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S e l f procl ai me d I m morta l
One of eight iconic characters for Imperial Matchmaker
Author Michael McCarthy Layout, Graphics Mike Myler
Cover Art Claudio Pozas, Tan Ho Sim Publisher Storm Bunny Studios
Artists Claudio Pozas Special Thanks Duan Byrd
A Bit of Fun and Exercise...............................................4 Character Background: Hisokani.............................6
Character History............................................................5 Lan the Thief, monk (martial artist) 4; CR 3........7
Roleplaying Notes..........................................................6 Lan the Thief, monk (martial artist) 7; CR 5........8
Background & Special Features................................6 OGL...............................................................................9
Equipment.......................................................................6 Imperial Matchmaker................................................10
Lan is joined by Ayakashi (tsukumogami bard), the necroji
Kanden (last of the Jitsuri-Teki shinobi), Matsi Tsunamo
(tanuki private eye), Natsuko Hibike (kami cleric), Piasu
(shikome erītokirā warrior), Rinna (tengu warlock from
the future), and the Tomoe Masamune (soburi samurai)
to use with the mega adventure Imperial Matchmaker or
Trade War adventure path—if this pregenerated PC/NPC
for characters 4th -10th level rival interests you, check out the Imperial Matchmaker
Kickstarter and spread the word!
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Games product designated as Open Game Content is the rules content (creature stat blocks and names of
skills, etc., taken from the SRD) as defined in the Open Game License version 1.0a Section 1(d). The front and
back cover, back matter, introduction and Credits page, as well all other parts of this product including all
text not specifi cally designated as Open Game Content is not Open Game Content. No portion of this work
other than the material designated as Open Game Content may be reproduced in any form without written
permission.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open
Game License 1.0a, Section 1(e), and are not Open Content: Stormbunny Studios, the Stormbunny Studios
Logo, the Mike Myler logo, Mists of Akuma, as well as all trademarks, registered trademarks, proper names
(including the names of each character, location, item or monster unique to this product), dialogue, plots,
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included in this declaration.)

2 Reference in non-Open Game Content (thus not covered by the Open Game License) in this work to
content owned by others is not a challenge to their ownership and is used under Fair Use.
E aster n F a ntas y Noir Ste a mp u n k
Almost two centuries ago the lightning-powered ships of Ceramia pierced the skies of Soburin
heralding an age of oppression that still marks the lands with the resources ruthlessly stripped
from the countryside. Ripped away from a long age of peace and broken by soldiers wielding
scientifically advanced weaponry, the warriors of the prefectures were drafted into a distant
conflict across the edge of the world and ancient traditions of violence have reawakened a thirst
for blood in those that survive behind the safety of the Great Divide. Emperor Hitoshi’s rebellion a
decade ago threw down foreign rule but an ancient danger has reappeared to push society to the
brink of collapse: the Mists of Akuma.
The corrupting fog transforms those within it into bloodthirsty adeddo-oni, monsters that
seek only the rending of flesh and the taste of living meat. Nobles have retreated to the cities
dotting the countryside leaving the common folk to face the supernatural haze alone, adding to
the undead horde. Nature itself has been perilously wounded and the technology that might
save the prefectures is shunned and feared by Emperor Hitoshi and his subjects. In the wake of
the primordial fogs he has granted vast powers of authority to special government servants from
each of the prefectures—bengoshi—able to deputize citizens as they see fit to undertake
missions of great import to the safety of Soburin. While some have done as they were ordered,
most instead use their position to aggregate more resources for their clan, sabotage rivals, delve
into magics forbidden or forgotten during the foreign
invasion, or even enter into fell pacts with oni.

Mists of Akuma is a complete 5E campaign setting:


• Two dozen prefectures that rule over the continent
of Soburin each with its own unique culture, goals,
history, and leaders.
• More than 100 NPCs and monsters, three detailed
urban settlements with full page maps, new
character backgrounds, archetypes for each class
(including ninja rogues, samurai paladins, bardic
gun priests, and warlock wu-jen!), 14 new races,
more than two dozen character feats, and
10 pages of equipment.
• Revenge of the Pale Master, a mystery
set in the industrialized city of Kizaki
in the shadow of a deadly, ancient
necromancer.
• More than we can fit here. There's
a free Soburin Primer PDF
and the core book has
a 40+ page preview PDF.

Though the Kengen Occupation


may have come to an end a
decade ago, the aftershock
of the foreigner's oppressive
rule—divisions among soburi
natives, fear of technology,
and the paranoia of
untrustworthy neighbors—
are strong still, coloring
everyday life with a pall of
darkness nearly as unsettling
as the Mists of Akuma.
3
“And then, after clinging to the walls of the pot of acid for four days and nights, I made my escape.
They opened the pot to see how dissolved I was—and then when I leapt out unharmed they had to
admit I was indeed immortal.” Lan pretended to yawn, as if his story of a harrowing escape was
nothing exceptional, using the gesture as an excuse to flex his arms and show off his toned muscle
to the women he had been plying with drinks for the last hour. “After that it was much more tame.
The emperor’s aide bowed down to me and gave me a position and some grand title. Great and
illustrious Dai Lan, peerless immortal and equal to all...”
Lan stops mid-sentence as a man he recognizes walks into the tea house, one of several
ronin who had been trying to bring in Lan for a bounty these past few weeks. So much for having
a night of fun and—he glanced once more at the revealing outfit of the nearest woman he had
been talking to—exercise. It wasn’t the time for that.
He pulled his hood up, excusing himself quickly, and moving to the back of the tavern.
One copper coin saw him out the back door. Two gold Imperial Pieces to ensure his presence was
forgotten. It is wasn’t exactly a science, but it wasn’t the first bar Lan had ducked out of (or the
hundredth). In the alley he unwrapped the belly warmer he wore, allowing the assorted bits kept
within it to rattle freely. He took out a small aerosol can with red dye and sprayed it liberally over
his golden hair, turning it a more subdued copper brown before slipping on goggles and a few fake
augmetic bits across his fur. It was hardly a disguise that would pass scrutiny, but in the low light of
Sanbaoshi’s nighttime streets it would keep people from remembering him accurately.
As he slips off into the night however shouting from behind quickens his pace and soon the
ronin headhunter is sprinting after Lan, the braggart pushed to run at full tilt with the distance
closing every city block. This samurai might be honorless and fast but not nimble, and the vagabond
knows it, bearing for the cramped alleyways of Chūōta Takaimasu Square where the imperial capital’s
guards are unlikely to interfere and he can use his agility to his advantage. Turning the corner he
realizes his mistake as four more armored thugs emerge from the shadows, blades already drawn.
Lan reflexively grabs the hairpin from atop his head and the Ruyi Jingu Bang suddenly forms
in his hand, rapidly extending into an iron quarterstaff. His assailants hesitate for a moment and the
thief takes those precious seconds to grip the weapon and activate its wondrous clockworks, suddenly
carried high above Sanbaoshi until reaching the rooftops of the crowded tenement buildings! They
move to grab the wondrous relic but with the click of another button it shrinks back to only half a
dozen feet in length and Lan leaps out of sight, grinning at the curses of his would-be captors far below.
Scanning the skyline he decides that the Sen’In area might be too hot for comfort tonight,
thinking that his repose in the lee of a smith’s chimney in Kojiki District will be far more to his liking
—until work starts in the morning. Lan spins his Ruyi Jingu Bang before resting it against a rooftop
tennant’s home then clicks for it to extend, propping it up with all his might until it spans over the
metropolis and onto a business far across the city. The saru hengeyokai throws his belly warmer over
the impossibly long weapon and grabs one side with each hand just as the first exhausted ronin
reappears a few rooftops away.
With a wink and mock salute using his tail Lan sprints off the heights of Chūōta Takaimasu
Square, rapidly heaving himself down and away towards another borough of Sanbaoshi held aloft by
his belly warmer. One of the fatigued samurai grabs at Ruyi Jingu Bang but out of breath from the
climb, he barely nudges it before the thief lands safely hundreds of feet away. Lan retracts the staff
and witnesses the headhunter plummet to his death in the light of the full moon, his unsupported
silhouette falling to what is certain to be a bloody mess on the street.
Lan grins again as he climbs up to the safety of a well-placed alcove hidden from the
4 streets of the Sen’In District—not the exercise or fun he was looking for, but not bad all the
same.
S e l f procl ai me d I m morta l
Lan is many things—shapechanger, thief, tinkerer—but most of all he’s self-confident. Usually this
doesn’t extend to taking dangerous or stupid risks (although it certainly has) and often manifests
instead in the telling of incredible, seemingly impossible stories about his past. One of his most
common tales is about how he became immortal, blessed by drinking Fushi Wine stolen from a
Yai Sovereign’s throne room.
Although a liar and a thief, Lan is also a vigilante. He goes out of his way to make trouble
for or steal from those who hurt others. He has a particular distaste for monsters and oni, tending
to start fights with them even when the odds are against him—yet his bravado hasn’t always been
enough. After one too-bold escapade Lan became cursed by an enchanted headband, ultimately
leading him to Sanbaoshi hoping to find a way to remove the jinxed fabric. In the process he
might even learn how to avoid making trouble wherever he goes.

HISTORY
Dai Lan’s modest history betrays his enigmatic returned to running illegal augmetics. Now
lifestyle. Raised in Donyuko by working class however he was experienced and thrived, not
parents, the saru hengeyokai helped his family just moving forbidden technology but buying,
every way he could by taking all sorts of odd modifying, and repairing it. Sanbaoshi’s rich
jobs to make ends meet. He learned from and powerful were easy marks (for small heists
anyone who would teach him—and quickly fell at least) and he earned a tidy fortune all while
into the wrong side of the law, running illegal making life hard for those who would grow fat
parts and augmetics. After a few months in the from the work of others.
racket the smuggler cultivated a few too many Before long success went to his head
enemies, though not before learning more and Lan decided that he would garner a proper
from breeding adversaries than he had in reputation by stealing from the Emperor
years of struggling to make ends meet. himself! In the dead of night he snuck into the
Having burned too many bridges at palace, broke into the royal cellars, and drank
home Dai Lan traveled, discovering the realities a half dozen bottles from Emperor Hitoshi’s
of life for the people of Soburin—demons stalk private reserve before managing a miraculous
the shadows and most people in power are escape—until a mysterious woman faced him
little better than the criminals in Donyuko. The down on the walls of the palace. Lan was
saru hengeyokai bounced from prefecture to handily defeated but rather than turning him
prefecture challenging every source of strife, in or killing him, she placed a band of cloth
developing both an affinity for the martial arts around his head and warned that he must
and a knack for getting out of trouble at the temper his foolishness lest it be his end.
last possible second. His talent for causing Soon Lan discovered that the woman
unrest was tempered by the cool head of the lurked nearby whenever he took a needless
human Tang Sanzang and the pair journeyed risk, chanting a wordless rhyme that tightens
together for nearly two years before reaching the headband until he can’t focus and the
Sanbaoshi (where there was no shortage of thought of mischief flees his mind—and she his
adventure to be had). In the resplendence of sight. Eventually he confronted her but learned
the imperial capital Dai Lan bid his friend little, only that she called herself Guan Yin,
farewell and adopted a new life: Lan, the claimed that she saw Lan’s future, and that her
tinkerer. Lan, the vigilante. Lan, the hero. “gift” was for his own good. It’s been several
This positive change didn’t last long— years now since he first met his mysterious
heroes make a pittance compared to criminals tormenter and while he hates her still, he
and life in Sanbaoshi isn’t cheap. Lan found knows that as his impulsiveness wears 5
himself immediately in debt and quickly away her presence dwindles in turn.
Roleplaying Notes
Lan is full of himself but isn’t so cocky that he doesn’t know it—though he’s accomplished many
incredible things he understands that good fortune and skill have played equal parts in his
success. Knowing he tends to be lucky leads him to take all sorts of stupid risks and so far he
hasn’t gotten himself into trouble deep enough that he couldn’t get back out. The monkey folk
thief has an almost reckless disregard for authority but he especially detests oni and people who
use fear to force others to do as they are told, feeling that only those who can inspire awe should
rule, and Lan longs for the day that his own story can rouse those who hear it. He gives himself
extraordinary titles and makes sure those around him know what great feats of daring he is
responsible for—for better or worse.
Only recently has Lan started to actually pay attention to orders and instruction, often
griping and complaining, but he does his best to actually do as others require of him (albeit
often with mixed results). Lan has trouble making and keeping friends, both because he thinks
very highly of himself and his still untempered impulsive nature. He considers that other people
should be grateful to be around or working with him and only rarely does he consider anyone
else to be his equal. The few people that Lan is actually close to tend to be troublemakers
themselves—a bandit who goes by the name of Horse, and a black-market slave trader he
calls Pig. He doesn’t respect either of them, but they both admit Lan is as impressive as they
come which is exactly what Lan wants out of someone.

BACKGROUND & SPECIAL FEATURES


Background: Hisokani. See sidebar.
Guan Yi’s Gift. This unassuming cloth headband is indestructible and firmly attached to your
head. The entity known as Guan Yin knows a mantra which constricts the band, giving you splitting
headaches that cause you to have disadvantage on attack rolls and ability checks for 1d4 rounds.
Even in monkey form the headband stays with you, becoming a faint outline in your fur—and
turning you into more animal than quick-thinking thief.
Ruyi Jingu Bang, the Clockwork Staff. Lan discovered this curious quarterstaff emerging from
the center of a lake—after recovering it and discovering its impossible properties it has become
his weapon of choice. The body of the staff is made of a metal that appears to be iron but proves
to be harder even than adamantine yet that is among its least incredible qualities. One end of the
staff is capped by a trio of three-inch metal rings that appear to be made of solid gold but exhibit
the similar unbreakable nature of the rest of the staff.
As an action, its wielder can command either or both ends of the staff to lengthen or
shorten up to a total of 10 feet without increasing its weight. This expansion is quick but not fast
enough to use as part of an attack. If the staff is longer than twice the wielder’s height, any attacks
made with the weapon are made at disadvantage. So far Dai-Lan has not discovered if there is a
limit to the length the staff can reach (though it was several hundred feet long when he first found
it.) The shortest it can shrink is 5 inches, at which point it has retracted entirely into its handle.
In addition, as an action
Character BACKGROUND: Hisokani
the bearer of Ruyi Jingu Bang Machinery is feared for the Mists of Akuma can transform even new
can command the staff shrink devices into monstrous tsukumogami. Each of the prefectures have
to the size of a pin or back. It banned certain technologies yet desperation has driven many to seek
always weighs 3 pounds and them out regardless, and there is no shortage of individuals like you—
when wielded by you, it has willing to skirt the law as long as the coin is good.
When you take this background your Dignity decreases by 2d4
the finesse and light properties and your Haitoku increases by 1d4.
(even when wielded in two Skill Proficiencies: Deception, Sleight of Hand
hands). Tool Proficiencies: Augmetics, Tinker’s Tools
Languages: Ceram, Ropa

6 EQUIPMENT
Equipment: Tinker’s Tools, 35 gp
Feature: Know People. You know the name of at least one ryokōsai in
Explorer’s pack, tinker’s every prefecture. In addition, you have advantage when searching for
tools, Ruyi Jingu Bang a piece of technology forbidden in a prefecture and on ability checks
made to bribe guards at torii gates.
Lan the Thief (4th level) CR 3
Medium humanoid (saru hengeyokai), chaotic good monk (martial artist) 4
Armor Class 15 (martial arts stance, unarmored defense)
Hit Points 19 (4d8)
Speed 50 ft., climb 35 ft.
STR DEX CON INT WIS CHA Dignity Haitoku
12 (+1) 16 (+3) 8 (-1) 10 (+0) 13 (+1) 16 (+3) 7 (-2) 11 (+0)
Saving Throws Str +3, Dex +5; Proficiency Bonus +2
Skills Acrobatics +5, Deception +5, Insight +3, Sleight of Hand +5
Tools augmetics, tinker’s tools
Senses darkvision 60 ft., passive Perception 11
Languages Soburi (Common)
Acrobatic. You have advantage on Dexterity (Acrobatics) checks and double the distance of any
jumps you make.
Cursed Nature Form (2/long rest). You can transform into a monkey as polymorph without the
need for components. Unlike the spell you keep your mental scores (except that your Intelligence
score drops to 6), the ability has no duration, your hit points remain unchanged, your gear does
not meld into your form, and you can still talk but not cast spells.
Dextrous Tail. You have a tail. You are unable to carry a weapon or shield with it, but you are
able to use it while climbing and to manipulate fine objects. You may make Dexterity (Sleight of
Hand) checks with your tail but do not gain your proficiency bonus when doing so (even if you
are proficient with the skill).
Feat: Mobile. Your speed increases by 10 feet (included above) and you can Dash through
difficult terrain without requiring additional movement. Whenever you make an attack against a
creature, you don’t provoke opportunity attacks from that creature until the end of your turn.
Feat: Stance of the Striking Serpent. You deal an additional 1d4 piercing damage with unarmed
strikes, short swords, and simple weapons that don’t have the two-handed or heavy weapon
properties (this damage is not multiplied on a critical hit).
Ki (4 points/short rest). You can spend ki to fuel the following features:
• Patient Defense (1 ki). You can take the Dodge action as a bonus action.
• Step of the Wind (1 ki). You can take the Dash or Disengage action as a bonus action on your
turn, and your jump distance is doubled for the turn.
Natural Disguise (2/long rest). You can cast disguise self without the need for any components
but you can only change into a specific human.
ACTIONS
Martial Arts. When attacking with unarmed strikes or monk weapons, you can spend your bonus
action to attack a second time or your bonus action and 1 ki to attack a second and third time.
Ruyi Jingu Bang. Melee Weapon Attack: +5 to hit, reach 5 ft.*, one target.
Hit: 7 (1d8+3) bludgeoning damage plus 2 (1d4) piercing damage.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 5 (1d4+3) bludgeoning damage  plus 2 (1d4) piercing damage.
REACTIONS

Deflect Missile. You can spend your reaction to strike a missile when you are hit by a
ranged weapon attack, reducing its damage by 8 (2d4+3). If you reduce the damage の
to 0, you can catch the missile if it is small enough for you to hold in one hand and
you have at least one hand free. If you catch a missile in this way, you can spend 1 ki泥
point to make a ranged attack with the weapon or piece of ammunition you just caught
as part of the same reaction. You make this attack with proficiency, regardless of your
weapon proficiencies, and the missile counts as a monk weapon for the attack.

Slow Fall. You can use your reaction when you fall to reduce any falling damage by 7
up to 20 points.
Lan the thief (7th level) CR 5
Medium humanoid (saru hengeyokai), chaotic good monk (martial artist) 7
Armor Class 16 (martial arts stances, unarmored defense)
Hit Points 35 (7d8)
Speed 55 ft., climb 40 ft.
STR DEX CON INT WIS CHA Dignity Haitoku
12 (+1) 16 (+3) 8 (-1) 10 (+0) 13 (+1) 16 (+3) 9 (-1) 13 (+1)
Saving Throws Str +4, Dex +6; Proficiency Bonus +3
Skills Acrobatics +6, Deception +6, Insight +4, Sleight of Hand +6
Tools augmetics, tinker’s tools
Senses darkvision 60 ft., passive Perception 11 • Step of the Wind (1 ki). You can take the
Languages Soburi (Common) Dash or Disengage action as a bonus action
Acrobatic. You have advantage on Dexterity on your turn, and your jump distance is
(Acrobatics) checks and double the distance of doubled for the turn.
any jumps you make. • Stunning Strike (1 ki). You can attempt to
Cursed Nature Form (3/long rest). You can stun a creature you hit with a melee weapon
transform into a monkey as polymorph without attack. The target must succeed on a DC 12
the need for components. Unlike the spell you Constitution saving throw or be stunned until
keep your mental scores (except that your the end of your next turn.
Intelligence score drops to 6), the ability has no Natural Disguise (3/long rest). You can cast
duration, your hit points remain unchanged, your disguise self without the need for any components
gear does not meld into your form, and you can but you can only change into a specific human.
still talk but not cast spells. Stillness of Mind. You can use your action to
Dextrous Tail. You have a tail. You are unable end one effect on yourself that is causing you to
to carry a weapon or shield with it, but you are be charmed or frightened.
able to use it while climbing and to manipulate ACTIONS
fine objects. You may make Dexterity (Sleight of Extra Attack. You attack twice.
Hand) checks with your tail but do not gain your Martial Arts. When attacking with unarmed
strikes or monk weapons, you can spend your
proficiency bonus when doing so (even if you are
bonus action to attack a third time or your bonus
proficient with the skill).
action and 1 ki to attack a third and fourth time.
Evasion. When you are subjected to an effect Ruyi Jingu Bang. Melee Weapon Attack: +6 to
that allows you to make a Dexterity saving throw hit, reach 5 ft.*, one target.
to take only half damage, you instead take no Hit: 7 (1d8+3) bludgeoning damage plus 3 (1d6)
damage if you succeed on the saving throw, and piercing damage.
only half damage if you fail. Unarmed Strike. Melee Weapon Attack: +6 to
Feat: Mobile. You can Dash through difficult hit, reach 5 ft., one target.
terrain without requiring additional movement. Hit: 6 (1d6+3) magical bludgeoning damage plus
Whenever you make an attack against a creature, 3 (1d6) piercing damage.
you don’t provoke opportunity attacks from that REACTIONS
creature until the end of your turn. Deflect Missile. You can spend your reaction
Feat: Stance of the Striking Serpent (2). You to strike a missile when you are hit by a ranged
deal an additional 1d6 piercing damage with weapon attack, reducing its damage by 10 (2d6+3).
unarmed strikes, short swords, and simple If you reduce the damage to 0, you can catch
weapons that don’t have the two-handed or the missile if it is small enough for you to hold in
heavy weapon properties (this damage is not one hand and you have at least one hand free. If
multiplied on a critical hit). You have advantage you catch a missile in this way, you can spend
on checks and saves to avoid the prone 1 ki point to make a ranged attack with the
condition and creatures are at disadvantage weapon or piece of ammunition you just caught
to resist your attempts to grant them the as part of the same reaction. You make this
prone condition. attack with proficiency, regardless of your
Ki (7 points/short rest). You can spend ki to fuel weapon proficiencies, and the missile counts
the following features: as a monk weapon for the attack.
Slow Fall. You can use your reaction when you
8 • Patient Defense (1 ki). You can take
the Dodge action as a bonus action.
fall to reduce any falling damage by up to 35
points.
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terms of this License to Use, the Open Game Content. The Hypertext d20 SRD. © 2004, Jans W Carton.
5. Representation of Authority to Contribute: If You are 5th Edition SRD at 5eSRD.com. © 2015 John Reyst.
contributing original material as Open Game Content, You Mists of Akuma. © 2017 Mike Myler, published under li-
represent that Your Contributions are Your original creation cense by Storm Bunny Studios. Authors Mike Myler, Savan-
and/or You have sufficient rights to grant the rights con- nah Broadway, Luis Loza, Michael McCarthy, Chris Rippee,
veyed by this License. Jason Sonia.
6. Notice of License Copyright: You must update the COPY- Mists of Akuma: Imperial Matchmaker Iconics
RIGHT NOTICE portion of this License to include the exact (Matsi Tsunamo). © 2018 Mike Myler, published
text of the COPYRIGHT NOTICE of any Open Game Content
You are copying, modifying or distributing, and You must
under license by Storm Bunny Studios.
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