You are on page 1of 10

1

Pri v ate Ey e for Hi re


One of eight iconic characters for Imperial Matchmaker
Author Mike Myler Layout, Graphics Mike Myler
Cover Art Claudio Pozas, Tan Ho Sim Publisher Storm Bunny Studios
Artists Claudio Pozas Special Thanks Duan Byrd
Yet Another Basement..................................................4
Character History............................................................5 Matsi Tsunamo, rogue (detective) 4; CR 2..........7
Roleplaying Notes..........................................................6 Matsi Tsunamo, rogue (detective) 7; CR 3..........8
Background & Special Features................................6 OGL...............................................................................9
Equipment.......................................................................6 Imperial Matchmaker................................................10
Matsi is joined by Ayakashi (tsukumogami bard), the
necroji Kanden (last of the Jitsuri-Teki shinobi), Lan
(monkey hengeyokai thief), 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
for characters 4th -10th level pregenerated PC/NPC rival interests you, check out the
Imperial Matchmaker Kickstarter and spread the word!
Open Content: Subject to designation as Product Identity (see below), the only portion of this Stormbunny
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,
storylines, locations, characters, artworks, and trade dress, but excluding any content that is Product Identity
of Wizards of the Coast. (Elements that have previously been designated as Open Game Content are not
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
“Don’t get any bright ideas,” the mutant says, kicking Matsi’s revolver across the dirt floor of the
Kibishī Jidai teahouse’s basement.

“Oh, I get it,” the tanuki replies, sneering and letting her canine teeth bare. “Wouldn’t want
too many of those floating around in here—it’d mess up the thick, cloying smell of incompetence
you’ve so carefully infused this into this finest of establishments.” One of her captors chuckles but the
freakish brute shuts him up with a punch to the gut before kicking her chair across the room. As she
spins through the air waiting for the impact she takes a quick assessment of the room, counting off
the number of shadowy figures that have locked her up in here. ‘Only three?,’ she thinks, ‘must not
be that-’

Restrained there’s no way for her to roll with the hit and the side of Matsi’s head slams into
the wall, the darkness of the room engulfing her.

“-ing ten to one says she doesn’t wake up. The way Bazt knocked her into the wall? That bloodstain?
She’s done for. Ten—no, twelve Imperials says that’s the end for Lady Tsunamo.” Matsi resists the
urge to blink as she slowly creeps back to consciousness, keeping still and focusing on the voices of
these mooks jawing on about her. Whatever else has happened the morons unbound her from the
chair, leaving her tied up on the dirt instead. Even a cursory wriggle tells her that they don’t know
one end of rope from another—the knots aren’t loose but they’re loose enough..

“That’s a deal Jerr, you got a deal right there. I’ll match ya and I’m taking it all! You think Big
Siyam Sumo is just gonna let her walk out of here if she ain’t dead?” Her keen ears warn the tanuki
that this second speaker is moving towards her and she braces for the kick she knows is coming,
biting down on her tongue and commanding herself not to move as the boot lands in her gut. For
a few seconds Matsi’s world is full of stars and she reaches down inside herself to stay focused,
thinking about her eventual revenge on whoever the hell Big Siyam Sumo is and then these two
idiots specifically. “See? Still ain’t up neither. I give it ten more minutes, then we dump her in the
Sōdaina.”

Pretty certain that the man standing over her can’t reliably count that high, the detective
carefully reaches into a concealed pocket of her haori coat and grabs at her any-tool. Matsi flicks
one of the implement’s serrated blades out and starts working it on the rope the second she hears
footsteps walking away from her. “Sujji you know I hate the way the river smells, ‘specially where
we dump the bodies. What did Kuho say she was doing? You sure she gotta die?”

Matsi takes her chances and picks up the pace, sawing at her restraints a little bit faster as
it becomes clear that she’s got maybe a few moments to do something about her situation before
these impatient fools realize she’s no longer asleep. “Ehh, he said she owes Silverboss Yabūchi
bigtime after a string of bad hanafuda hands but I heard she was sticking her nose into the
wrong places in the Ochomi Docks.”

“The docks?” Jerr asks, obviously mystified. “We ain’t got nothin’ down there aside from
smuggling those damn heavy crates. Weirdest thing too, the crates. I mean what’s the boss doing
with all that metal anyway? Where’s it all go? He trying to take over the iron market or-” Matsi’s
gaoler suddenly stops mid-sentence as he slaps the table. “Sujji! Did her hand just move?”

The slack on the rope gives as she cuts through its main knot and she rolls up off of the floor,
dashing across the room to grab her kasa rice hat in one hand and her revolver with the other. Matsi
skips away while she pulls the hat onto her head and slaps the gun’s cylinder open to check that its
full of ammo before aiming it at her would-be killers, stopping each dead in their tracks. “Well if you
want to catch the big fish boys, you need need to stick your pole in the right places. Oh and
don’t stand up on my account, we’ve three got an awful lot to talk about.”
4
Pri v ate Ey e for Hi re
Fate just seems to keep kicking Matsi Tsunamo whenever she’s down and though she’s often
contending with misfortune—and avoiding some gambling debts—her luck might soon be in
her own pawed hands. Known in Sanbaoshi for her razor sharp wit and bold tongue, the tanuki
detective is an effective if somewhat unreliable private eye for anyone with coin enough to pay
her for her time (plus expenses, of course). Aside from having built a decent reputation for the
Kimyōna Investigation Agency there’s another reason that Matsi remains in the imperial capital:
unearthing what’s happened to her friend and mentor Threh Steelbolt. She’s been chasing after
the threads of the mystery surrounding the steametic investigator’s disappearance for over a year
now and as the Imperial Matchmaker’s celebrations reach their crescendo, the tanuki detective is
about to stumble into a corrupt plot underneath the metropolis far larger than anything she or
her robotic ally could ever have imagined!

HISTORY
Like many of her kind Matsi was orphaned— out of sight. She checked the trinkets to see if
whether her parents are dead, couldn't support they were made for cheating and though they
her, or did not want her she’ll never know. Her always seemed to roll well for her in games of
first memories are from the Yasashi Home for chance, nothing else was awry. It wasn’t until
Children in Detchtagi, a city on the shores she really needed a win that the dice revealed
of Fuson prefecture. Little of what she can something more, unleashing illusions in the
recollect is positive however and it wasn’t long back alley behind an alchemist’s shop just as
before other children (soburi treated much Matsi’s luck ran out. The gang ambushing her
better than her) framed her of theft and she fled in fear and she did the same, taking her
was cast out. The tanuki has distrusted humans apparently enchanted find with her and setting
ever since, certain that their ilk will turn on her sights on a big city to hide in—what better
anyone they call friend when the time is right. place than Soburin’s largest, Sanbaoshi.
Barely old enough to talk and with little Matsi didn’t dawdle after arriving in
recourse, Matsi thought that since everyone the imperial capital and shortly after setting
already believed her to be a thief why not herself up in a role similar to how she operated
become one? There turned out to be a pretty in Detchtagi, she began crossing paths with
good reason: she was downright bad at it, a steametic detective named Threh Steelbolt.
particularly the escaping part. Several harsh The robot-folk was trying to make a living as
lessons taught the tanuki that she was never an investigator and doing poorly, a plight that
meant for thievery, but she discovered other she sympathized with—the competition and
talents like hiding well in a crowd, a keen gift bribes required to broker information in
for observation, and a knack for occasionally Sanbaoshi were far more than she had
being in the right place at the right time. Over anticipated—so the two forged an alliance,
the years she figured out who was looking to inadvertently starting the Kimyōna Investigation
pay for what, turning into an information broker Agency. Other curious outcasts and loners
between the lowest echelons of Soburin's wandering the metropolis gradually joined
criminal underworld (and when the coin was them, and while certainly a motley crew by
right, an informant to the imperial guard). any standards their varied talents turned their
What kept the tanuki on the streets and business into a respected, trusted institution
out of the gutter only had anything to do with right up until Threh disappeared along with all
her last talent, stumbling upon a recently its case files. It took everything Matsi had in
murdered (or so it seemed) samurai traveling her to keep the Kimyōna up and running after
through Detchtagi. Little of the warrior’s it became clear that her mentor wasn’t
belongings could be taken quickly or easily coming back, and all of its employees
sold, but a pair of curious dice piqued Matsi’s
interest and she grabbed them before fleeing
have been looking for clues as to
what happened to old Steelbolt.
5
Roleplaying Notes
Life tends to deal Matsi a bad hand yet she doesn’t let that keep her down, responding with
bravado, fast talk, and an unwillingness to stop being stubborn regardless of how bad her cir-
cumstances get (a trait often mistaken by others as perseverance). It’s extremely difficult to gain
her trust and after its been won she is unfailingly loyal, going out of her way to make good on
a favor and even putting herself in harm’s way to prevent something terrible befalling a friend.
Matsi’s friends in Sanbaoshi have shrunk in the aftermath of Threh’s disappearance but those that
remain are true—Long-Arm One-Eye (an enjin beggar), Hinatasa Redstream (pyon bargemaster),
Shūnenbukai Kakuho (kappa street minstrel), Wuō Ningyu (a kurēn hengeyokai courier), Doctor
Azaka Kozu (tengu healer), Eri Zuruyi (a renowned kumo hengeyokai actor), and Nith the Light-
Fingered (bakemono burglar). It’s a good thing that she has a good network of pals too because
the tanuki detective is an unrepentant gambling addict and rarely passes up a game of chance;
nearly half the gambling parlors in the imperial capital have already barred her from entering and
she’s lost track of how much she owes to loan sharks.

BACKGROUND & SPECIAL FEATURES


Background: Pragmatist - Indomitable Spirit. Whenever your Haitoku score increases, you
receive a Dignity saving throw against a DC equal to your current Haitoku score. On a successful
save you may either avoid increasing your Haitoku score or avoid decreasing your Dignity score
(but not both).
Kimyōna Investigation Agency. You are the Magic Dice (Recharge 2-6). As a bonus action,
head of a cadre of private detectives (includ- you roll your magic dice. The GM rolls 2d6 and
ing but not limited to Long-Arm, Hinatasa, consults Table: Magic Dice. When a 1 is rolled
Shūnenbukai, Wuō, and Nith) many of which on either die, the effect of the magic dice
moonlight with your company as a second (or targets you. Illusions targeting you are clever
possibly third) job, leaving you to make certain and situational—a bandit turning the corner, a
the rent gets paid—and of course, you are late brick falling from a nearby building, a sudden
with the rent. If you do not pay your landlord explosion of flame—and you have no reason to
at least 50 Imperial Pieces (of the 100 gp owed disbelieve such an illusion until you have inter-
in back rent) the Kimyōna Investigation Agency acted with it.
is evicted from its offices in the northeastern Conjuration. From 4th-6th level, the
neighborhoods of the Mazushīdesu District in dice cast conjure animals. From 7th-8th level,
Sanbaoshi and you have nowhere to live. In the dice cast conjure minor elementals. From
addition, Long-Arm, Hinatasa, Shūnenbukai, 9th-10th level, the dice cast conjure elemental.
and Nith grow distant from you. While the Creatures conjured by the magic dice do not
Kimyōna Investigation Agency is up and run- require concentration and remain for a number
ning, at the GM’s discretion you may request of rounds equal to your proficiency bonus or
your employees to follow up on cases (finding until slain. Table: Magic Dice
out some general information that might allow No Effect.
you to re-try a failed Intelligence check to real- On a result of 7 2d6 Effect
ize something more relevant), keep watch over the dice have no 2 conjuration
an area (telling you who came by and when), effect but appear 3 minor illusion
or perform other tasks that do not place them to you and other
in danger. observers to show 4 silent image
another 5 major image
EQUIPMENT
Weapons (20 arrows, 12 revolver bullets; each

え result. 6 hypnotic pattern
7 no effect
costs 3 gp), studded leather armor, haori coat, kasa
hat, fedora, trenchcoat, magic dice, antitoxin, gaming
sets (3), thieves’ tools, burglar’s pack, 2 Imperial
ん 8 minor illusion
9 silent image
Pieces (gold), old any-tool (bonus action to change
the 1d4 weapon damage it deals to one of the ぎ 10 major image
11 hypnotic pattern
6
following types: bludgeoning, piercing, or
slashing. The any-tool can be used in place
of artisan’s tools.)
も 12 conjuration


Matsi Tsunamo (4th level) CR 2
Small humanoid (urban tanuki), neutral rogue (detective) 4
Armor Class 15 (studded leather)
Hit Points 29 (4d8+8)
Speed 30 ft., climb 20 ft. (must have one hand free)
STR DEX CON INT WIS CHA Dignity Haitoku
10 (+0) 16 (+3) 14 (+2) 13 (+1) 12 (+1) 10 (+0) 13 (+1) 13 (+1)
Saving Throws Dex +5, Int +3 Proficiency Bonus +2
Skills Deception +2, Insight +5, Investigation +5, Perception +5, Sleight of Hand +5, Survival +3
Tools gaming set, thieves’ tools
Damage Vulnerabilities acid
Senses passive Investigation 19, passive Perception 15
Languages Ceramian, Ropa, Soburi (Common), Tanoo
Ancient Talents. You learn the minor illusion cantrip, using Intelligence as your spellcasting at-
tribute.
City Slicker. You have advantage on Dexterity (Stealth) checks made in urban environments.
Cunning Action (1/turn). You can spend a bonus action to take the Dash, Disengage, or Hide
action.
Expertise. Your proficiency bonus is doubled for any ability check you make that uses either In-
vestigation (included above) or thieves’ tools.
Feat: Deductive Mind (1/long rest). You gain double your proficiency bonus to your passive
Investigation score (included above). When making an Intelligence (Investigation) check, you may
also choose to make a Sleuth check. This may be declared at any time before the Intelligence (In-
vestigation) check is made, or after rolling if the result of the check is 13 or less.
A Sleuth check reveals any information an equivalent Intelligence (Investigation) check would un-
cover, but it always reveals something that can proceed the adventure. The quality of the informa-
tion you deduce depends on your check and the location you are in—the GM can always decide
there is no information in the current location relevant to your current adventure, and provide
only a clue leading to a more relevant location.
Alternatively, for a phenomenal check in a relevant location the GM might reveal the current loca-
tion or base of the antagonist.
Investigative Nature (2 points/short rest). Your proficiency bonus is doubled for any ability
check you make that uses Insight or Investigation (included above). You may spend an investiga-
tion point as a reaction to add +1d4 to a skill check chosen from the following list: Acrobatics,
Athletics, Arcana, History, Investigation, Nature, or Religion. You may choose to spend an investi-
gation point after the die has been rolled but must do so before
the results are revealed.
Sneak Attack (2d6, 1/turn). You deal an extra 2d6 damage when you hit a target with a weapon
attack and have advantage on the attack roll, or when the target is within 5 feet of an ally of yours
that isn’t incapacitated and you don’t have disadvantage on the attack roll.
Subtle Tail. You have a tail. You are unable to carry a weapon or shield with your tail, nor can
you manipulate fine objects, but you gain advantage when passing secret messages or otherwise
communicating using your tail.
ACTIONS
Wakizashi. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing dam-
age.
Any-Tool. Melee or Ranged Weapon Attack: +5  to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 5 (1d4+3) bludgeoning, piercing, or slashing damage.
Beatup Revolver. Ranged Weapon Attack: +5 to hit, range 40/160 ft., one target.
Hit: 10 (2d6+3) piercing damage. After being fired 6 times the revolver needs to be reloaded.
Hand Crossbow. Ranged Weapon Attack: +5  to hit, range 30/120 ft., one target.
Hit: 6 (1d6+3) piercing damage. 7
Matsi Tsunamo (7th level) CR 3
Small humanoid (urban tanuki), neutral rogue (detective) 7
Armor Class 15 (studded leather)
Hit Points 49 (7d8+14)
Speed 30 ft., climb 20 ft. (must have one hand free)
STR DEX CON INT WIS CHA Dignity Haitoku
10 (+0) 16 (+3) 14 (+2) 13 (+1) 12 (+1) 10 (+0) 13 (+1) 13 (+1)
Saving Throws Dex +6, Int +4 Proficiency Bonus +3
Skills Deception +3, Insight +10, Investigation +7, Perception +10, Sleight of Hand +6, Survival +4
Tools gaming set, thieves’ tools
Damage Vulnerabilities acid
Senses passive Insight 20, passive Investigation 21, passive Perception 20
Languages Ceramian, Ropa, Soburi (Common), Tanoo
Ancient Talents. You learn the minor illusion cantrip, using Intelligence as your spellcasting
attribute.
City Slicker. You have advantage on Dexterity (Stealth) checks made in urban environments.
Cunning Action (1/turn). You can spend a bonus action to take the Dash, Disengage, or Hide action.
Expertise. Your proficiency bonus is doubled for any ability check you make that uses either
Insight, Investigation, Perception (included above) or thieves’ tools.
Evasion. 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.
Feat: Deductive Mind (1/long rest). You gain double your proficiency bonus to your passive
Investigation score (included above). When making an Intelligence (Investigation) check, you may
also choose to make a Sleuth check. This may be declared at any time before the Intelligence
(Investigation) check is made, or after rolling if the result of the check is 13 or less.
A Sleuth check reveals any information an equivalent Intelligence (Investigation) check
would uncover, but it always reveals something that can proceed the adventure. The quality of the
information you deduce depends on your check and the location you are in—the GM can always
decide there is no information in the current location relevant to your current adventure, and
provide only a clue leading to a more relevant location. Alternatively, for a phenomenal check in
a relevant location the GM might reveal the current location or base of the antagonist.
Investigative Nature (3 points/short rest). Your proficiency bonus is doubled for any ability
check you make that uses Insight or Investigation (included above). You may spend an investigation
point as a reaction to add +1d4 to a skill check chosen from the following list: Acrobatics,
Athletics, Arcana, History, Investigation, Nature, or Religion. You may choose to spend an
investigation point after the die has been rolled but must do so before the results are revealed.
Sneak Attack (4d6, 1/turn). You deal an extra 4d6 damage when you hit a target with a weapon
attack and have advantage on the attack roll, or when the target is within 5 feet of an ally of yours
that isn’t incapacitated and you don’t have disadvantage on the attack roll.
Subtle Tail. You have a tail. You are unable to carry a weapon or shield with your tail, nor can
you manipulate fine objects, but you gain advantage when passing secret messages or otherwise
communicating using your tail.
ACTIONS
Wakizashi. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.
Any-Tool. Melee or Ranged Weapon Attack: +6  to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 5 (1d4+3) bludgeoning, piercing, or slashing damage.
Beatup Revolver. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target.
Hit: 10 (2d6+3) piercing damage. After being fired 6 times the revolver needs to be reloaded.
Hand Crossbow. Ranged Weapon Attack: +6  to hit, range 30/120 ft., one target.
Hit: 6 (1d6+3) piercing damage.
REACTIONS
8 Uncanny Dodge. 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.
OPEN GAME LICENSE Version 1.0a
OGL add the title, the copyright date, and the copyright holder’s
The following text is the property of Wizards of the Coast, name to the COPYRIGHT NOTICE of any original Open
Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wiz- Game Content you Distribute.
ards”). All Rights Reserved. 7. Use of Product Identity: You agree not to Use any
1. Definitions: (a) “Contributors” means the copyright and/ Product Identity, including as an indication as to compat-
or trademark owners who have contributed Open Game ibility, except as expressly licensed in another, independent
Content; (b) “Derivative Material” means copyrighted Agreement with the owner of each element of that Product
material including derivative works and translations (in- Identity. You agree not to indicate compatibility or co-
cluding into other computer languages), potation, modifi adaptability with any Trademark or Registered Trademark
cation, correction, addition, extension, upgrade, improve- in conjunction with a work containing Open Game Con-
ment, compilation, abridgment or other form in which an tent except as expressly licensed in another, independent
existing work may be recast, transformed or adapted; (c) Agreement with the owner of such Trademark or Registered
“Distribute” means to reproduce, license, rent, lease, sell, Trademark. The use of any Product Identity in Open Game
broadcast, publicly display, transmit or otherwise distribute; Content does not constitute a challenge to the ownership
(d) “Open Game Content” means the game mechanic and of that Product Identity. The owner of any Product Identity
includes the methods, procedures, processes and routines used in Open Game Content shall retain all rights, title and
to the extent such content does not embody the Product interest in and to that Product Identity.
Identity and is an enhancement over the prior art and any 8. Identification: If you distribute Open Game Content You
additional content clearly identified as Open Game Content must clearly indicate which portions of the work that you
by the Contributor, and means any work covered by this are distributing are Open Game Content.
License, including translations and derivative works under 9. Updating the License: Wizards or its designated Agents
copyright law, but specifi cally excludes Product Identity. (e) may publish updated versions of this License. You may use
“Product Identity” means product and product line names, any authorized version of this License to copy, modify and
logos and identifying marks including trade dress; artifacts, distribute any Open Game Content originally distributed
creatures, characters, stories, storylines, plots, thematic under any version of this License.
elements, dialogue, incidents, language, artwork, symbols, 10. Copy of this License: You MUST include a copy of this
designs, depictions, likenesses, formats, poses, concepts, License with every copy of the Open Game Content You
themes and graphic, photographic and other visual or distribute.
audio representations; names and descriptions of charac- 11. Use of Contributor Credits: You may not market or
ters, spells, enchantments, personalities, teams, personas, advertise the Open Game Content using the name of any
likenesses and special abilities; places, locations, environ- Contributor unless You have written permission from the
ments, creatures, equipment, magical or supernatural abili- Contributor to do so.
ties or effects, logos, symbols, or graphic designs; and any 12. Inability to Comply: If it is impossible for You to comply
other trademark or registered trademark clearly identified with any of the terms of this License with respect to some
as Product identity by the owner of the Product Identity, or all of the Open Game Content due to statute, judicial
and which specifically excludes the Open Game Content; order, or governmental regulation then You may not Use
(f) “Trademark” means the logos, names, mark, sign, motto, any Open Game Material so affected.
designs that are used by a Contributor to identify itself or 13. Termination: This License will terminate automatically if
its products or the associated products contributed to the You fail to comply with all terms herein and fail to cure such
Open Game License by the Contributor (g) “Use”, “Used” or breach within 30 days of becoming aware of the breach. All
“Using” means to use, Distribute, copy, edit, format, modify, sublicenses shall survive the termination of this License.
translate and otherwise create Derivative Material of Open 14. Reformation: If any provision of this License is held to
Game Content. (h) “You” or “Your” means the licensee in be unenforceable, such provision shall be reformed only to
terms of this agreement. the extent necessary to make it enforceable.
2. The License: This License applies to any Open Game Con- 15. COPYRIGHT NOTICE
tent that contains a notice indicating that the Open Game Open Game License v 1.0a Copyright 2000, Wizards of the
Content may only be Used under and in terms of this Li- Coast, Inc.
cense. You must affix such a notice to any Open Game Con- System Reference Document. © 2000, Wizards of the
tent that you Use. No terms may be added to or subtracted Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
from this License except as described by the License itself. Williams, based on material by E. Gary Gygax and Dave
No other terms or conditions may be applied to any Open Arneson.
Game Content distributed using this License. System Reference Document 5.0 Copyright 2016, Wizards
3. Offer and Acceptance: By Using the Open Game Content of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford,
You indicate Your acceptance of the terms of this License. Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt,
4. Grant and Consideration: In consideration for agreeing Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve
to use this License, the Contributors grant You a perpetual, Townshend, based on original material by E. Gary Gygax
worldwide, royalty-free, non-exclusive license with the exact and Dave Arneson.
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.
9
10

You might also like