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K a mi s pe ak er
One of eight iconic characters for Imperial Matchmaker
Authors Savannah Broadway, Mike Myler Layout, Graphics Mike Myler
Cover Art Claudio Pozas, Tan Ho Sim Publisher Storm Bunny Studios
Artists Claudio Pozas Special Thanks Duan Byrd
Another Day, Another Kami........................................4 Hiba, Ancient Kami.....................................................6
Character History............................................................5 Natsuko, cleric (kami) 4; CR 3...................................7
Roleplaying Notes..........................................................6 Natsuko, cleric (kami) 7; CR 4...................................8
Background & Special Features................................6 OGL...............................................................................9
Equipment.......................................................................6 Imperial Matchmaker................................................10
Natsuko is joined by Ayakashi the tsukumogami mask,
the necroji Kanden (last of the Jitsuri-Teki shinobi), Lan
(monkey hengeyokai thief), Matsi (tanuki detective), 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 rival
for characters 4th -10th level 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
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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
“Hiba! When are you going to learn that you’re not the biggest snake in the prefecture?” Natsuko
snarls, throwing herself clear as the tail of a huge sea krait slams towards her and sand sprays in all
directions.
I have no insight to its fury, Hiba hisses back, arching angrily at the sea snake’s lashing,
rotted form.
“Really?” the cleric asks, pulling out an exorcism slip and waiting for an opening. “Because it
sounded like you insulted its mother.” The snake kami hisses noncommittally before slithering off of
Natsu’s ringstaff and stretching to his full size of 7 feet. He couldn’t actually affect anything in the
physical realm, but he nevertheless attempts to look impressive, coiling his length and baring his
foot-long fangs.
The rotting sea snake—in truth a corrupted kami that once protected the coastline—hesitates
for a moment, caught between attacking the cleric or the smaller snake. Then it strikes, intent on
burying its fangs into Hiba. Natsuko spares no worry for her companion—Hiba’s ephemeral nature
makes it impossible for most anything to impact him in turn. Instead she focuses on putting some
distance between her and the krait.
Fine, came Hiba’s reply as he slithers out unharmed, emerging from where the other kami’s
head had buried itself in the sand. I might have mentioned that it smells bad. It’s true, though.
And we’re only trying to help. Natsuko rolls her eyes and throws an exorcism slip with practiced
aim. It soars true, sticking to the krait’s forehead just as it pulls itself free. The kami shrieks in a
piercing cry that could never have come from a mundane snake, flailing as the slip of paper bursts
ghostly blue light and burns into its decaying flesh. It thrashes in pain and a stray movement of its
tail catches the cleric in the stomach, sending her tumbling backwards.
With a concerned hiss Hiba makes straight for the fallen Natsuko, driving his incorporeal
form into her chest and merging without hesitation. The cleric rolls her shoulders, feeling the kami’s
reflexes and celestial energy strengthening her muscles. Her already bright green eyes glow with an
inner light and she snatches up her ringstaff, eager to finish the fight. The krait shakes the last of
the exorcism slip from its face, flinging off a decaying chunk of scales and flesh as long as Natsuko’s
arm as it whirls on them.
Gross, Hiba comments from inside her mind. Natsuko agrees but instead of answering she
narrows her eyes at the glint now visible amongst the sodden, rotted muscle of the krait’s neck. The
sea snake writhes briefly before exhaling a noxious cloud of gas. Taken aback but not deterred the
kamispeaker runs through it, ignoring the wounds opening across her skin and the stinging in her
eyes. Focusing on the corrupted kami’s face she drives the head of her ringstaff into the roof of its
mouth—it is no killing blow, but the strength that Hiba lends her lodges the pointed head of the
weapon in the monster’s jaws.
The krait hisses and shrieks trying to shake off the source of its torment while Natsuko pulls
out another exorcism slip. Dodging the snake’s flailing body, she sights the glistening aura in its side
and throws the paper, grinning in triumph as it connects with a bursting spray of flesh and puss.
Moving backwards to avoid the creature’s death throes, she notices it is glass and bits of hemp cord
that rain down around her. A cursed fishing float. Who’d have thought?
The kami gradually shrinks, burning away as oily smoke—some however condenses into a
single pearl the size of a fist. As the two unfuse Natsuko walks forward, healing her wounds before
heaving a sigh and picking up the lustrous treasure. Not a true gem of course, but a solid form of
the kami’s pure essence. The krait must have been beautiful before its corruption; she could see
reflections of the silvery sea snake in the smooth surface of its worldly remains. With a final, wistful
look, she tosses it into a nearby tide pool to nestle in the sand. “ Tell me again, Hiba,” she asks,
stopping to pick up her staff.
The guardian of the shore will be reborn, the kami says, slithering up the handle of the
weapon. On the next full moon, the egg will hatch and it will become a new spirit, ignorant
of the pain and suffering that drove it to madness. The cleric smiles, relaxing a little as she
stares across the water at the setting sun and reflecting on this reminder that everything has a cycle.
Of course, it’ll probably get infected by the demonic mists again in a few years and
4 we’ll have to come back, Hiba added thoughtfully, ruining the tranquil scene. Rolling
her eyes yet again, Natsuko starts down the shoreline and towards the imperial capital of
Sanbaoshi.
K a mi s pe ak er
Natsuko can well attest that the reward for good work is often simply more work. A kami cleric
from a long line of priests and priestesses, much would have been expected of her even if she
hadn’t become the chosen partner of the Hibike family’s patron spirit: Hiba the snake kami.
The two travel Soburin calming minor gods and restless spirits, driven onward by a combination
of the divine companion’s ancient wisdom and keen eye alongside Natsuko’s holy power and
stubborn persistence. With the Mists of Akuma causing constant spiritual turmoil, the duo’s
job is never done—this as well as the rarity of the Hibike familial bond to a kami has made
Natsuko’s name increasingly common in spiritual and academic circles.
The most recent disturbance that Hiba has detected comes from the general direction
of Sanbaoshi. Here the pair will become caught up in the intrigue and danger of the Imperial
Matchmaker’s carefully-laid plans. Unfortunately no number of living swamps or cursed temple
bells has quite prepared them for the dangerous dance of diplomacy and duplicity that awaits!  

HISTORY
Centuries ago before the Mists of Akuma, a complement her personal set, passed down
deal was struck between a soburi priestess through their line for generations. With these
and a minor snake kami. The divine creature in hand the pair set out almost immediately,
merged with her bloodline, shielding her guided by Hiba’s spiritual senses detecting
family from the spiritual unrest that it felt was both the corruptive influence of the Mists of
coming, and empowering the priestess and Akuma and the malformed kami left in its
her descendants with its holy powers. Many wake so that they might set restless spirits
years later the priestess’s family shed their old to rights. While the snake spirit cannot
name and took on that of Hibike to honor their entirely recall what premonition of disaster
serpentine patron. The kami too changed over drove him to merge with a mortal bloodline,
time, adopting human humor and pronouns, he is sure that calming the disharmony rife
and even attempting to take a mortal view of in Soburin is the key to stopping it. Natsuko
empathy and morality. Eventually he became herself isn’t entirely convinced of this (Hiba’s
known as Hiba, and was not only a source of memory of past centuries being sketchy at
power and guidance for his human vessels best) but is more at home on the road than
but a loyal companion in his own right. in a temple, and far more comfortable
Natsuko was borne the oldest daughter dealing with spirits than with people.
of the current Hibike matron, marked as Hiba’s Hiba’s intuition has led the two to
chosen through a curling, serpent-shaped Sanbaoshi where he insists that angry ghosts
birthmark winding around her upper arm. from the Battle of Broken Spears are gathering
While the kami’s presence and powers did not a concentration of negative energy. The
manifest until puberty she started her training crowded city is a far cry from the open rice
as soon as she could walk, following her family fields and mountain paths that he and Natsuko
to the temple to pray. While she took to her are used to but without their aid there’s no
studies with both diligence and natural talent, telling what sort of trouble might result in
the young priestess felt stifled amongst the the imperial capital. Taking lodgings near
somber tradition of her household and her temples in the Minato District as a priestess
status as a future kami cleric kept her socially on pilgrimage, Natsuko spends much of her
isolated from other children (even her younger time seemingly in prayer at various sites—and
siblings). Eventually on her 11th birthday she all the while Hiba searches for the epicenter
bonded with Hiba—suddenly her bright green of the otherworldly disturbance.
eyes further separated her from her peers, she
enjoyed the kami’s company, and the two soon
developed a fond, sarcasm-laced friendship.
When Natsuko completed her training 5
she was gifted her mother’s prayer beads to
Roleplaying Notes BACKGROUND &
Raised to be a priestess since birth and with
Hiba as her only real friend, Natsuko doesn’t
SPECIAL FEATURES
Background: Sēji - Scholarly Experience.
have many people skills, and with her retiring
Ancestral spirits gently nudge you toward the
manner she can occasionally come across as
answers to your questions about kami. When
aloof. She is a woman of few words but those
you fail to recollect or discover more about a
that she has are forthright, honest, and
subject of lore related to kami, you know where
unabashedly blunt. As an astute judge of
or whom can give you that information (usually
character she steadfastly stands by those she
from an athenaeum, library, institute of higher
deems worthy of her and Hiba’s support.
learning, or another sēji or mystical creature).
Devoted to bringing harmony to disorder and
The lengths to which you must go to acquire
protecting those in need, the cleric refuses to
this information and the feasibility of doing so
back down or swerve in her path once she has
is entirely at the GM’s discretion.
devoted herself to a task or cause—often to
Hiba, Ancient Kami. Hiba’s deep connection
the more discrete Hiba’s chagrin.
to your ancestors makes it a potent spirit
Despite her dedication Natsuko is not
more powerful than usual. In addition, it can
given to taking needless risks. She is well aware
empower your limbs, granting the strength
of her worth both as Hiba’s partner and as a
and resilience of the most powerful warriors
priestess in her own right, and recognizes that
in your family line.
they can do more good alive than dead. She is
often the most level head in any debate or
argument, dismissing accusations of cowardice or EQUIPMENT
weakness without a second thought in favor of Weapons, do-maru jacket, prayer beads
focusing on more practical solutions. That’s not (uncommon, unattuned), bottle of black ink,
to say that she’s overly forgiving however, and quill, 20 sheets of paper, priest’s pack, holy
Hiba in particular has a long memory for slights. symbol, belt pouch containing 10 Imperial
Pieces (gold)
Hiba, Ancient Kami
Medium celestial (kami), neutral good familiar (kami companion)
Armor Class 14
Hit Points 11 (2d8+2)
Speed 30 ft., swim 30 ft., fly 20 ft.
STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 13 (+1) 11 (+0) 10 (+0) 11 (+0)
Skills Intimidation +2, Perception +2
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from
nonmagical weapon attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned,
prone, restrained
Senses blindsight 10 ft., passive Perception 12
Languages Soburi (Common)
Etherealness. Hiba enters the Ethereal Plane from the Material Plane, or vice versa. It is visible
on the Material Plane while it is in the bordering Ethereal, and vice versa, yet it can’t affect or be
affected by anything on the other plane (other than you).
Ethereal Sight. Hiba can see 60 feet into the Ethereal Plane when it is on the Material Plane, and
vice versa.
Incorporeal Movement. Hiba 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.
ACTIONS
Ancient Kami (1/short rest). Hiba empowers Natsuko by merging with as an action. While
merged with Hiba, Natsuko increases her Strength score by 4, her AC by an amount equal to her
proficiency bonus, and she gains the use of Hiba's Incorporeal Movement feature. Natsuko and
Hiba remain merged for 1 minute during which Hiba loses all of its actions.
Blessed Awareness (7th level only). Hiba can use its action to share part of its senses
6 with Natsuko, granting her blindsight to a range of 15 feet until the end of her next turn.
Fortify. Hiba can use its action to activate Natsuko’s Channel Divinity to relieve her of one
of the following conditions: charmed, frightened, poisoned, or prone.
Natsuko the Kamispeaker (4th level) CR 3
Medium humanoid (soburi human), neutral good cleric (kami) 4
Armor Class 16 (do-maru jacket)
Hit Points 29 (4d8+8)
Speed 30 ft.
STR DEX CON INT WIS CHA Dignity Haitoku
10 (+0) 14 (+2) 14 (+2) 10 (+0) 16 (+3) 11 (+0) 16 (+3) 7 (-2)
Saving Throws Wis +5, Cha +2; Proficiency Bonus +2
Skills Arcana +2, History +2, Insight +5, Nature +2, Religion +2
Tools herbalism kit, shakuhachi
Senses passive Perception 13
Languages Celestial, Draconic, Soburi (Common), Sylvan
Channel Divinity (1/short rest). You can channel divine energy directly through the kami of
Soburin, using that energy to fuel one of two magical effects.
Fortify. Your kami companion can use its action to activate your Channel Divinity to
relieve you of one of the following conditions: charmed, frightened, poisoned, or prone.
Turn Undead. As an action, you present your holy symbol and speak a prayer censuring
the undead. Each undead within 30 feet that can see or hear you must make a DC 13
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.
Feat: War Magic. When you take damage and make a Constitution saving throw to maintain
concentration, you have advantage. In addition, you are able to make the somatic components
for spells even when you are wielding a weapon or shield in your hands or while flying. Finally,
you can use your reaction when a hostile creature provokes an opportunity attack from you
to cast a spell at the creature so long as it has a casting time of 1 action and only targets that
creature.
Kami Companion. You may cast the find familiar spell to summon your kami spirit. Unlike a
normal familiar, your kami companion can never make attacks or deliver touch spells, and it gains
special features (included on page 6).
Magical Savant. You know the eldritch blast cantrip.
Spellcasting. You are a 4th level spellcaster that uses Wisdom as your spellcasting ability (spell
save DC 13; +5 to hit with spell attacks). You have the following spells prepared from the cleric’s
spell list:
Cantrips: guidance, eldritch blast, light, resistance, sacred flame

ACTIONS
1st-level (4 slots): bless, cure wounds, detect magic, healing word,
sanctuary, unseen servant
2nd-level (3 slots): augury, exorcism slipsM, prayer of healing,
silence, spiritual weapon

Khakkhara Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.


Hit: 4 (1d8) bludgeoning damage if wielded in two hands
or 3 (1d6) bludgeoning damage if wielded in one hand.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft.
or range 20/40 ft., one target. Hit: 4 (1d4+2) piercing damage.
Eldritch Blast. Ranged Weapon Attack: +4 to hit, range 120 ft., one target.
Hit: 5 (1d10) force damage.

Spells marked by M can be found in the free Soburin Primer PDF!

者 7
Natsuko the Kamispeaker (7th level) CR 5
Medium humanoid (soburi human), neutral good cleric (kami) 7
Armor Class 16 (do-maru jacket)
Hit Points 49 (7d8+14)
Speed 30 ft.
STR DEX CON INT WIS CHA Dignity Haitoku
10 (+0) 14 (+2) 14 (+2) 10 (+0) 16 (+3) 11 (+0) 16 (+3) 7 (-2)
Saving Throws Wis +6, Cha +3 Proficiency Bonus +3
Skills Arcana +3, History +3, Insight +6, Nature +3, Religion +3
Tools herbalism kit, shakuhachi
Senses passive Perception 13
Languages Celestial, Draconic, Soburi (Common), Sylvan
Channel Divinity (2/short rest). You can channel divine energy directly through the kami of
Soburin, using that energy to fuel one of two magical effects.
Fortify. Your kami companion can use its action to activate your Channel Divinity to relieve
you of one of the following conditions: charmed, frightened, poisoned, or prone.
Turn Undead. As an action, you present your holy symbol and speak a prayer censuring
the undead. Each undead within 30 feet that can see or hear you must make a DC 14
Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or
until it takes any damage. An undead that fails its saving throw is instantly destroyed if its
challenge rating is 1/2 or below. 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.
Feat: War Magic. When you take damage and make a Constitution saving throw to maintain
concentration, you have advantage. In addition, you are able to make the somatic components
for spells even when you are wielding a weapon or shield in your hands or while flying. Finally,
you can use your reaction when a hostile creature provokes an opportunity attack from you to
cast a spell at the creature so long as it has a casting time of 1 action and only targets that
creature.
Kami Companion. You may cast the find familiar spell to summon your kami spirit. Unlike a
normal familiar, your kami companion can never make attacks or deliver touch spells, and it gains
special features (included on page 6).
Magical Savant. You know the eldritch blast cantrip.
Spellcasting. You are a 7th level spellcaster that uses Wisdom as your spellcasting ability (spell
save DC 14; +6 to hit with spell attacks). You have the following spells prepared from the cleric’s
spell list:
Cantrips: guidance, eldritch blast, light, mending, resistance, sacred flame
1st-level (4 slots): bless, cure wounds, detect magic, healing word, sanctuary, unseen servant
2nd-level (3 slots): augury, exorcism slipsM, prayer of healing, silence, spiritual weapon
3rd-level (3 slots): blink, ghost needleM, nondetection, spirit teaM
4th-level (1 slot): death ward, faithful hound, secret chest
ACTIONS
Khakkhara Staff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning
damage if wielded in two hands or 3 (1d6) bludgeoning damage if wielded in one hand.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/40 ft., one target.
Hit: 4 (1d4+2) piercing damage.
Eldritch Blast. Ranged Weapon Attack: +5 to hit, range 120 ft., two beams (up to two targets).
Hit: 5 (1d10) force damage.

8
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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 (Natsuko). © 2018 Savannah Broadway, Mike Myler,
text of the COPYRIGHT NOTICE of any Open Game Content
You are copying, modifying or distributing, and You must
published under license by Storm Bunny Studios.
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