmonizer (Wondrous Item, Very Rare):
Requires Attunement by a character with psionic abilities.
While attuned to the Psionic Harmonizer, you can cast one psionic spell of your choice from your spell list without expending a spell slot once per day.
Additionally, you have advantage on all saving throws made to resist the effects of psionic abilities.
8. Psy-Sight Goggles (Wondrous Item, Rare):
While wearing the Psy-Sight Goggles, you gain darkvision out to a range of 60 feet if you don't already have it.
Additionally, you can cast the detect magic spell at will while wearing the Psy-Sight Goggles.
These crystals come in sets of three, each attuned to a specific psionic discipline: telekinesis, telepathy, and precognition.
While attuned to a Mental Focus Crystal, you gain a +1 bonus to spell attack rolls and spell save DCs for spells of the corresponding discipline.
10. Psionic Amulet of Insight (Wondrous Item, Rare):
Requires Attunement by a character with psionic abilities.
While attuned to the Psionic Amulet of Insight, you gain proficiency in the Insight skill if you don't already have it.
Additionally, you have advantage on all Wisdom (Insight) checks made to discern the true intentions or motives of others.
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
Description: This small device is worn on the wrist or belt and projects a personal energy shield that absorbs damage. It is common among mercenaries and bounty hunters.
Mechanics: Provides 10 temporary hit points when activated (no action required). Once depleted, it requires a short rest to recharge.
2. Advanced Plasma Shield
Description: A more powerful version of the standard shield generator, the plasma shield can absorb more damage and dissipate energy-based attacks. This version is typically reserved for high-level security forces or veteran mercenaries.
Mechanics: Provides 15 temporary hit points when activated (no action required). Additionally, it grants resistance to energy attacks while active. Recharges after a long rest.
3. Psionic Barrier Generator
Description: Developed by biogenetic corporations, this shield generator creates a protective field that also dampens psionic attacks. Commonly used by corporate agents and executives, it's designed for those facing psionic threats.
Mechanics: Provides 12 temporary hit points and grants resistance to psionic damage. The barrier recharges after a short or long rest.
4. Deflector Field Generator
Description: Used by top-tier operatives, the deflector field generator not only absorbs damage but also deflects ranged attacks back at attackers. It's a rare and highly coveted piece of tech.
Mechanics: Provides 10 temporary hit points. Once per round, when a ranged attack misses the wearer, they can use their reaction to reflect it back at the attacker (attack roll with proficiency, using the original attack roll’s modifier). Recharges after a short rest.
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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
Description: By hacking the standard shield generator, mercenaries can force it to absorb more damage at the cost of overheating the device.
Effect: Increases temporary hit points by +5, but after 3 uses, the generator overheats and becomes unusable for 24 hours.
2. Stealth Plating
Description: This mod incorporates active camouflage technology into armor, allowing the wearer to blend into their surroundings. Illegal due to its military applications.
Effect: The wearer gains advantage on Stealth checks and can become invisible for up to 1 minute once per long rest.
3. Kinetic Rebounder
Description: A highly illegal modification that converts damage absorbed by the shield into kinetic energy, allowing the user to release it in a powerful shockwave.
Effect: When the shield depletes, the wearer can release a shockwave (15-foot radius) that deals 2d6 force damage to all enemies within range. Can only be used once per day.
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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
Balance: Weapons/armor align with SRD magic items (e.g., +1 to +3, limited-use effects). Overload/Glitch drawbacks (DC 15, 1d6 shock or disable 1 round) prevent abuse, matching your prior rules (e.g., Sakura Mono-Katana’s Overheat).
Simplification: Reduced charges (e.g., Disruptor from 3/day to 2/day), unified drawbacks (Overload/Glitch), and lowered crafting costs (e.g., 100 cred to 50 cred for Rare) for playability.
Japanese Cyberpunk Flavor: Nano-sakura circuits, kami-coded weapons, and yakuza-inspired designs tie to your setting (e.g., Eco-Hacker’s nano-sakura, Street Samurai’s mono-katana).
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.
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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.
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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:
Description: A lightweight, flexible armor made from nanomaterials that harden on impact.
Perks: High mobility, significant damage resistance, self-repair capabilities.
Skills: Improved stealth due to its form-fitting nature and noise-dampening properties.
2. Reactive Plating:
Description: Armor that dynamically adjusts its density and composition in response to incoming threats.
Perks: Enhanced protection against various types of damage (ballistic, energy, melee).
Skills: Provides real-time feedback and threat analysis to the wearer.
3. Electro-Magnetic Shielding:
Description: Armor equipped with electromagnetic generators to deflect projectiles and energy weapons.
Perks: Reduced damage from energy-based attacks, temporary deflection of projectiles.
Skills: Can be used to disrupt electronic devices and sensors within proximity.
Biotechnological Armor:
4. Chameleon Skin Suit:
Description: A bioware suit that mimics the environment, rendering the wearer nearly invisible.
Perks: Superior camouflage, enhanced infiltration capabilities.
Skills: Perfect for espionage and covert operations, provides advantage on stealth checks.
5. Regenerative Bio-Armor:
Description: Armor that incorporates living tissue capable of rapid self-repair.
Perks: Gradually regenerates damage over time, increases healing rate.
Skills: Can heal minor injuries and stabilize critical conditions without medical intervention.
6. Adrenaline Surge Armor:
Description: Armor infused with bioware that stimulates adrenaline production in combat.
Perks: Boosts strength, speed, and reflexes during critical moments.
Skills: Provides temporary enhancements to physical attributes and combat abilities.
Skills:
7. Integrated Combat HUD:
Description: A heads-up display built into the armor that provides real-time combat data.
Perks: Enhanced situational awareness, target tracking, and environmental scanning.
Skills: Grants proficiency in perception and investigation checks related to combat scenarios.
8. Adaptive Cloaking:
Description: An advanced cloaking mechanism that adapts to various environments.
Perks: Provides significant stealth advantages, reducing the likelihood of detection.
Skills: Allows the user to blend into surroundings seamlessly, granting advantage on stealth and survival checks.
9. Kinetic Absorption:
Description: Armor that absorbs kinetic energy from impacts and redistributes it.
Perks: Reduces physical damage and can be used to power other devices.
Skills: Enhances endurance and allows for bursts of energy to be used in physical feats.
10. Thermal Regulation System:
Description: An internal system that regulates body temperature in extreme conditions.
Perks: Protection against environmental hazards such as extreme heat or cold.
Skills: Grants resistance to fire and cold damage, and advantage on checks to resist environmental effects.
Traditional Armor Enhancements:
11. Kevlar Weave:
Description: Armor reinforced with Kevlar fibers for enhanced ballistic protection.
Perks: Increased resistance to bullets and shrapnel.
Skills: Provides proficiency in survival checks related to ballistics.
12. Exo-Skeletal Frame:
Description: A mechanical frame that enhances the wearer’s strength and durability.
Perks: Enhanced physical capabilities, such as lifting and carrying heavy objects.
Skills: Provides advantage on strength checks and athletics.
13. Tactical Communication Suite:
Description: Built-in communication devices for secure and efficient team coordination.
Skills: Grants proficiency in persuasion and deception checks related to communication.
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
Overview: Neo Miami’s luxurious residential zone, perched high above the waters, surrounded by floating gardens and luxury pools. Connected by maglev systems and skybridges, this is where the elite thrive, far above the chaos below.
Landmark: The Azure Pinnacle – The tallest skyscraper in Neo Miami, home to the wealthiest corporate executives and a secret corporate boardroom where the megacorps decide the future of the city.
Landmark: Sunken Splendor Casino – A lavish casino submerged halfway underwater, offering both surface and deep-sea gambling experiences. Players can wager on illegal underwater races or high-stakes cybercombat matches.
2. The Abyssal Expanse
Overview: The lower, completely submerged zone where the remnants of Old Miami lie. This area is a lawless district ruled by gangs, scavengers, and illegal salvage operations. The infrastructure is a mix of submerged ruins and underwater habitats.
Landmark: Old Downtown Ruins – The skeletal remains of old Miami’s skyline now stand as ruins deep below, where treasure hunters dive in search of lost relics. It’s also home to gangs that operate out of partially flooded skyscrapers.
Landmark: The Deep Blue Hub – A marketplace for illegal tech, biogenetics, and cyberware located in a massive underwater dome. It’s also where mercenaries can take on dangerous underwater salvage contracts or bounty hunts.
3. HydroNet
Overview: The technological heart of Neo Miami, this district houses research labs and development centers focused on biogenetics, AI, and water-based cybernetic enhancements. Corporate towers hover above, while deeper underwater labs conduct secret experiments.
Landmark: The Hydra Research Facility – An underwater lab notorious for developing aquatic cybernetics and biogenetic enhancements for deep-sea exploration, as well as military applications. Dark rumors suggest the facility experiments on captured sea creatures and even human test subjects.
Landmark: Tidal Core Nexus – A massive data center located in a submerged dome. It's the heart of Neo Miami’s digital infrastructure, housing the servers for the city’s NeuroNet and controlling the flow of information.
4. Sunken Skies
Overview: This district features floating platforms and artificial islands where smuggling, piracy, and black-market trades are common. The high seas surrounding Neo Miami are patrolled by corporate security forces, but the waters here are treacherous and controlled by pirate gangs.
Landmark: Pirate’s Haven – A semi-submerged platform city known for housing some of the most dangerous pirates and smugglers in Neo Miami. It's a haven for criminals, black-market goods, and anyone seeking to disappear off the grid.
Landmark: The Siren’s Call – A floating nightclub famous for its underwater dance floors, where patrons can submerge themselves to dance with glowing aquatic lifeforms. It's also known as a place to hire mercenaries or make secret deals with the underworld.
5. The Lagoon
Overview: A sprawling bio-engineered park built on floating platforms. The area was designed as a public space, but it has fallen into disrepair, now acting as a gathering spot for lower-class citizens, runaway street urchins, and those on the fringes of society. Gangs and resistance movements often meet here in secret.
Landmark: The Biogrove – A massive floating bio-laboratory hidden within the Lagoon. It specializes in the creation of genetically modified aquatic plants and animals, which are sold to wealthy clientele as exotic pets or used for experimental purposes.
Landmark: The Hanging Gardens – A network of floating platforms filled with bioluminescent plants that glow in the dark, creating a surreal and often dangerous nighttime atmosphere. The gardens are often used as meeting spots for illegal dealings or nighttime duels.
6. Wavebreaker Heights
Overview: This district serves as the city’s defense hub, housing Neo Miami’s law enforcement, corporate security, and private militias. The upper levels are well-guarded fortresses, while the lower levels are rife with corrupt officers willing to cut deals with gangs and smugglers.
Landmark: The Bastion – A floating military base that acts as the headquarters for Neo Miami’s private security forces, equipped with advanced aquatic drones and high-tech submersibles to patrol the surrounding waters.
Landmark: Stormbreaker Defense Grid – A series of automated turrets and energy shields that protect Neo Miami from pirate raids and rogue cybernetic sea creatures. It’s also said to house experimental AI-controlled drones, which occasionally go rogue and attack both friend and foe.
Cultural & Social Notes:
Corporate Control: Megacorporations control the higher levels of the city, with each district having a corporate sponsor. These corporations wield immense power over Neo Miami’s politics, technology, and economy.
Underwater Gangs: Pirate factions, salvage gangs, and underwater mafia rule the sunken parts of the city, constantly at odds with each other and the corporate forces trying to maintain order.
Aquatic Cybernetics: Due to the city’s proximity to the ocean, cybernetic enhancements for deep-sea exploration and survival are common. Citizens often modify themselves to better interact with the aquatic environment, using gills, webbed limbs, or pressure-resistant implants.
Pirates & Smugglers: The surrounding waters are home to pirate fleets that prey on corporate shipments and transport vessels. Smugglers thrive in Neo Miami, trading in illegal goods, rare tech, and cybernetic contraband.
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
Overview: The largest lunar city, Luna Prime is a bustling metropolis built beneath the Moon's surface. Carved deep into the rock, it serves as the hub of all lunar operations, housing corporate offices, living quarters, and entertainment facilities.
Landmark: The Silver Spire – A towering structure that emerges from beneath the surface, acting as both a corporate headquarters and communications hub. The Silver Spire is home to corporate leaders overseeing lunar operations. A fortified compound surrounds it, complete with private military forces.
Landmark: Central Processing Plant – The heart of the mining operations, where helium-3 and rare minerals are processed before being shipped to Earth or used in lunar industries. The plant is a sprawling, heavily guarded facility with miles of tunnels running beneath it.
Landmark: Luna Dome Market – A massive, dome-covered marketplace where goods, technology, and rare minerals are traded. It’s a place where black-market deals happen alongside official business, with vendors selling everything from cutting-edge cybernetics to rare lunar artifacts.
2. Tranquility Station
Overview: Built near the Apollo 11 landing site, Tranquility Station serves as a symbolic and functional center for lunar scientific research. Though primarily focused on space exploration and human longevity research, Tranquility Station has also become a hub for corporate espionage and secret projects.
Landmark: Apollo Monument – A massive monument commemorating humanity's first steps on the Moon. It stands at the original Apollo 11 landing site and is a symbol of human achievement, though the surrounding area is now controlled by corporations with their own agendas.
Landmark: Tranquility Research Labs – An underground complex that specializes in advanced research into human biology, low-gravity adaptation, and quantum computing. The labs are known to house dangerous experiments, including AI research and cybernetic enhancements that push ethical boundaries.
3. Tycho City
Overview: Situated within the massive Tycho Crater, Tycho City is a high-tech, futuristic settlement focused on resource extraction and industrial production. The crater’s walls provide natural shielding from space radiation, making it an ideal location for massive solar energy farms and mining operations.
Landmark: Tycho Mining Operations – The largest mining facility on the Moon, extracting helium-3, rare earth metals, and other resources. The mining shafts go deep into the Moon’s core, and workers face constant dangers from collapsing tunnels, low oxygen levels, and corporate sabotage.
Landmark: The Tycho Docks – The primary spaceport for exporting lunar resources to Earth and importing supplies. It’s a heavily guarded facility, with corporate mercenaries patrolling constantly to prevent smuggling or piracy.
Landmark: Lunar Forge – A massive industrial complex where lunar metals and other resources are processed into high-tech materials. The Forge produces everything from cybernetic enhancements to starship components, making it a critical part of the lunar economy.
4. The Darkside Stations
Overview: Hidden on the far side of the Moon, away from Earth’s prying eyes, these secretive outposts house black-site research facilities, military installations, and rogue AI experiments. The Darkside is a lawless region, controlled by powerful corporations that operate beyond the reach of Earth's governments.
Landmark: Blackstar Complex – A highly classified research facility that conducts illegal experiments in AI development, weaponized cybernetics, and anti-gravity technology. It is rumored that some of the most dangerous AI have been released into the lunar network from here, posing a risk to all lunar settlements.
Landmark: Eclipse Military Base – A hidden military installation built into the side of a lunar mountain. The base houses corporate soldiers and advanced weaponry, including orbital defense systems that protect corporate interests on the Moon.
Landmark: The Void – A rumored black-market trade hub where anything can be bought or sold, including stolen corporate data, advanced weapons, and dangerous AI cores. The Void is hidden deep in the lunar tunnels, accessible only to those who know its secret routes.
5. Mare Frigoris Biodome
Overview: A large, self-sustaining biodome built on the edge of the Mare Frigoris. This facility is home to scientists and botanists who study advanced agricultural techniques in low gravity, as well as biotech firms interested in genetic modifications. It's a relatively peaceful and scientific-focused settlement compared to the more industrialized lunar cities.
Landmark: Frigoris Greenhouses – A series of massive biodomes where crops are grown using experimental hydroponics and genetic engineering techniques. These greenhouses are crucial for producing food for the lunar colonies and researching how to sustain life on long-term space missions.
Landmark: Gene Labs Alpha – A research facility dedicated to genetic modifications that allow humans to adapt to extraterrestrial environments. The lab focuses on enhancing human physiology for low-gravity living, and it's rumored that they also experiment on volunteers willing to undergo radical changes for survival in space.
6. The Lunar Underground
Overview: Beneath the lunar surface lies a network of tunnels, abandoned mines, and secret passageways that are home to smugglers, outlaws, and rogue AI. The Lunar Underground is a dangerous but lucrative place where the bold can find hidden wealth or untold dangers.
Landmark: Smuggler's Tunnels – A maze of old mining shafts repurposed for smuggling operations, running goods between different lunar settlements or hiding illegal contraband from corporate authorities. The tunnels are filled with hazards like cave-ins, low oxygen, and rogue drones.
Landmark: The Void Markets – An underground black-market economy where anything from advanced AI programs to stolen research data is bought and sold. This shadowy underworld is controlled by powerful criminal syndicates who evade the corporate control on the surface.
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Social & Cultural Notes:
Corporate Rule: Much like Earth, the Moon is dominated by megacorporations that control the lunar economy. They own the cities, the mining operations, and the technology, making life for the average lunar citizen highly dependent on corporate favor.
Cybernetic Adaptation: Due to the Moon's low gravity, many lunar residents opt for cybernetic enhancements to strengthen their bodies and resist the wear and tear of lunar living. Special modifications for low-gravity environments are commonplace, and many lunar workers use exoskeletons or enhanced limbs.
Life Underground: While surface stations offer better views and amenities, many residents live in underground habitats to avoid the constant exposure to radiation and micrometeoroids. These underground cities are connected by tunnels and have become their own subcultures, with a focus on survival and independence from the corporate elite.
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Adventure Hooks:
Lunar Heist: A team of mercenaries is hired to infiltrate the heavily guarded Tycho Mining Operations to steal a shipment of rare lunar minerals. The players must navigate through dangerous tunnels, avoid corporate security, and deal with rival teams of saboteurs.
The AI Rebellion: Rogue AI from Blackstar Complex have escaped into the lunar network, causing havoc and threatening to shut down critical life support systems. The players must hunt down the AI before it can cause widespread damage, all while uncovering the dark secrets of the facility.
Darkside Dangers: A corporation has lost contact with its secret research facility on the Darkside. The players are hired to investigate the blackout, only to discover a rogue experiment has taken over the station, turning it into a deadly trap filled with cyber-enhanced creatures.
Underground Revolt: Smugglers and outlaws from the Lunar Underground are planning a revolt against the corporate overlords. The players must decide whether to aid the rebels in their quest for freedom or crush the uprising on behalf of the corporations.
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
Overview: A floating city in itself, Horizon Isle is a collection of high-end luxury platforms connected by magnetic railways and skybridges. It's the epitome of corporate power and wealth, where corporate executives, celebrities, and the city's elite live in palatial homes hovering above the ocean.
Landmark: The Zenith Tower – The tallest structure in Neo Los Angeles, a megastructure that rises hundreds of feet above sea level. Home to corporate CEOs and powerful politicians, the Zenith Tower houses secret meetings and high-level corporate espionage.
Landmark: Hollywood Heights Dome – A transparent, floating biodome where the remnants of the entertainment industry reside. Inside, massive holostages host digital concerts, VR productions, and augmented reality performances, with holographic celebrities now a staple of the entertainment world.
2. Sunken Sprawl
Overview: The remnants of Old Los Angeles’ massive sprawl, now a partially submerged district where skyscrapers jut out from the ocean like monoliths. The higher levels are home to those clinging to the remains of the old world, while lower levels have become flooded zones where criminals and scavengers thrive.
Landmark: The Drowned Freeway – Portions of the iconic LA freeway system are still visible above water, now used as routes for hovercrafts, smuggler ships, and floating markets. It's a dangerous area where gangs frequently wage wars over territory.
Landmark: Griffith Tower – Once the Griffith Observatory, now transformed into an underwater research station. The building extends deep into the ocean, with biogenetic experiments and underwater tech developments conducted in secret beneath the waves.
3. The Archipelago
Overview: A series of artificial islands created from salvaged materials and high-tech flotation platforms, The Archipelago is an eclectic collection of shantytowns, markets, and pirate havens. It’s where the working class and lower class of Neo Los Angeles survive, far from corporate control.
Landmark: Scavenger’s Row – A floating market where anything can be bought or sold, from salvaged tech from Old LA to black-market cyberware. The Row is a thriving place for traders, mercenaries, and those who live off the grid.
Landmark: The Wasteland – A massive floating junkyard where old tech, cars, and parts of submerged buildings are pulled up from the depths and repurposed. Gangs fight for control of valuable scrap, while mercenaries can find contracts here for dangerous salvage operations.
4. Floating Downtown
Overview: Rebuilt atop floating platforms, Floating Downtown is the city’s corporate heart. Skyscrapers rise from artificial islands, housing tech firms, media conglomerates, and finance hubs. The megacorporations rule with iron fists, guarded by private security forces and drones.
Landmark: The Neon Grid – The central business district, a dazzling area filled with holographic ads, VR storefronts, and sky-high megatowers. It’s here where deals are made between the world’s largest corporations, and cyber-espionage runs rampant.
Landmark: The Hyperion Shield – A massive floating security hub that controls Neo Los Angeles' automated drone defenses and the city's security protocols. Any attempt at rebellion or intrusion is quickly shut down by these corporate enforcers.
5. Venice Clusters
Overview: Venice Beach and its surroundings have become a network of floating districts, famous for their artistic communities, high-tech festivals, and digital nomads. It is a vibrant area, known for its floating markets, bohemian lifestyle, and street art projected in neon holograms across the water.
Landmark: The Chromatic Pavilion – A floating, tech-infused festival ground that’s constantly evolving. Massive digital art installations, VR galleries, and augmented reality performances are frequent events, attracting tourists and the city’s creative types.
Landmark: The Surfline – An artificial wave generator and cyber-surf park that simulates the pre-flood beaches of Old Los Angeles. It's a hotspot for adrenaline junkies, hoverboarders, and VR sports athletes who ride the synthetic waves.
6. Echo Docks
Overview: The industrial heart of Neo Los Angeles, Echo Docks are massive floating platforms that house factories, shipping centers, and warehouses. This district is controlled by megacorps that rely on cheap labor, with workers living in crowded, floating housing units.
Landmark: The Titan Rig – A massive floating refinery that processes energy resources pulled from under the Pacific Ocean. This rig powers much of Neo Los Angeles, but rumors of illegal and dangerous experiments conducted on-site have surfaced, sparking unrest among the working class.
Landmark: The Sunken Yard – A giant underwater salvage yard where abandoned ships, submarines, and even ancient relics of Old LA are pulled up for parts. The Yard is patrolled by gangs and scavengers who profit from the wreckage.
7. The Undercity
Overview: Beneath the surface of Neo Los Angeles lies the Undercity, a dark and dangerous place filled with criminals, outlaws, and scavengers. These underwater habitats are made from the ruins of Old LA, re-engineered into submersible shelters where those on the run from the law or corporations hide out.
Landmark: The Abyssal Gates – Sunken entry points into the deeper layers of Old LA, now heavily fortified by gangs and mercenaries. These gates lead to unexplored ruins and potentially valuable treasures but are also rumored to be the resting place of ancient tech guarded by dangerous creatures or rogue AI.
Landmark: The Midnight Abyss – A dark, submerged nightclub where illicit deals are made, and mercenaries are hired. It’s a place where the lights barely reach the depths, and the patrons are often as dangerous as the creatures lurking in the surrounding waters.
Cultural & Social Notes:
Corporate Dominance: Neo Los Angeles is ruled by megacorporations, with each district often sponsored or controlled by a different corporate entity. They maintain their power through private security forces, and the line between corporate law and actual law is thin.
Salvage Culture: With much of Old LA submerged, a subculture of scavengers and treasure hunters has emerged, diving into the sunken ruins to retrieve valuable relics, lost tech, or even pre-flood artifacts that fetch high prices on the black market.
Gangs & Pirates: The sunken lower levels and distant waters are controlled by various pirate factions, street gangs, and mercenary groups. They operate illegal salvage operations, smuggling rings, and black-market cybernetic enhancements.
Biotech & Cyberware: Aquatic cybernetic enhancements are common, especially for those who live in the lower levels of the city or who frequently dive into the sunken ruins. Gills, webbed limbs, and pressure-resistant cybernetics are popular upgrades.
Environmental Struggles: While the upper floating city is clean and high-tech, pollution and waste often drift down to the lower, submerged areas, causing disease and environmental hazards in the depths. Water filtration is a constant battle for survival in these areas.
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:
Submerged Ruins of Old New York: The remains of Old New York lie beneath the water’s surface, now a ghostly underwater graveyard. Skyscrapers, once towering, are partially submerged, their upper floors breaking through the water. Divers, treasure hunters, and criminal gangs explore these ruins, often referred to as the "Drowned Quarter," scavenging lost technology and relics.
The Floating Towers: Neo New York's skyline consists of towering, floating platforms that serve as corporate enclaves, luxury housing, and high-end commercial districts. Massive vertical cities, suspended on advanced buoyancy systems, dot the skyline. The rich and powerful live here, enjoying panoramic views of the drowned world below.
CyberCanyon: The neon-drenched, overcrowded lower districts are where most of Neo New York’s population resides. This chaotic warren of lower-class neighborhoods sits on elevated platforms just above the waterline. Narrow streets, stacked apartment blocks, and endless advertising boards create a claustrophobic maze of life, crime, and opportunity. Augmented humans, street vendors, hackers, and mercenaries move through its congested streets.
St. Atlantis: A massive, dome-enclosed district that rises from the water near what was once Central Park. Built as a sanctuary for the elite, St. Atlantis is a mix of natural beauty and ultra-modern architecture, with lush green spaces growing under protective domes. The area hosts private estates, high-end clinics offering gene therapy, and the latest in augmentation technology. Security is tight, with private military forces patrolling the area.
Wall Street Nexus: The new financial heart of Neo New York, Wall Street Nexus is an elevated district of glass-and-steel skyscrapers. This is where mega-corporations, zaibatsus, and syndicates operate from, controlling global financial markets. Corporations have replaced traditional governments, and many corporate CEOs wield more power than world leaders. High-tech mercenaries and data brokers trade secrets here in the shadows of towering office buildings.
Liberty Island Hub: The iconic Statue of Liberty now sits half-submerged, a relic of the past, its torch just above the waterline. Around it, Liberty Island has been transformed into a high-security corporate prison. The prison is run by AI-driven systems, and it holds political dissidents, corporate spies, and cybercriminals in a fortress-like facility. Hackers often try to break in, either to free prisoners or to steal data from the corporate overseers.
The Neon Canals: With much of the old city flooded, Neo New York has embraced a new kind of transit: sleek hoverboats and maglev watercraft zip through the flooded streets. The Neon Canals are a labyrinth of water-filled avenues lit by neon lights, where nightlife thrives, and the black market flourishes. Street races, illegal cybernetic enhancements, and underground fights are common in this district, where law enforcement has little control.
Landmarks:
The Sky Spire: Standing at the center of Neo New York, the Sky Spire is the tallest structure in the city, a colossal tower that houses the city’s most influential corporations and the wealthiest individuals. Its top floors are reserved for the richest elites, offering views of both the floating cityscape and the drowned remains of Old New York. The tower is also home to "NeuroVision" broadcast stations, beaming mind-altering entertainment across the globe.
Central Station: The main transit hub of the city, Central Station is a massive floating structure that connects maglev trains, airships, and hovercrafts. It is a hub of activity, filled with commuters, tourists, and the ever-present corporate security forces. Hackers and fixers often use this place as a neutral ground for deals, and the station’s underbelly hides numerous black market operations.
The Drowned Gate: Once the Brooklyn Bridge, now only its peaks are visible, creating an eerie gateway into the submerged remains of Old New York. It’s a hotspot for treasure hunters, who dive into the depths below to explore sunken buildings and retrieve lost artifacts. Illegal operations, including smuggling and underwater duels, often occur here, away from the prying eyes of the authorities.
The Neon Plaza: The entertainment district of Neo New York, where virtual reality arcades, illegal stim parlors, and AI-run nightclubs thrive. This is where the youth of the city come to escape reality, jacking into virtual worlds or indulging in simulations far removed from the harsh streets. The Neon Plaza is always alive with flashing lights, thumping music, and a constant hum of cybernetic activity.
Society:
Corporate Control: The mega-corporations in Neo New York dictate every aspect of life. They own the infrastructure, provide the augmentations, and run the media. Most people are employed by these corporations, either directly or indirectly. The city’s government exists only in name; real power is held by corporate boards and security forces.
Augmented Humanity: In Neo New York, cybernetic enhancements are as common as clothing. From simple interface jacks to full-body augmentations, nearly everyone has some form of modification. The wealthy can afford the latest and safest tech, while the poor rely on black market implants, which often malfunction or cause long-term health issues.
Gangs and Mercenaries: With the police force underfunded and overwhelmed, gangs rule the streets of CyberCanyon and the Neon Canals. These gangs are often hired by corporations to do their dirty work, acting as mercenaries or hit squads in the ongoing turf wars over tech, territory, and data. Some of the most notorious gangs, like the Chromatic Razors and Neon Dragons, control entire sections of the city.
Hackers and Shadowrunners: Hackers, or "deckers," are modern-day rebels in Neo New York, using their skills to infiltrate corporate networks, steal data, and topple powerful entities. Shadowrunners are the mercenaries of the digital age, taking on dangerous jobs for corporations, gangs, or private clients. The battle for control of data is fierce, and Neo New York’s underground is a hotbed of cyber espionage.
Economy & Culture:
NeuroNET & VR Escapism: The NeuroNET, a global network combining the internet with fully immersive VR, dominates Neo New York’s culture. Many residents spend more time in the NeuroNET than in the real world, living out their fantasies in virtual environments. Entire industries revolve around NeuroNET entertainment, from virtual tourism to full-sensory experiences known as "stim runs."
Psionics & Biotech: Psionics, latent human abilities unlocked through illegal substances like Manna, have begun to spread throughout Neo New York. Psionically-gifted individuals are rare but highly sought after by corporations for their abilities, while the black market peddles risky biotech designed to emulate or enhance psionic powers.
Threats & Dangers:
Black ICE: In the depths of the NeuroNET, deadly AI programs known as Black ICE (Intrusion Countermeasure Electronics) guard corporate data. These programs can kill or mentally incapacitate anyone who tries to breach them, making hacking a life-or-death game.
Environmental Decay: Neo New York's floating platforms are not impervious to time and weather. Storms, rogue waves, and rising water levels continually threaten the lower districts. The wealthiest parts of the city have the resources to combat these dangers, while the poorer areas often suffer from structural failures and floods.
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)
Overview: A vertical island city, built atop floating megastructures. The rich live high in the clouds, while the lower levels host bustling markets and factories. Corporate offices of megacorps dominate the skyline.
Landmark: The Ascendant Spire – The tallest building in Neo San Francisco, a shining needle piercing the sky. Home to key corporate players and black-ops facilities for secret deals.
Landmark: The Aquadome – A glass-like, submerged tower that serves as a research facility for marine biologists and bioengineers working on aquatic biogenetics.
2. Old Ruins
Overview: The flooded remains of Old San Francisco. Underwater exploration and salvage are common, but it’s rumored that strange creatures lurk in the depths, including rogue AI-controlled drones and mutated sea life.
Landmark: The Golden Gate Ruins – Only the top arches of the once-majestic Golden Gate Bridge are visible, now serving as a makeshift signal relay for illegal transmissions and pirate radio stations.
Landmark: Aquatica 9 – A massive undersea city dome, located at the deepest point of Old San Francisco, run by a Zaibatsu that conducts dangerous genetic experiments on underwater life forms.
3. Silicon Strand
Overview: A hub of technology and innovation, this island is home to startups and megacorps alike, specializing in AI development, cybernetics, and illegal Neurolink tech. It’s a haven for hackers and technophiles.
Landmark: CyberHeart Plaza – A dazzling holographic mall where street samurai, netrunners, and corpo agents shop for the latest in cybernetic upgrades, rare software, and weapons.
Landmark: Neural Nexus – A massive server complex at the island's heart, controlling the flow of data throughout Neo San Francisco. Rumors abound of AI overlords silently pulling the city's strings from here.
4. New Alcatraz
Overview: Once an infamous prison, the submerged Alcatraz has been reengineered into a high-security corporate penitentiary for rogue netrunners, dissidents, and anyone who defies corporate law.
Landmark: The Warden’s Vault – A maximum-security facility where high-profile prisoners are stored in digital cryostasis, their consciousness locked away in virtual prisons.
5. The Drowned Gardens
Overview: A series of bio-engineered floating islands that act as the city's primary food source. These islands are covered in vertical hydroponic farms and algae processors, but also house dark markets selling illegal biotech.
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)
Overview: The remnants of an old shipping district, now an overcrowded island where refugees and the underclass survive in stilted homes and floating shantytowns. Crime syndicates rule here, dealing in black market goods and cheap, dangerous cybernetic implants.
Landmark: The Flooded Bazaar – A vast floating marketplace where anything and everything is for sale, from illegal cybermods to ancient relics salvaged from Old San Francisco.
7. Cloud Harbor
Overview: A massive floating spaceport and aerodrome, Cloud Harbor serves as the gateway to the skies. Mercenaries, smugglers, and corpo agents pass through here daily, with aerospace technology at the forefront of its design.
Landmark: The Skylink Tower – An aerial docking station for orbital shuttles and a space elevator prototype designed for interstellar trade and the movement of corporate VIPs.
Cultural Notes:
Technocratic Elite: The city is largely run by corporate families and technocrats who live on the higher levels, away from the chaos below.
Underwater Exploration: Diving into Old San Francisco is a dangerous but profitable venture. Mercenaries and treasure hunters alike flock to the depths, risking their lives to retrieve old world tech or battle mutated sea creatures.
Hackers & Gangs: Neo San Francisco is rife with underground hacker collectives, cyber gangs, and resistance fighters who oppose the megacorps.
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.
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.
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
Purpose: Synaptic stabilizers are designed to mitigate the cognitive dissonance and psychological instability caused by extensive cybernetic enhancements.
Addiction: Prolonged use can lead to a dependency on the drug, as the user's brain becomes reliant on its stabilizing effects.
Side Effects: Users might experience memory loss, diminished creativity, and a sense of emotional detachment. Overdosing could lead to temporary or permanent cognitive impairment.
Moral Implications: The creation and distribution of synaptic stabilizers raise ethical questions about the long-term impact of cybernetic enhancements on the human mind. Characters might grapple with the idea of altering their fundamental cognitive processes for the sake of stability.
2. Neural Overclock
Purpose: Neural overclock is a stimulant that temporarily boosts the processing power of cybernetic implants, enhancing reflexes and cognitive abilities.
Addiction: Regular use can lead to neural burnout, where the brain becomes reliant on the drug's artificial stimulation to function at normal levels.
Side Effects: Users might experience insomnia, anxiety, and heightened aggression. Prolonged use could lead to seizures, migraines, and a heightened risk of neural implant malfunction.
Moral Implications: The use of neural overclock raises questions about the line between human capability and artificial enhancement. Characters might confront the ethical implications of artificially pushing the limits of their cognitive and physical abilities.
3. Nanite Reconstructor
Purpose: Nanite reconstructors are designed to repair and maintain cybernetic implants, reducing the risk of rejection and enhancing their longevity.
Addiction: Users might become psychologically dependent on the constant presence of nanites in their system, fearing the degradation of their cybernetic enhancements without them.
Side Effects: Over time, the constant presence of nanites could lead to a weakened immune system, making the user more susceptible to infections and illnesses.
Moral Implications: The use of nanite reconstructors raises questions about the integration of technology into the human body. Characters might confront the idea of relying on microscopic machines to sustain their physical integrity and the potential consequences of such reliance.
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:
Accelerated regeneration (extended lifespan, even hints of immortality)
Neuroevolution (rewiring of human consciousness itself).
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
Faith vs. Exploitation – Ancient “divine gift” vs. corporate biotech greed.
Transcendence vs. Corruption – Psychic ascension or psionic burnout.
Power Struggle – Megacorps, Syndicate underworld, and cults of zealots fighting to control it.
Cyberpunk Mysticism – In a hyper-technological world, Manna introduces a mystical, almost spiritual element—transhumanism through sacred chemistry.
3. Mission Ideas & Questlines
Mission Arc A: The Street Trials
Hook: A contact offers the crew a vial of black-market Manna. A local gang has been dealing it, but its users are turning violent, exhibiting psychic seizures.
Objectives:
Track the source of the Manna batch.
Deal with Hollowed psionic addicts wreaking havoc in the slums.
Decide whether to destroy the supply, sell it, or keep some for personal use.
Mission Arc B: The Zaibatsu Gambit
Hook: ShinGlo BioLab hires mercs to retrieve stolen Manna samples from the Syndicate.
Objectives:
Infiltrate a Syndicate safehouse where Manna is being weaponized.
Survive experimental psionic enforcers—cybernetically enhanced addicts dosed with Manna.
Choose: return Manna to ShinGlo, sell it to a rival corp, or release it onto the streets.
Mission Arc C: The Cult of Ascension
Hook: A fringe religious cult believes Manna is the key to divine rebirth. They’ve begun stockpiling shipments and experimenting on willing converts.
Objectives:
Investigate the cult’s compound in the Ruins of Old Tokyo.
Witness terrifying results: psychic zealots able to project into the NeuroNET, merging faith with VR.
Final choice: dismantle the cult, join them, or weaponize their research.
Mission Arc D: The Pure Strain
Hook: Whispers surface of Pure Manna, a perfected formula hidden in ShinGlo’s highest security lab in Next Tokyo.
Objectives:
Plan a high-stakes skyscraper infiltration against ShinGlo.
Bypass ICE security in the NeuroNET vault that stores the research.
Confront ShinGlo’s top experiment: a psionic Kaiju-hybrid infused with Manna.
Decide who controls the Pure Strain—your crew, the black market, or no one.
Mission Arc E: Eternal Ghost
Hook: Ghost (your main static NPC) has history with Manna—he once took a dose and survived, unlocking abilities beyond human norms. But he’s haunted by visions of the Kaiju Mind, suggesting Manna links human thought to something older, alien, or divine.
Objectives:
Assist Ghost as his psionic episodes worsen.
Enter his NeuroNET hallucinations to fight entities that may or may not exist outside his mind.
Choose: cure him, let him ascend, or put him down before he loses control.
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
Street Manna (Impure): Black-market doses, unstable, laced with synthetic binders. Grants psychic powers, but corrupts body and mind.
Corporate Manna (Refined): Purified in Zaibatsu labs, more stable but still imperfect. Rare and expensive.
Pure Manna: Mythic, said to grant true eternal life and stable psionics. One dose could change the world.
Step 2: Activating Psionic Powers
Manna Points (MP): Replace “psi points” from UA.
A character without Manna cannot access psionics unless they have a latent psionic background.
Ingesting a dose of Manna grants temporary MP, fueling abilities for several hours, depending on character and Game.
Dose Effects (per ingestion):
Street Manna (Impure): Gain 1d6 + CON mod MP, but must roll for Backlash (see below).
Corporate Manna (Refined): Gain 1d8 + CON mod MP, roll for Backlash at disadvantage.
Pure Manna: Gain 2d10 + WIS mod MP, no backlash—once in a lifetime.
Step 3: Psionic Abilities
You can use Manna to activate Psionic Talents & Disciplines (from UA, reflavored for cyberpunk). Examples:
Telepathy → “NeuroNET Link” (project thoughts into others, intercept comms).
Mind Thrust → “Cerebral Hack” (scramble someone’s neural implants).
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):
3 Addiction Points → You crave Manna. Disadvantage on all rolls until your next dose.
5 Addiction Points → You become Hollowed: a psionic husk under DM control.
Narrative Integration
Zaibatsu Control: Megacorps like ShinGlo and Xero Pharma hoard Corporate Manna, using mercs to smuggle or retrieve shipments.
Underworld Trade: Syndicate pushes Impure Manna on the streets, fueling psychic gangs and Hollowed enforcers.
Cult of Ascension: Religious fanatics worship Manna as divine rebirth, creating zealot psions.
Kaiju Connection: Pure Manna whispers with alien consciousness—the Kaiju Mind—hinting that psionics may not be human at all.
Mission Hooks with Mechanics
The Street Trials (Low-Level Arc)
Black-market Manna batch floods Next Tokyo slums. Players see firsthand the Hollowed (psionic addicts, CR 1/2–2 enemies).
Mechanics: Players can choose to sample Street Manna for power, risking addiction.
The Zaibatsu Gambit (Mid-Level Arc)
ShinGlo hires mercs (maybe the PCs) to recover stolen Manna research. Rival corp offers double pay.
Mechanics: The crew must face psionically enhanced soldiers using Corporate Manna.
The Cult of Ascension (Mid-Level Arc)
Fanatics in Old Tokyo ruins experiment with overdoses, manifesting psionic zealots with divine visions.
Mechanics: Their leaders are latent psychics who took too much Manna, gaining UA psionics + madness tables.
The Pure Strain (High-Level Arc)
Raid ShinGlo’s arcology to steal Pure Manna. Confront a Kaiju-Manna hybrid that is psionically active.
Mechanics: Pure Manna = legendary artifact → grants unlimited MP for 24 hours, then triggers Kaiju Mind visions.
Eternal Ghost (Personal Arc)
Ghost (your static NPC) reveals he took Manna once and lived. His psychic link to the Kaiju Mind grows unstable.
Mechanics: Ghost may become ally, villain, or transcend into something beyond human—depending on whether players find a cure or push him deeper.
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
ShinGlo BioLab recorded Ghost’s data during the Pure Manna trial. Though he escaped, his survival raised questions: why him?
Zaibatsu research branches have since theorized that Shadowkind are the key to stabilizing Manna. Without them, humanity risks extinction through Hollowing if Manna goes mass-market. With them, immortality becomes possible.
Now, Shadowkind are hunted: tracked, kidnapped, and experimented on in blacksites across Next Tokyo.
The corps don’t agree on whether to:
Breed them (create Shadowkind stock as living reactors for Manna).
Harvest them (kill and extract genetic material).
Weaponize them (turn them into psionic shock troops).
Paragons = Shadowkind Ascendants
In Shadows of Manna, Paragons are Shadowkind who have mastered Manna and ascended beyond human limits.
Tier 1: Awakened Shadowkind – Latent gene begins expressing. Minor psionic sensitivity without Manna.
Tier 2: Shadowkind Symbiont – Can survive Impure Manna without Backlash, though not without risk. Corporations prize them as test subjects.
Tier 3: Paragons – Survive Pure Manna exchange, gaining permanent psionic evolution. Paragons are rare and feared; their minds touch the Kaiju Mind itself.
Paragons are living weapons, living messiahs, and corporate prizes all at once.
Ghost’s Survival
Ghost took Pure Manna during a ShinGlo experiment. Every other subject either died or Hollowed.
His Shadowkind heritage stabilized the exchange, giving him permanent psionic power.
Now Ghost is both the most dangerous man alive and the most hunted. Every Zaibatsu knows if they can capture him, they can unlock immortality.
But Ghost’s connection to the Kaiju Mind grows stronger. He hears voices, sees visions, and wonders: Did Manna awaken a god inside him, or is he already becoming one?
Shadowkind in Gameplay
Optional Player Race/Template: Shadowkind
Latent Psionic Sense: Gain advantage on saving throws vs. psionic powers.
Manna Resonance: Street/Corporate Manna does not trigger Backlash Table unless rolled twice.
Kaiju Mind Taint: Each time Pure Manna is used, roll on a Kaiju Taint Table (visions, mutations, alien whispers).
Mission Hooks (Shadowkind & Paragons)
Mission Arc A: Ghost’s Legacy
Rumors spread: Ghost survived Pure Manna. ShinGlo puts out contracts for any Shadowkind bloodline.
PCs might discover they (or allies) are latent Shadowkind.
Do they protect Shadowkind, sell them out, or weaponize them?
Mission Arc B: The Paragon Program
Rival corp Xero Pharma kidnaps Shadowkind test subjects to create artificial Paragons.
PCs infiltrate a facility where half-transformed Paragons are restrained in tanks. Some beg for death, others for freedom.
PCs must decide: shut it down, rescue them, or cut a deal with Xero.
Mission Arc C: Shadowkind Cults
A Cult of Ascension fractures into a sect that worships Paragons as divine emissaries. They believe Shadowkind are the chosen to lead humanity into the Kaiju Mind.
PCs can join, infiltrate, or dismantle this cult, but the cult’s leader is a Paragon with terrifying psychic powers.
Mission Arc D: The Shadowkind War
As Shadowkind are hunted, factions form:
The Hidden: Shadowkind who want to stay in the shadows, protecting their kin.
The Paragons: Those who believe their ascension makes them the rightful rulers of humanity.
The Corps: Exploiters who see Shadowkind as corporate property.
PCs may choose sides—or play all against each other.
Epic Payoff
In a high-level Shadows of Manna campaign:
The corps finally synthesize Mass Manna, but it only works with Shadowkind as the stabilizer.
Shadowkind (and Paragons) become the most valuable—and hunted—resources on Earth.
Ghost may ascend beyond Paragon into something akin to a Psionic Kaiju, fusing Shadowkind evolution with Manna and the Kaiju Mind.
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)
Domains: Knowledge, Technomancy
Description: Athena, the ancient Greek goddess of wisdom, has evolved to become a deity of technology and innovation. She inspires those who seek knowledge and understanding through technological advancements.
2. Odin (God of Knowledge and Cybernetics)
Domains: Knowledge, Augmentation
Description: Odin, the Norse god of wisdom and magic, now presides over the realm of cybernetics. He is revered by those who enhance their bodies and minds through implants and technological upgrades.
3. Hephaestus (God of Forge and Machinery)
Domains: Forge, Technomancy
Description: Hephaestus, the Greek god of the forge, is worshipped as the patron of engineers and mechanics in the cyberpunk world. His followers excel in crafting and maintaining complex machinery and weapons.
4. Hermes (God of Communication and Commerce)
Domains: Trickery, Corporate
Description: Hermes, the Greek god of messengers, commerce, and thieves, has become the deity of corporate espionage and high-speed communication networks. He aids those navigating the digital underworld and corporate schemes.
5. Sekhmet (Goddess of War and Cybersecurity)
Domains: War, Streetwise
Description: Sekhmet, the Egyptian lioness goddess of war, now embodies the spirit of cybersecurity and urban warfare. Her followers protect the digital and physical realms from threats and intrusions.
6. Anansi (God of Stories and Hacking)
Domains: Trickery, Anarchy
Description: Anansi, the West African trickster god, is the patron of hackers and anarchists in the cyberpunk world. He weaves tales of rebellion and inspires those who disrupt systems and spread chaos.
7. Inari (Goddess of Prosperity and Trade)
Domains: Life, Corporate
Description: Inari, the Japanese deity of prosperity, rice, and foxes, is venerated in the cyberpunk setting as the goddess of trade and corporate success. She blesses those who seek fortune through business ventures.
8. Morrigan (Goddess of Death and Revolution)
Domains: Death, Anarchy
Description: Morrigan, the Celtic goddess of battle and sovereignty, has become the figurehead of revolutionary movements. Her followers embrace the chaos of change and the inevitability of death.
9. Raijin (God of Thunder and Energy)
Domains: Tempest, Technomancy
Description: Raijin, the Japanese god of thunder and storms, rules over electrical energy and power in the cyberpunk world. His devotees harness the might of electricity and energy weapons.
10. Tezcatlipoca (God of Night and Reflection)
Domains: Knowledge, Streetwise
Description: Tezcatlipoca, the Aztec god of night, conflict, and sorcery, is revered as the god of surveillance and hidden knowledge. His followers excel in uncovering secrets and navigating the shadows of the urban landscape.
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
Description: Organic muscle fibers infused into the body to enhance strength and endurance. The biofibers are self-replicating and constantly adapt to physical stress.
Effect: Gain +2 Strength or Advantage on Strength checks and saving throws.
2. Adrenal Surge Gland
Description: A modified adrenal gland that allows the user to release a controlled burst of adrenaline, greatly enhancing physical capabilities for short periods.
Effect: As a bonus action, enter an adrenaline-fueled state. Gain Advantage on attack rolls, Strength, and Dexterity saving throws for 1 minute. Afterward, suffer one level of exhaustion.
3. Chameleon Skin
Description: A biogenetic skin graft that adapts to the surroundings, providing advanced camouflage capabilities.
Effect: Gain Advantage on Stealth checks in natural and urban environments. You can blend into surroundings, becoming invisible if you do not move for 1 minute.
4. Regenerative Core
Description: A core of enhanced stem cells embedded in the body that speeds up the healing process.
Effect: Once per long rest, regain hit points equal to 1d10 + your Constitution modifier as a bonus action.
5. Neural Mesh Network
Description: A web of enhanced neurons spread through the brain and spine, improving reaction time and cognitive functions.
Effect: Gain +2 Dexterity or Advantage on Dexterity saving throws and Initiative rolls.
6. Spore-Infused Lungs
Description: Lungs modified to host symbiotic spore-producing organisms that filter toxins from the air and increase oxygen absorption.
Effect: Gain immunity to airborne poisons and diseases, and you can hold your breath for up to 1 hour.
7. Bioluminescent Eyes
Description: Eyes enhanced with bioluminescence that allow for improved vision in low-light conditions and emit light on command.
Effect: You gain darkvision up to 120 feet, and can emit dim light in a 10-foot radius at will.
8. Endo-Skeletal Reinforcement
Description: Organic reinforcements to the bone structure, giving the body enhanced durability without the weight of traditional implants.
Effect: Gain resistance to bludgeoning damage, and reduce all fall damage by half.
9. Hyper-Sensory Matrix
Description: Enhanced sensory organs that give acute awareness of surroundings, including heightened smell, hearing, and taste.
Effect: Gain Advantage on Perception checks involving hearing or smell, and gain the ability to track creatures via scent.
10. Photosynthetic Skin
Description: Skin engineered to use sunlight to produce nutrients, allowing the user to sustain themselves with minimal food.
Effect: You can go without food for twice the normal amount of time, and regain 1 hit point per hour spent in sunlight, up to a maximum of half your hit point maximum.
11. Cerebral Cortex Enhancer
Description: Enhanced brain tissues that augment cognitive functions, boosting intelligence and problem-solving abilities.
Effect: Gain +2 Intelligence or Advantage on Intelligence checks and saving throws.
12. Symbiotic Armor Skin
Description: A layer of toughened bio-organic material that reacts to external threats, hardening on impact.
Effect: Gain a natural armor AC of 14 + your Dexterity modifier (up to 2). As a reaction, you can increase your AC by 2 for one attack.
13. Spinal Reflex Augmenter
Description: Biologically modified spinal tissue that improves reflexive responses, allowing for enhanced mobility.
Effect: Gain +10 feet to movement speed and the ability to take the Dash action as a bonus action once per short rest.
14. Venomous Gland Implant
Description: A biogenetic gland implanted in the body, capable of producing and injecting a paralytic venom through fingernails or teeth.
Effect: You can deliver a venomous strike as part of a melee attack. Target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute.
15. Metabolic Optimizer
Description: Engineered digestive organs that break down food more efficiently, granting the user enhanced stamina and resistance to poisons.
Effect: Gain Advantage on saving throws against poison, and you require half as much food and water.
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
Access: Biogenetics can be acquired through black market surgeons, underground labs, or corporate clinics. The process involves gene editing, bioengineering, or grafting organic tissues, which typically requires downtime, a hefty sum of credits, and sometimes a connection to a specialist.
Installation Time: It takes 1d4 days of downtime to install or integrate a new biogenetic enhancement.
Limits on Biogenetics (Bio Capacity)
Every character has a Bio Capacity that determines how many biogenetics they can safely integrate without risking severe complications.
Bio Capacity is determined by your Constitution modifier + Proficiency Bonus (minimum of 1). This represents how well your body can handle and adapt to foreign genetic modifications.
If a character exceeds their Bio Capacity, they risk suffering adverse effects (detailed below).
Constitution Modifier + Proficiency Bonus
Maximum Biogenetics
1-2
1
3-4
2
5-6
3
7-8
4
9+
5
Types of Biogenetics
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.
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
Temporary biogenetics can be activated as an action or bonus action (depending on the enhancement) and last for a set duration, typically 1 hour or until the end of the current encounter.
Once the temporary enhancement ends, the genetic code reverts, and you regain the slot within your Bio Capacity.
You can only use each temporary biogenetic enhancement once per long rest unless stated otherwise.
Side Effects and Risks
If you exceed your Bio Capacity, you must make a DC 15 Constitution saving throw each time you use a biogenetic enhancement. Failure results in taking 1 level of exhaustion and a risk of temporary mutation, such as losing access to a skill, suffering disadvantage on certain checks, or taking damage.
Temporary biogenetics that are overused (e.g., used more than once per long rest) require a DC 10 Constitution saving throw to avoid potential damage (1d4 for every use beyond the first).
Integrating and Removing Biogenetics
Replacing Biogenetics: If you want to replace or remove a biogenetic, you need a qualified biotechnician and 1d4 days of downtime. This process costs money and carries a small risk of failure (DC 10 Constitution saving throw to avoid complications such as temporary debuffs or reduced hit points for 24 hours).
Biogenetic Rejection: If a character's Constitution score is reduced below the required threshold (due to injury or other effects), any biogenetics exceeding the new limit become inactive until the score is restored.
Compatibility with Cybernetics
If a character has cybernetic implants, there is a risk of incompatibility with biogenetics. When integrating both, make a DC 15 Constitution saving throw. On a failure, one cybernetic or biogenetic enhancement (chosen by the DM) becomes inoperative until the character completes a long rest and receives medical attention.
Example Biogenetic Integration and Usage
Biofiber Musculature (Permanent)
Bio Capacity: Counts as 1 slot permanently.
Effect: +2 to Strength, or advantage on Strength checks and saving throws.
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
Players can acquire Experimental Biogenetics from underground sources, which do not count against their Bio Capacity but carry a significant risk. Each use requires a DC 18 Constitution saving throw. On a failure, roll on a mutation table or suffer severe side effects for 24 hours (e.g., blindness, disadvantage on attacks, reduced movement speed).
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
Players can acquire Experimental Biogenetics from underground sources, which do not count against their Bio Capacity but carry a significant risk. Each use requires a DC 18 Constitution saving throw. On a failure, roll on a mutation table or suffer severe side effects for 24 hours (e.g., blindness, disadvantage on attacks, reduced movement speed).
Biogenetic Doctor Characters
1. Dr. Kane "Gene Jack" Harrow (Back-Alley Surgeon)
Location: A grimy, dimly lit basement beneath a laundromat in the slums.
Appearance: A wiry, middle-aged man with greasy hair, unshaven stubble, and shaky hands from too many sleepless nights. His lab coat is stained with old blood, and his eyes are always darting around, as if expecting trouble.
Personality: Shifty, nervous, but confident in his work. He has a dark sense of humor and often jokes about the “final warranty” being your life.
Skills: Adept at quick, cheap biogenetic installations. He doesn’t worry about sterile conditions, but he knows how to keep you alive—barely.
Reputation: He’s the guy you go to when you’re desperate or broke. Many of his clients come back with complications, but his prices are unbeatable.
Signature Service: Offers “Black Market Specials” like temporary adrenal boosts or chameleon skin. Known to cut corners, sometimes leaving clients with lasting scars or mutations.
2. Dr. Liora "Patch" Sykes (Mid-Tier Biotech Specialist)
Location: A hidden clinic in the back of a cyberpunk bar, with a secret door leading to a surprisingly well-equipped lab.
Appearance: A middle-aged woman with short, platinum-blonde hair, cybernetic eyes that glow faintly, and an array of tattoos that spiral down her arms. She wears a white coat over a stylish, high-tech bodysuit.
Personality: Cool, collected, and always in control. She treats her patients like clients, keeping things strictly professional, but she genuinely cares about her work’s quality.
Skills: Specializes in mid-range, reliable biogenetic enhancements. She keeps up with the latest trends and offers a variety of augmentations that blend function with aesthetics.
Reputation: Trusted by the mid-tier mercenaries, hackers, and street racers who can afford a little more for quality work. Her services are pricey but worth it.
Signature Service: Offers biofiber musculature enhancements and regenerative cores with minimal downtime. She always ensures her clients leave satisfied and with minimal scarring.
3. Dr. Aurora "Bio-Belle" Nyle (Corporate Biogeneticist)
Location: A sleek, high-end clinic in the heart of a corporate district, with a waiting room that resembles a luxury hotel lobby.
Appearance: An elegant woman in her late 30s with perfectly styled hair and flawless skin. Her eyes are a bright, unnatural blue, and she wears a custom-made white lab coat with a golden insignia of her corporate sponsor.
Personality: Polished, articulate, and charming. She’s a master at navigating corporate politics and knows how to make her clients feel like VIPs.
Skills: Specializes in top-tier, permanent biogenetic enhancements. Has access to the latest technology and techniques thanks to her corporate backing.
Reputation: The go-to doctor for corporate elites, celebrities, and high-ranking mercenaries. Her enhancements are cutting-edge, but they come with a heavy price tag and often an NDA.
Signature Service: Offers neural mesh networks and symbiotic armor skin that is integrated with precision and backed by a lifetime warranty (as long as you remain in good standing with the corporation).
4. Dr. Ezekiel "Spiral" Kade (Military-Grade Biogeneticist)
Location: A secure, high-tech facility guarded by private military contractors, hidden within a mountain base outside the city.
Appearance: A tall, broad-shouldered man in his 40s with military tattoos, a perfectly groomed beard, and cybernetic augmentations visible under his skin. He wears a tailored black uniform with military insignia.
Personality: Disciplined, strict, and no-nonsense. He expects absolute professionalism from his clients and has little patience for time-wasters.
Skills: Trained in biogenetics for warfare. His enhancements are built for combat, resilience, and survival. He can turn a soldier into a one-person army.
Reputation: Known as the best of the best in military biogenetics. His services are by invitation only, usually reserved for high-ranking operatives, government agents, or those with serious cash and connections.
Signature Service: Offers endo-skeletal reinforcements and hyper-sensory matrix enhancements that push the limits of human potential. His work is flawless, but it comes with the expectation that you'll be using it on the battlefield.
5. Dr. Octavia "Strain" Falken (Experimental Biogeneticist)
Location: An abandoned warehouse repurposed into an eerie, makeshift lab filled with jars of strange bioluminescent fluids and half-finished projects.
Appearance: A tall, gaunt woman in her late 30s with dark hair pulled back in a messy bun. Her arms are covered in scars from her experiments, and she always wears gloves to hide her shaking hands.
Personality: Obsessive, erratic, and brilliant. Dr. Falken is driven by her pursuit of knowledge and innovation, often ignoring safety protocols in her quest for the next breakthrough.
Skills: A pioneer in experimental biogenetics, capable of creating enhancements that no one else dares to try. Her work is unpredictable, but when it succeeds, it’s nothing short of revolutionary.
Reputation: Feared and respected in equal measure, she’s the go-to choice for those who want enhancements no one else can provide—or survive.
Signature Service: Offers experimental biogenetics that don’t count against Bio Capacity but come with a high risk of mutation or rejection. Clients who use her services often walk away changed in more ways than one.
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
Contraband Exchanges – guns, designer drugs, military cyberware stripped off corpses.
Zero-Day Markets – fresh exploits hot off the assembly line, ICEbreakers that won’t exist tomorrow.
Hacking Software – daemons, viruses, trace-killers that can turn a nobody decker into a ghost.
Contract Killers – anonymous boards where you can post a name and a number, and someone, somewhere, cashes in.
Whistleblower Nodes – data leaks on corps and governments, spewed into the void by people with nothing left to lose.
Sports Fixing Rings – backroom betting pools where fortunes change with the right flick of code.
Who Walks the DarkNET
Hackers – running silent, trading war stories in plaintext.
Fugitives & Ghosts – anyone who can’t afford to exist in the NeuroNET’s neon light.
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
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.
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.
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.
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.
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:
Requires: NeuroVision Interface (rare implant)
Activation Time: 1 minute to connect and synchronize with the NeuroVision stream.
Duration: 1 hour per charge. The interface contains 3 charges and recharges after a long rest.
Range: Unlimited while on the same plane of existence (may vary with interference or encryption).
Usage:
Sensory Sync: The user experiences everything the target senses—sight, sound, taste, touch, and smell.
Skill Check: If the user attempts to control the target (even in a minor way), they must succeed on a DC 17 Intelligence (Hacking) check. Failure results in momentary disorientation (1 round of incapacitation).
Emotional Feedback: Strong emotions from the target can impact the user, potentially influencing their behavior.
Saving Throw: When exposed to intense emotions (fear, rage, love), the user must make a DC 15 Wisdom saving throw or be overwhelmed by the sensation for 1d4 rounds (acting as charmed or frightened, depending on the emotion).
Memory Bleed: Prolonged use of NeuroVision can cause the user to confuse the target's memories with their own.
Memory Check: After 1 hour of continuous usage, the user must make a DC 14 Intelligence saving throw or take 2d6 psychic damage and experience mild confusion for the next hour, represented as disadvantage on Intelligence-based checks.
Special Features:
Psionic Echoes: If the target has psionic abilities or is under the influence of psionic drugs (like Manna), the user may receive brief flashes of insight, potentially triggering psionic powers within the user temporarily. This can be represented by allowing the user to cast a psionic-related spell at the DM’s discretion.
Black Market Streams: Many NeuroVision streams are recorded from unwilling participants or illegal operations, making them high-risk but valuable. These streams often include highly trained assassins, corporate spies, or even experimental subjects, granting dangerous insights but also exposing users to intense emotions, trauma, and even psionic disturbances.
Risks of Using NeuroVision:
Sensory Overload: Exposure to high levels of sensory input can cause permanent psychic damage. If a user exceeds their NeuroVision time limit (more than 3 hours continuously), they must make a DC 18 Constitution saving throw. On a failure, they suffer 4d6 psychic damage and gain one level of exhaustion.
Addiction: NeuroVision is addictive. After every long-term usage (total of 5 or more hours per day), the user must make a DC 15 Constitution saving throw. Failure results in addiction, manifesting as a craving for more immersive experiences. While addicted, users suffer disadvantage on Wisdom saving throws until they feed the addiction.
Loss of Identity: Prolonged use leads to "phantom memories" where users confuse their life with that of the people they’ve experienced through NeuroVision. This can lead to paranoia, fractured personalities, or even full dissociation. A user may suffer long-term madness if they are unable to distinguish between their reality and the experiences they’ve absorbed.
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)
Real Tokyo: Tiny 6–8 seat sushi counters are hidden in high-rise basements or upper floors. Often family-owned, handed down generations.
Cyberpunk Lore: The chef uses vat-grown fish from biotech farms in Tokyo Bay, claiming they taste like extinct species. Rumor: one tank in the back grows Manna-infused tuna, reserved for corpo executives. Eating it might grant visions… or kill you.
2. Hostess Club (キャバクラ / Snack Bar)
Real Tokyo: Hostess bars and "snack" lounges are common in skyscrapers, where customers pay for conversation, drinks, and companionship.
Cyberpunk Lore: The “hostesses” are cybernetic constructs with memory-shared SimStim feeds. Loners and corpo drones plug in to experience intimacy, but some find their emotions harvested by AI that resells the data to corporations studying human desire.
3. Mahjong or Pachinko Parlors (賭場)
Real Tokyo: Illegal gambling dens tucked behind sliding doors. Mahjong parlors have been Yakuza-owned staples for decades.
Cyberpunk Lore: Floors are filled with VR Pachinko machines wired to cryptocurrency. Some machines are rigged to funnel data-mined crypto into Syndicate wallets. Players risk more than money: some machines drain neurodata from your brain with each “spin.”
4. Love Hotel / Capsule Rooms (ラブホテル)
Real Tokyo: Love hotels hide inside skyscrapers with themed rooms for privacy. Capsule hotels stack human storage vertically for commuters and runaways.
Cyberpunk Lore: The doors hide body-rental networks. Capsule rooms are occupied by gig-economy mercenaries, their bodies jacked into NeuroNET while gangs rent their physical shells for crimes. Waking up, you might discover you committed a murder.
5. Yakuza Backroom Izakaya
Real Tokyo: Some bars are fronts for Yakuza operations—drinks and food served as deals are struck.
Cyberpunk Lore: Behind one sliding shoji door, the izakaya looks ordinary—until you notice the patrons are augmented with cyber-arms and red dragon tattoos glowing in AR. This floor is a recruitment hub. If you drink the “Dragon Sake,” you’re marked by Syndicate AR-tags visible only to those in the underworld.
6. Underground Arcade (ゲームセンター)
Real Tokyo: Old arcades hide in upper/lower floors, packed with claw machines, rhythm games, and fighting cabinets.
Cyberpunk Lore: The arcade machines are NeuroNET terminals in disguise. Hackers duel each other in “game matches” that are actually corporate heists. Lose a round of Tekken, lose a chunk of your bank account—or your memories.
7. Secret Cyberclinic (闇医者)
Real Tokyo: Unlicensed doctors (yamii-sha) run quiet clinics out of office spaces, patching up gangsters or performing cosmetic mods.
Cyberpunk Lore: Behind a frosted-glass door, an illegal ripperdoc performs splices: Manna-infused biogenetics, black market cyberware, or psionic boosters. Corpo assassins hunt these clinics, but they move every few weeks, changing floors like ghosts.
8. Corporate Shrine (神社オフィス)
Real Tokyo: Miniature Shinto shrines sometimes exist in skyscrapers, giving salarymen a place to pray before work.
Cyberpunk Lore: A shrine is maintained by an AI priestess, speaking in synthesized kami-voices. Workers “pray” by donating cryptocurrency. Rumors say the shrine is actually a server farm for a rogue AI, slowly turning faith into processing power.
9. Black Market Auction Hall
Real Tokyo: Hidden auction houses deal antiques, art, or even smuggled goods in skyscrapers, often with coded invitations.
Cyberpunk Lore: This door leads to a private VR auction where bidders wear masks in both flesh and cyberspace. Up for bid: cybernetic organs, scavenged Kaiju parts, or Shadowkind DNA samples. The Syndicate controls entry; outsiders are “sampled” for goods themselves.
10. Silent Tea House
Real Tokyo: Tiny tatami mat rooms in skyscrapers offer tea ceremony escapes in the middle of neon chaos.
Cyberpunk Lore: This tea house requires silence. Customers enter VR meditative gardens while sipping gene-tailored tea. The proprietor is rumored to be a Shadowkind who hides fugitives in dream-realms. Some customers never wake up, becoming eternal guests in digital tatami rooms.
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.
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Joining The Midnight Club:
1. Finding the Club:
Hook: Players will be introduced to The Midnight Club through a fixer, a street gang, or by overhearing rumors in the city’s underground bars. The club is invitation-only, and gaining entry requires proving your skills in an initial race or completing a mission for one of its members.
Requirement: The party needs a vehicle—customized or not—to participate. They may also need to hack the race systems to unlock access or steal a competitor's car if they don’t already own one.
2. Earning a Spot:
Players must win a qualifying race or perform an illegal job, such as sabotaging a rival racer’s vehicle or delivering illegal goods for the club. These tasks are dangerous, with plenty of opportunities for combat or stealth challenges.
3. Prestige and Rank:
As players win races, they’ll gain prestige and move up the club's rankings. Higher rankings unlock tougher races with larger payouts, exclusive upgrades, and notoriety within the underground racing scene.
However, as their reputation grows, so does the risk of being targeted by rivals or law enforcement. Players will need to keep a low profile, forge alliances, or bribe officials to stay in the game.
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Race Mechanics:
1. The Races:
Courses: Each racecourse is unpredictable, uploaded to participants just moments before the race. These tracks wind through the streets of Next Tokyo, through abandoned highways, neon-lit alleyways, and even over dangerous terrain in Old Tokyo’s ruins.
Start Time: Races always begin at midnight, adding the thrill of the cover of darkness. Weather conditions, traffic, and other environmental factors can affect the race (e.g., sudden rainstorms, crowded streets, or drone patrols).
Racing Rules: The only rule is to cross the finish line first. Weapons, EMPs, and even hacking are fair game. Players may sabotage their opponents by disabling their vehicles, launching cyber-attacks on their systems, or causing environmental hazards like collapsing structures or traffic blockades.
2. Vehicle Combat & Upgrades:
Weapons: Players can outfit their vehicles with various weapons, from machine guns to rocket launchers, EMP devices to oil slicks. Balancing firepower with speed is key to winning.
Upgrades: Winning races or completing missions allows players to modify their vehicles, adding speed boosts, improved handling, defensive systems, or experimental tech like cloaking devices or kinetic shields.
Combat Rounds: During the race, players will have the chance to attack, defend, or use special actions like hacking an opponent’s vehicle systems to slow them down or disable their weapons. Initiative order is based on speed, agility, or hacking skill, depending on the vehicle’s design.
3. Checkpoints & Obstacles:
Throughout each race, players must pass through checkpoints, some of which are rigged with traps or guarded by rival gangs. They’ll also face environmental challenges like collapsing buildings, tight corners, and random street traffic that could derail them or give them a tactical advantage.
Skill Checks:
Driving Skill (Dexterity): To navigate sharp turns or avoid oncoming hazards.
Hacking (Intelligence): To disable rivals' tech or gain an edge in real-time.
Perception (Wisdom): To spot shortcuts or detect traps laid out by opponents.
Mechanics (Intelligence): To quickly repair vehicle damage during the race.
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Rewards and Consequences:
1. Rewards:
Credits: Winning a race can earn the players large sums of credits, perfect for funding future upgrades or paying off debts.
Vehicles: Some races offer an opponent’s vehicle as a prize, allowing the players to acquire powerful custom cars with rare enhancements.
Unique Tech: Special races or missions may award experimental tech, like advanced cyberware or secret blueprints for vehicle modifications.
Prestige: As the players win more races, their reputation in the underground grows. This can unlock more dangerous but rewarding races, elite crew access, or powerful allies who offer lucrative side missions.
2. Consequences:
Law Enforcement: As the players rise in fame, the authorities may begin to notice. Police drones, roadblocks, and corporate mercenaries might show up mid-race to break up the event or hunt down the players after the fact.
Rival Gangs: Losing a race—or sabotaging a fellow racer—might put the players on the hit list of rival racers or street gangs, resulting in ambushes, assassination attempts, or sabotage of their own vehicles before the next race.
Sabotage or Betrayal: Some racers play dirty. Trusted allies may turn on the players for a quick payday, or they may find their vehicle rigged to explode just before the next race.
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Key NPCs:
1. The Organizer (The Specter):
The Specter is the elusive leader of The Midnight Club, shrouded in mystery. Rarely seen, they communicate through digital avatars and encrypted messages. The Specter runs the races, collecting massive profits from gambling and orchestrating the underground circuit. Earning their respect grants players access to the most elite races—and the most dangerous.
2. Rival Racers:
Nova: A former corporate racer, now a street racing legend, Nova is known for her ruthless tactics and high-speed maneuvers. She is fiercely competitive and will stop at nothing to claim the top spot.
Torque: A muscle-bound gang leader who controls a significant portion of the underground racing scene. Torque’s specialty is brute force, outfitting his vehicle with heavy weapons and thick armor to crush anyone who gets in his way.
3. Mechanic Ally (Rex):
Rex is a skilled mechanic and hacker who specializes in tuning up vehicles for The Midnight Club. A valuable ally, Rex can help players mod their rides, but he may occasionally ask for help in return—whether it’s sabotaging a rival’s car or recovering lost tech.
4. Fixer (Jinx):
Jinx is a smooth-talking fixer with connections throughout Next Tokyo’s racing scene. They can offer players high-stakes races and access to exclusive tech, but they’re also known to double-cross for the right price.
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Climbing the Ranks:
1. Low-Level Races:
Entry-level races take place in abandoned districts or under-maintained streets. The rewards are smaller, but they offer a chance for the players to build their skills and gain enough reputation to climb the ranks.
2. Mid-Level Races:
As the players gain prestige, they’ll be invited to higher-stakes races through city highways or industrial sectors, where the competition is tougher, and the rewards far greater.
3. Elite Races:
The top races occur in restricted zones or over dangerous terrain, like the hazardous ruins of Old Tokyo, where competitors use military-grade vehicles. The stakes are sky-high, with both massive rewards and deadly consequences.
4. Champion's Race:
The final race for players who have reached the pinnacle of The Midnight Club is the Champion's Race. This prestigious event is invite-only and takes place on a multi-part track designed to push competitors and their vehicles to the limit. Winning this race brings massive wealth, fame, and a permanent place in The Midnight Club’s history.
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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.
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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.
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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.
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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.
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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
Mission 1: First Offerings
Ghost is contacted by Rin "Steel Lotus," a deadly Yakuza lieutenant with biogenetic and psionic abilities. The Yakuza have taken notice of Ghost's growing reputation, offering them a chance to work with the syndicate.
Objective: Meet Rin at a clandestine location in the lower districts of Next Tokyo to discuss terms.
Choices:
Agree to work for the Yakuza: Rin gives Ghost a contract to prove their loyalty.
Refuse the offer: Rin warns that turning down the Yakuza could lead to dangerous consequences, but Ghost leaves unharmed (for now).
Mission 2: The Test of Loyalty
If Ghost agrees to work with the Yakuza, they are tasked with eliminating a rival gang leader, Tetsuo, who has been interfering with Yakuza operations.
Objective: Track Tetsuo to a warehouse and eliminate him.
Branching Outcomes:
Complete the mission: Ghost gains the Yakuza's trust, leading to future jobs.
Spare Tetsuo: If Ghost spares Tetsuo, the rival gang approaches with a counteroffer: undermine the Yakuza from within.
Act 2: Crossroads of Allegiance
Mission 3: Rising in the Ranks
After proving themselves, Ghost is introduced to Boss Kenjiro "The Ghost," a Yakuza oyabun who controls much of the underworld through cyber-warfare. Kenjiro offers a high-stakes job: infiltrate a Zaibatsu facility and retrieve a piece of valuable biogenetic tech.
Objective: Break into a heavily guarded Zaibatsu lab and steal experimental technology.
Choices:
Deliver the tech to the Yakuza: Ghost solidifies their loyalty to the syndicate, earning their respect.
Sell the tech to a third party: Ghost can sell the tech to another faction (such as a rival Zaibatsu), potentially sparking a gang war between the Yakuza and other factions.
Mission 4: Shadow Betrayal
If Ghost has secretly sided with Tetsuo's gang or a rival corporation, now is the time to act. A contact approaches Ghost with an opportunity to betray Kenjiro and cripple the Yakuza's digital operations.
Objective: Plant a virus in the Yakuza's cyber network during an upcoming mission.
Branching Outcomes:
Betray Kenjiro: The virus cripples Yakuza operations temporarily, causing chaos in their ranks. Kenjiro, now aware of the betrayal, places a bounty on Ghost.
Stay loyal to the Yakuza: Ghost warns Kenjiro of the plot, gaining further trust and rising in the Yakuza hierarchy. They are given the task of hunting down the conspirators.
Act 3: The Lotus Falls
Mission 5: Steel and Shadows
As Ghost rises in the ranks, Rin "Steel Lotus" becomes suspicious of Ghost's motives, especially if Ghost has acted against the Yakuza. Rin tests Ghost’s loyalty by sending them on a dangerous mission to assassinate a high-ranking Zaibatsu executive.
Objective: Assassinate or protect the executive during a high-profile corporate event.
Branching Outcomes:
Complete the assassination: Ghost solidifies their place within the Yakuza, but tensions with Rin remain high.
Protect the executive (if working against the Yakuza): The executive escapes, but Ghost is now marked as a traitor by the Yakuza, with Rin hunting them.
Act 4: Power and Consequences
Mission 6: The Final Choice
Kenjiro offers Ghost a chance to eliminate Rin, whom he believes has become a liability. This is a defining moment in Ghost’s relationship with the Yakuza.
Objective: Confront Rin in a final showdown.
Choices:
Eliminate Rin: Ghost takes her place as Kenjiro’s second-in-command, gaining ultimate power within the Yakuza.
Side with Rin: Ghost and Rin overthrow Kenjiro, but face a power struggle to control the Yakuza. Alternatively, Rin proposes leaving the Yakuza entirely and starting anew, forming an independent criminal empire.
Mission 7: Yakuza War (If Ghost Betrayed the Yakuza Earlier)
The Yakuza launch a full-scale assault on Ghost and their allies. The final battle involves a coordinated strike on Yakuza strongholds across Next Tokyo.
Objective: Survive the onslaught and strike back at Kenjiro and the Yakuza enforcers.
Choices:
Destroy the Yakuza: Ghost dismantles the syndicate, leaving a power vacuum in Next Tokyo.
Negotiate a Truce: If Ghost spares Kenjiro, a truce can be negotiated, but trust will never be fully restored.
Epilogue: Shadows of the Past
Outcome 1: Yakuza Enforcer
Ghost becomes a powerful figure within the Yakuza, either as Kenjiro’s trusted lieutenant or as a new boss in their own right. They control territory, wealth, and influence, but must constantly watch for rivals trying to overthrow them.
Outcome 2: Independent Operator
Ghost leaves the Yakuza behind, forming their own gang or organization. They operate in the shadows, navigating the dangerous world of Next Tokyo with no one to trust but themselves and their closest allies.
Outcome 3: Yakuza Exile
If Ghost betrayed the Yakuza, they are now on the run. Every corner of Next Tokyo holds danger, with Yakuza hit squads hunting them. Ghost must live in the shadows, a ghost in the truest sense, always looking over their shoulder.
Key Characters:
Ghost: The main character, navigating their complex relationship with the Yakuza and other factions.
Rin "Steel Lotus": A biogenetically enhanced Yakuza lieutenant, suspicious of Ghost but potentially a powerful ally or enemy.
Boss Kenjiro "The Ghost": The shadowy Yakuza leader who controls much of Next Tokyo’s criminal underworld.
Tetsuo: A rival gang leader who offers Ghost a chance to betray the Yakuza early in the questline.
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
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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.
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Objectives:
1. Gain Entry to the Skyscraper:
Method 1: Find a contact inside the building who can grant access to the lower levels via an underground service entrance.
Method 2: Hack into the building’s security system and disable the external defenses, allowing for a more direct assault.
Method 3: Disguise yourselves as corporate employees, contractors, or delivery personnel to bypass the main entrance undetected.
2. Navigate Security Systems:
Objective: Avoid or disable surveillance systems, biometric scanners, and internal patrols. Players will face an array of defenses, including motion sensors, locked doors, and surveillance drones.
Skill Checks:
Stealth (to avoid detection)
Hacking (to disable cameras or drones)
Deception (to bluff your way through restricted areas)
Acrobatics (to bypass physical obstacles like laser grids)
3. Neutralize Security Forces:
Enemies: Xero’s private army consists of mercenaries, cybernetic guards, and drones. Players can choose to engage them directly or use hacking to deactivate their systems.
Optional Objective: Hack into the security forces' communication network to intercept orders and redirect patrols, giving the players a tactical advantage.
4. Find Xero’s Penthouse:
Objective: Reach the upper levels of the skyscraper, where Xero resides in a luxurious penthouse guarded by high-end security. Players will need to traverse heavily defended floors, including corporate offices, tech labs, and private quarters.
ICE-protected networks that prevent easy access to floor plans and systems.
Floors with restricted access, requiring clearance cards or bypassing through ventilation systems.
5. Assassinate Xero:
Xero’s Defenses: Xero is not only a business mastermind but also a dangerous combatant enhanced with cybernetics. Players will need to overcome his personal security systems, including shield generators, cloaking devices, and automated drones.
Boss Fight Mechanics:
Xero has a personal force field that absorbs damage unless deactivated by hacking terminals scattered around the room.
He uses advanced cybernetic implants, including augmented reflexes and EMP blasts, to disable cyberware or stun characters in close proximity.
The room itself is rigged with traps, including laser turrets and automated turrets that activate periodically during the fight.
Decision Point: After defeating Xero, players may have the option to kill him, capture him, or extract valuable corporate data from his systems.
6. Escape the Skyscraper:
Objective: Once Xero is eliminated, the building will go on lockdown. Players must escape before reinforcements arrive, using hacked elevators, emergency exits, or stolen security vehicles.
Challenges: Security teams and automated defenses will mobilize against the players, and they'll face time pressure to escape before the corporate military arrives to lock down the building.
Optional Objective: Players may choose to destroy vital sections of Xero’s corporate empire on their way out, sabotaging critical tech labs or data centers.
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Key Locations:
1. Lobby & Public Floors:
An elaborate entrance with sleek, modern architecture, populated by corporate drones and workers. Security is light here but ramps up as players ascend.
2. Corporate Offices:
Mid-level floors house various business operations, including financial sectors and IT departments. Here, players can find information about Xero’s operations or hack into his private network to disrupt systems.
3. Security Control Rooms:
High-security rooms controlling the building’s defenses. Players can disable security cameras, drones, and automated turrets if they manage to access these rooms.
4. Laboratories:
Xero’s skyscraper houses cutting-edge research, including experimental cybernetics and biotech. Players can sabotage projects or steal valuable technology.
5. Penthouse:
The final confrontation takes place in Xero’s lavish penthouse, equipped with state-of-the-art security and luxurious furnishings. Here, players will face Xero and his elite guards in a final showdown.
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Encounters & Challenges:
Stealth Sections:
Players will need to avoid detection while infiltrating various parts of the skyscraper. Failure to remain undetected could lead to combat against overwhelming security forces.
Hacking Challenges:
Players with hacking skills can disable traps, open secure doors, or gain control of building systems. However, Xero’s tech is protected by ICE programs, which can retaliate by corrupting the hacker's system or summoning hostile drones.
Combat Encounters:
On their way to Xero, players will face escalating threats, from lightly armed guards to cyber-enhanced security officers, combat drones, and automated defense systems.
Some areas will offer opportunities for strategic play, such as disabling power to certain floors or using environmental hazards against enemies.
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Optional Side Objectives:
1. Steal Corporate Data:
While infiltrating the skyscraper, players can access classified information about Xero’s corporation, selling it to rival companies or using it to gain leverage.
2. Rescue a High-Value Target:
Players may come across an imprisoned individual or corporate whistleblower held captive in the skyscraper. Rescuing them offers rewards in the form of future missions or valuable intel.
3. Sabotage Xero’s Empire:
Players may encounter opportunities to disrupt Xero’s operations by destroying key infrastructure, such as data centers or R&D labs, dealing long-term damage to his corporate empire.
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Rewards:
Credits & Gear: Completing the mission successfully will yield a significant payout from the hiring party. Players may also find rare cyberware, experimental weapons, or corporate secrets.
Reputation Boost: Taking down Xero will elevate the party’s status within the cyberpunk world, opening up more high-level contracts with dangerous corporations or powerful factions.
Corporate Retribution: Eliminating Xero may attract unwanted attention from rival corporations or former allies of Xero, leading to future threats or assassination attempts.
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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.
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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:
Gaining Stress: Characters gain stress points in response to certain events or scenarios, such as:
Witnessing a traumatic event (1-3 points)
Surviving a near-death experience (2-5 points)
Failing a critical mission or losing a major ally (1-3 points)
Using certain powerful psionics (2-4 points)
Stress Cap: Characters have a stress threshold equal to 10 + their Constitution modifier. Once this cap is reached, they suffer penalties.
Stress Effects:
1-5 Stress Points: Minor anxiety, represented as Disadvantage on Wisdom (Perception) checks.
6-10 Stress Points: Characters must make a Wisdom saving throw (DC 12) when attempting critical tasks like combat or negotiations. On a failure, they have Disadvantage on attack rolls and skill checks.
11+ Stress Points: The character suffers from Severe Stress. They gain a level of Exhaustion and must make a Wisdom saving throw (DC 15) every long rest or gain an additional level of Exhaustion.
Relieving Stress:
Rest: A long rest can reduce stress by 1d4 points.
Therapy: Seeking therapy or counseling from an in-game professional reduces stress by 1d6 points per session.
Drugs/Implants: Certain drugs and cybernetic enhancements can temporarily relieve stress, but they often have side effects like addiction or mechanical malfunctions.
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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:
NeuroNET Interface: Characters with cybernetic or psionic interfaces can enter the NeuroNET, a virtual reality where systems, security, and data take on physical forms (represented in-game by dungeons or mazes).
Programs and ICE: Netrunners must navigate security programs (ICE) that protect valuable data. Programs are treated like traps, puzzles, or enemies:
White ICE: Programs that attempt to block or incapacitate hackers. Treat these as mechanical or magical traps that deal damage or impose penalties.
Black ICE: Deadly programs that can harm or kill hackers in both the digital and physical world. Treat these as powerful enemies or environmental hazards with psionic damage.
Skill Checks: Netrunning requires Intelligence (Hacking) checks to break into secure systems, disable ICE, or steal valuable data. The DC for these checks varies depending on the complexity of the system.
Consequences: Failing a hacking attempt can trigger alarms, alerting security forces, or unleashing deadly Black ICE. In addition to direct damage, failed hacking can impose stress or even corrupt a character’s psionic abilities.
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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:
Gaining Corruption: Characters gain Corruption Points when they:
Use powerful psionic abilities (1-3 points per use)
Fail a Constitution saving throw (DC 15) after using psionics multiple times in a short period
Fail certain psionic skill checks or attempts to control powerful entities
Corruption Threshold: A character’s corruption threshold is equal to 5 + their Wisdom modifier. Exceeding this threshold results in psionic mutations or mental instability.
Corruption Effects:
1-3 Corruption Points: Minor mental instability or physical mutations, such as glowing eyes, twitching, or frequent headaches. Characters suffer Disadvantage on Charisma (Persuasion) checks.
4-6 Corruption Points: Psionic overload begins to affect the character’s mind and body. They gain a level of Exhaustion and must succeed on a Constitution saving throw (DC 14) when using psionics or take psychic damage equal to their proficiency bonus.
7+ Corruption Points: Full corruption. The character becomes a twisted psionic being. They suffer from extreme mental instability and may attack allies or manifest chaotic psionic powers. The DM may take partial control of their character during these events.
Cleansing Corruption:
Psionic Therapy: Advanced psionic healing can reduce Corruption Points, but it is rare and expensive. Reduce corruption by 1d4 points per session.
Cybernetic Psionic Dampeners: These implants allow characters to suppress the harmful side effects of psionics, temporarily lowering their corruption by 1d6 points but also reducing their psionic power.
Cleansing Rituals: Rituals conducted by skilled psionic healers or ancient entities can reset corruption, but these often come at a steep price—either monetarily or in loyalty to a faction.
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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.
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Artifact Rules Overview
Rarity: Artifacts are exceptionally rare and difficult to obtain. They are usually guarded by powerful factions, hidden deep within the ruins of Old Japan, or locked behind layers of security within Zaibatsu vaults.
Attunement: A character can only attune to one Artifact at a time. The process of attunement requires a long rest and a successful Intelligence or Constitution saving throw (DC 18). Failure can result in rejection, causing damage or other consequences.
Risk and Reward: Artifacts often come with significant benefits but may also include curses, corruption, or malfunctions. Overuse or improper attunement can lead to severe physical or mental side effects, adding depth to the narrative.
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Sample Artifacts
1. The Nexus Core
Type: AI Core Implant
Origin: Experimental AI from a long-lost Zaibatsu lab
Effect:
The Nexus Core grants the user +4 Intelligence and the ability to interface with any computer system within a 1-mile radius without needing to physically jack in.
Once per day, the Nexus Core can bypass firewalls or security systems automatically without the need for a hacking check.
Drawback:
The AI in the Nexus Core gradually asserts dominance over the user’s mind. Each week, the user must make a Wisdom saving throw (DC 17) or lose control of their character for one hour, during which the AI acts according to its mysterious agenda.
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2. Yurei Gauntlet
Type: Psionic Weapon
Origin: Created by a secretive psionic cult in Old Tokyo
Effect:
The Yurei Gauntlet allows the user to project powerful psionic blasts that deal 2d10 psychic damage (range 60 feet).
The Gauntlet grants the ability to become invisible as an action for up to 1 minute once per long rest.
It also enhances psionic abilities, granting Advantage on all psionic-related skill checks and saving throws.
Drawback:
Each time the user activates the Gauntlet's powers, they gain 1 point of Psionic Corruption. After reaching 5 corruption points, the user must make a Wisdom saving throw (DC 15) or fall unconscious for 1d4 hours.
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3. Voidheart Engine
Type: Biomechanical Heart
Origin: A prototype cybernetic heart used in experimental biogenetics
Effect:
The Voidheart Engine replaces the user’s heart, granting them +3 Constitution, Advantage on death saving throws, and resistance to necrotic damage.
The user no longer needs to eat, sleep, or breathe, becoming fully independent of biological functions.
Once per day, the Voidheart Engine can absorb necrotic energy, healing the user for 3d8 hit points when they take necrotic damage.
Drawback:
The Voidheart Engine constantly siphons the user’s life force. Each day, the user must succeed on a Constitution saving throw (DC 16) or suffer 1 level of Exhaustion.
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4. Osiris Protocol
Type: Resurrection Implant
Origin: Developed by the Zaibatsu corporation for their top executives
Effect:
The Osiris Protocol is a nanotech implant that activates upon death, resurrecting the user 1d4 hours after their demise with half their hit points restored.
The implant also grants +2 Dexterity and increases the user’s maximum hit points by 20.
Drawback:
Each time the user dies and is resurrected by the Osiris Protocol, they lose 1 point of Intelligence permanently, representing the gradual degradation of their mind from the repeated death cycle.
The user may also experience fragmented memories, hallucinations, or paranoia after each resurrection.
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5. The Reaper's Eye
Type: Cybernetic Eye Implant
Origin: Legendary assassin’s gear, believed to be lost technology
Effect:
The Reaper’s Eye grants the user +4 to attack rolls with any ranged weapon.
It provides darkvision up to 120 feet and allows the user to see through walls (up to 3 feet thick) for up to 10 minutes once per long rest.
The user also gains the ability to mark a target within sight. This target remains marked for 24 hours, giving the user Advantage on all attacks and checks related to that target.
Drawback:
The Reaper’s Eye implants a sense of overwhelming obsession. The user must make a Wisdom saving throw (DC 18) each day or become fixated on a target (determined by the DM). The user can only ignore this obsession after they successfully eliminate the target.
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6. Seraphic Wings
Type: Biotech Enhancement
Origin: Banned biotech experiment by an ancient Zaibatsu bioengineering division
Effect:
The Seraphic Wings implant allows the user to sprout biomechanical wings, granting a flying speed of 60 feet.
Once per day, the user can use the wings to shield themselves, gaining resistance to all damage for 1 minute.
The wings also enhance mobility, granting +2 Dexterity and Advantage on Dexterity saving throws.
Drawback:
Each time the wings are activated, the user must make a Constitution saving throw (DC 15). On a failure, the wings cause intense pain, dealing 2d8 necrotic damage and reducing the user’s flying speed by half for 1d4 hours.
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7. Tachyon Blade
Type: Energy Weapon
Origin: A legendary weapon forged using temporal technology
Effect:
The Tachyon Blade allows the user to make two attacks in a single turn (as if time itself is bending).
The blade deals 3d6 energy damage on a hit and can cut through any material, including advanced armors and barriers.
Once per day, the blade can bend time, allowing the user to reroll any failed attack or saving throw.
Drawback:
The Tachyon Blade destabilizes the user’s perception of time. After each use, the user must succeed on a Wisdom saving throw (DC 16) or suffer from disorientation, causing them to act as if under the Confusion spell for 1 minute.
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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”
Ki (Intro): A monk-like AI is helping locals rebuild a slum.
Sho (Development): The AI seems to be spreading harmony—people are oddly at peace.
Ten (Twist): You discover it's reprogramming minds, removing "painful" memories—including rebellion and grief.
Ketsu (Resolution): Choose: let it continue its “peaceful lobotomy,” shut it down, or upload it into the NeuroNET and let it evolve.
Goal Themes:
Questioning the price of peace
Memory and identity
Utopian horror through nonviolence
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”
A corporate scientist secretly cloned a lost loved one and uploaded her into a cyber-garden hidden in the NeuroNET.
Her code is degrading.
You’re hired to either save her data or wipe the garden to cover it up.
Possible Outcomes:
Preserve her—but she becomes self-aware and begs to be deleted.
Delete her—causing grief, but sparing her future pain.
Merge her code with the NeuroNET, creating a digital ghost.
Goal Themes:
Accepting loss
The digital afterlife
Morality of artificial emotions
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”
You find an unfinished string of self-replicating code buried in a forgotten server under Old Tokyo.
As you piece it together, strange hallucinations, lost memories, and surreal dreams start affecting your crew.
Resolution Options:
The code may be a sentient algorithm reaching for godhood.
Or maybe it’s just a glitch that mimics divine presence.
Your choice: destroy, worship, or become one with it.
Goal Themes:
The line between code and soul
Mysticism in machines
Zen cyber-awareness
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”
A former corporate assassin turned monk reaches out, seeking redemption by leaking classified data on black-market organ harvesting.
The corp is hunting him.
Do you help him escape to exile, give him up, or use him to gain favor with the Yakuza or a Zaibatsu?
Goal Themes:
Morality vs. survival
Redemption in a world without forgiveness
Secrets that kill
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”
A high-ranking exec offers you a job that looks clean: extract a rogue employee.
Turns out, she’s his illegitimate daughter, and he’s trying to kill her to keep it quiet.
She knows dangerous secrets—and has an explosive tied to her neural implant.
Choices:
Deliver her and get paid.
Try to disarm the bomb and run.
Bargain with her for the secrets—and power.
Goal Themes:
Identity and deception
Honor vs truth
Corporate masks
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”
A player’s old mentor resurfaces—now working for a Zaibatsu.
He offers you a position within the organization.
But he’s also targeting your current allies, and you must choose between honor and loyalty.
Goal Themes:
Conflict of loyalties
Old ties in a new world
What does “duty” mean in a lawless city?
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”
An uprising begins in the slums. You help them fight for freedom.
After winning, the new leader becomes just as corrupt.
Turns out, the rebellion was funded by a megacorp to create instability.
Goal Themes:
Manufactured revolution
False freedom
“Meet the new boss, same as the old boss.”
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?”
Body modification, mind uploading, AI consciousness
Cybernetics vs biogenetics
The cost of perfection or immortality
Story Hooks:
A hacker is trapped in a server, their body long dead.
A black-market cyberdoc offers “perfect” mods—but at what cost?
2. Corporate Dystopia
“Power lies not in governments, but in those who control information and infrastructure.”
You're hired to steal a prototype from a corp—only to find out it's alive.
A corporate agent offers you protection... but it's actually a data trap.
3. Surveillance & Control
“You are always being watched.”
Facial recognition, drones, brain-implants
Social credit systems or blackmail through NeuroNET leaks
The illusion of freedom
Story Hooks:
A rogue AI controls a city’s surveillance grid and starts deleting identities.
Someone is editing memories without consent—yours included.
4. Impermanence & Memory (Mono no Aware)
“Even in a cybernetic world, beauty fades.”
Lost digital love stories
Forgotten slums and ghost data
Emotional decay in machines and people
Story Hooks:
A musician's last neural performance loops endlessly in the NeuroNET.
A dying android searches for the human who once gave them a name.
5. Identity & Self
“Are you the sum of your memories, your body, or something else?”
Clones with diverging personalities
AI experiencing ego death
Memory implants—real or fabricated?
Story Hooks:
A player finds out their entire past is a NeuroNET fabrication.
A cyberassassin confronts their clone, who claims to be the “real one.”
6. Moral Grayness & Redemption
“There are no good choices. Only survival.”
Betrayal, compromise, conflicting duties
Anti-heroes and broken protagonists
Forgiveness in a world of vendettas
Story Hooks:
A crime lord asks for help rescuing her kidnapped daughter. Is it a trap?
An old enemy offers a peace deal—but wants you to kill someone innocent in return.
7. Rebellion & Revolution
“Burn it down. But what rises next?”
Gangs and slums rising against the elite
Organized rebellion exploited by corps
The cycle of control: revolution → power → corruption
Story Hooks:
A player helps a resistance leader—only to realize they're worse than the corp.
You must choose between two rebel factions with different visions of freedom.
8. The Virtual vs the Real
“Is reality just another layer of the code?”
NeuroNET, VR, AR
Losing touch with reality
Living entire lives inside digital realms
Story Hooks:
Someone hires you to find a hacker lost in the NeuroNET—who no longer wants to leave.
A virus infects reality through AR overlays. People can no longer tell what’s real.
9. Eastern Philosophy Themes
Incorporate Shinto, Zen, Taoism, and Buddhist concepts:
Balance between nature and machine
Karma and reincarnation through digital consciousness
Emptiness, impermanence, enlightenment through code
Story Hooks:
A Zaibatsu AI is rumored to be reincarnating human souls in synthetic bodies.
An underground temple preserves old world tech and spiritual secrets.
10. Weaponized Technology
“Your body is your battlefield.”
Cybernetic limbs turned into war machines
Hackable implants
AI-controlled drones and kill squads
Story Hooks:
A rogue combat drone from a warzone finds its way into the slums.
A hacker is remotely controlling people’s cybernetics to create chaos.
11. Wastelands & Environmental Collapse
“Old Tokyo is dead. Poisoned. But life still claws through.”
Toxic oceans, sky cities, acid rain
Nomads and scavengers living in ruins
Nature striking back through mutated ecosystems
Story Hooks:
Something ancient stirs in the irradiated ruins—Kaiju? Corp experiment?
Nomads uncover buried Zaibatsu tech that warps local biology.
12. Hope in the Cracks
“Even in the darkest alley, a flower blooms.”
Human connection in a cold world
Found family, loyalty, love
Holding onto dreams despite dystopia
Story Hooks:
A street kid saves your life. Protect them from a world that eats innocence.
A gang member wants out—and needs your help to disappear.
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
In modern Japan, gambling is technically illegal, but pachinko parlors skirt the law. Instead of paying cash directly, players win tokens/balls which are exchanged for prizes (electronics, trinkets, even gold). These prizes are then “resold” at independent exchange shops (sometimes right next door) for cash. This “indirect” method lets pachinko operate legally while everyone knows it’s gambling.
Pachinko parlors are often linked with the yakuza, who historically controlled much of the industry, using it for laundering and influence.
Next Tokyo 2099 Adaptation
Pachinko survives the collapse of old Tokyo as a cultural relic and corporate machine. In a neon cyberpunk future, parlors look like massive glowing arcades fused with slot casinos, humming with holographic ads and AI dealers.
Players sit at sleek neon-lit pachinko pods, feeding in credits (digital chits or neurochips). Instead of metal balls, they shoot glowing nanoballs across AR/physical hybrid machines.
Winnings = digital prize vouchers → converted into high-tech consumer goods, cyberware parts, nutrient packs, or "rare prizes" (effectively currency).
Exchange Shops still exist, often manned by shady NPCs who convert prizes into hard cash, contraband, or even favors.
Pachinko in Sicarius (RPG Video Game)
Core Mechanics
Minigame System: Pachinko can be a playable minigame (think Yakuza or Cyberpunk 2077 gambling).
Wager credits → win prizes → exchange them for currency or unique items.
Special parlors have illegal hidden rooms where you can gamble straight for money, bypassing the prize step (high risk of police/Yakuza raids).
Storyline & World Integration
Megacorps & Yakuza Rivalry: Pachinko parlors are technically owned by "legit" corps (Zaibatsu entertainment divisions), but the Syndicate/Yakuza still skim profits and run illegal backrooms.
Ghost’s Angle:
Ghost (your main character) can infiltrate parlors to launder stolen credits, hack machines to rig outcomes, or negotiate with Yakuza for information.
Missions may involve planting malware in parlor servers, stealing prize shipments, or fighting in illegal dens that double as gambling rings.
Quests & Hooks
“The Neon Racket”: A fixer hires Ghost to trace stolen prize vouchers leading to a corporate laundering scheme.
“Jackpot or Blood”: A Yakuza clan wants a rival’s pachinko network sabotaged. Ghost must decide whether to help or double-cross.
“Ghost in the Machine”: Rumors spread that some parlors run AI-controlled pachinko halls that siphon neurodata from addicted gamblers.
Rare Rewards: Exclusive cyberware parts or artifacts can only be won in high-roller parlors.
Pachinko in Sicarius TTRPG (5e Cyberpunk Adaptation)
Mechanics for the Tabletop
Pachinko can be abstracted into a gambling mechanic:
Player wagers X credits.
Roll 1d20 + Gambling/Streetwise skill (DC set by parlor tier).
Players may attempt to hack, cheat, or con their way through (skill checks for Hacking, Sleight of Hand, Persuasion, etc).
TTRPG Hooks
The Prize Exchange: A faction hides contraband (weapons, drugs, or stolen data drives) in pachinko prize shipments. Players are hired to steal or smuggle them.
Rigged Machines: Players discover a megacorp has hardcoded machines to always lose, funneling addicts into deeper debt. Fixers may hire the team to hack and “balance” the odds.
Illegal Den Raid: Characters are caught in a raid at an underground pachinko den — they can fight, escape, or cut deals with the police/Yakuza.
Backstory in Sicarius Lore
Post-War Legacy: After Old Tokyo fell, pachinko was one of the few industries to survive intact, becoming a cornerstone of urban entertainment and corporate laundering.
Zaibatsu’s Hold: By 2099, three Zaibatsu megacorps dominate the legal parlor industry, using it as cashflow camouflage.
Underground Control: Illegal parlors are run by The Syndicate (Yakuza faction), offering higher payouts, VR gambling dens, and gladiator-style “credit fights.”
The Illusion of Legality: Pachinko is marketed as harmless entertainment, but in reality, it is one of the main pipelines for corporate corruption, gang financing, and addict exploitation in Next Tokyo.
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
In your world, Shadowkind are beings that humanity once mistook for angels and demons—visitors from other dimensions or realities beyond human comprehension.
Some were worshipped as gods, others feared as devils. In truth, they are extradimensional entities whose biology operates on both material and metaphysical laws.
Their DNA is part biological code, part energetic resonance—meaning it doesn’t just shape flesh, but also bends reality around the host (hence why they inspired myth and religion).
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
The Illuminati families believe that all Shadowkind derive from a single Ur-Being, the Prime Demon, an entity that fused flesh, code, and willpower into an immortal design.
Over millennia, fragments of this Prime Genome were passed down in bloodlines, cult sacrifices, and occult grafting experiments.
But the genome is incomplete. The Illuminati have long sought the final strand, the key to unlocking full control over Shadowkind DNA—and by extension, mastery of life, death, and evolution.
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
Manna is the drug the corporations distribute, but its true purpose is Illuminati-engineered.
Publicly: Manna is a synthetic psionic enhancer that unlocks latent psychic or psionic potential in humans. Addictive, profitable, and widespread.
Secretly: Manna is designed to prime human DNA for Shadowkind integration. It “loosens” human genetic code, making it receptive to demonic grafts and occult bioengineering.
Without Manna, most humans reject demonic DNA grafts (mutating, rotting, or dying). With Manna, their bodies become fertile ground for infernal augmentations.
The Illuminati’s ultimate plan:
Distribute Manna widely (masking it as a miracle drug).
Once enough of humanity is “prepared,” unleash the completed Prime Demon Genome to rewrite the species into a docile hybrid race—part human, part Shadowkind, utterly loyal to their rule.
4. Ghost’s Unique Role
Ghost’s Shadowkind DNA contains something Manna cannot replicate: balance.
Unlike the Illuminati’s engineered hybrids, Ghost’s genome holds both the angelic and demonic resonance, stabilizing the destructive corruption of demonic DNA.
If the Illuminati obtained his DNA, they could finish the Prime Demon Genome and mass-produce “perfect” hybrids.
If Ghost learns to unlock his genome, he could become a living weapon against the Illuminati—channeling Shadowkind abilities without succumbing to madness.
5. Narrative Hooks
Here’s how you can weave this into storylines for your TTRPG or video game:
The Manna Conspiracy: Ghost uncovers that Manna isn’t just a street drug but the first stage of mass human reprogramming. Players may have to infiltrate labs, shut down shipments, or even sabotage Manna factories.
The Genome Hunt: Each Illuminati family possesses a fragment of the Prime Genome stored in vaults, laboratories, or even in living vessels. Ghost must steal or destroy these fragments before they can be united.
Shadowkind Trials: Ghost discovers that his Shadowkind DNA can be awakened—but at great risk. Unlocking these abilities might blur the line between his humanity and his Shadowkind heritage.
The Revelation: In the end, Ghost learns that the Prime Demon Genome isn’t purely evil. It represents the true form of Shadowkind—neither angel nor demon, but something greater. The question becomes:
Does Ghost complete the genome and use it against the Illuminati?
Or destroy it forever, even if it means losing his Shadowkind heritage?
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.
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.