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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
Unreliable Path................................................................4 Rinna, warlock (ancestors) 4; CR xxx.......................7
Character History............................................................5 Rinna, warlock (ancestors) 7; CR xxx.......................8
Roleplaying Notes..........................................................6 The Ancestors (Warlock Patron)............................9
Background & Special Features................................6 OGL.............................................................................10
Equipment.......................................................................6 Imperial Matchmaker................................................11
Rinna is joined by Ayakashi (tsukumogami bard), the
necroji Kanden (last of the Jitsuri-Teki shinobi), Lan
(monkey hengeyokai thief), Matsi Tsunamo (tanuki private
eye) Natsuko Hibike (kami cleric), Piasu (hobgoblin
erītokirā warrior), 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!
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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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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
As they approach the entrance to the ruined shrine the tengu’s eye swirls with gray and she reaches
out to touch the ranger’s shoulder, ominously warning, “you should not have gone in there.”

The tough veteran shakes away her feathered hand and shoots her an odd look before
replying, “I haven’t yet, and I go where I like.” He stops a few feet from the doorway, peers inside,
and then Kurisu Daisuke takes a bold step forward—his last. Mercenaries behind her gasp and
Rinna drops her head low as jets of acid shoot out from all around the brave warrior, eating his flesh
away in seconds.

She turns to regard the sortie, head bowed. “You’ll all have decided after Kurisu’s mistake
that I was right and should have been listened to.” The noblewoman leading the expedition raises
her eyebrows yet doesn’t share any remarks, pointing instead to two soldiers to go up and disable
the lethal trap. They walk forward hesitantly but not before matching Rinna’s bow, their heads
dropping further down out of respect, and in a matter of minutes the deadly mechanisms are
undone. Confidently pacing into the shrine the tengu looks around at the humble building’s
interior, instantly feeling her ancestors surge to the fore as their spirits nearly coalescing on her
periphery. “There is still great power here.”

Once a half dozen of Takenaka Sukei’s soldiers have filed into the entrance hall the noble
follows herself, looking with disdain at the grime and dust she wipes off of the wall with one of the
fingers of her impeccably clean armored gauntlets. “Indeed.” She beckons with one cerulean plated
arm prompting more mercenaries to come inside and they too fan out, taking up positions near the
two doorways leading deeper within. Before pulling down her regal helmet’s ornate gusoku mask
she turns to the tengu once more, asking, “which way did we go next, feathered seer?”

Rinna concentrates on her surroundings, sensing her feelings and searching for the signs of
memory and glimpses of events yet to pass that sometimes guide her. None come and she shakes
her head, “it is unclear. I am certain that your judgment will suffice, Lady Sukei.”

“Well then,” Takenaka says, smiling smugly, “I choose both. Narita Heizo to the eastern hall,
Kuronuma Setsu to the north. Three blades behind.” A trio of warriors join each, all of them with
hands on the hilts of their swords. Rinna watches as they slowly edge forward, the samurai at the
front of each group holding their weapons out in search of more counter-measures.

It is a slow and laborious process—after only a few minutes the tengu’s mind begins to
wander. ‘Have I been here before?,’ she thinks, the faded ukiyo on the walls feeling both old and new.
As she gazes upon them the paintings begin to move, swirling and shifting across the parchment
to tell the story of this place of worship. The shrine has stood here since the Mists of Akuma first
touched the lands of Soburin and she feels as though it will be here when the primordial fog has
had its last. It is a place of the ancestors, to be certain, but the battles she witnesses played out on
the walls are not of victories—samurai and soldiers of the prefectures lose in nearly all of them,
felled by strangely armored warriors as much monster as man.

A scream echoes up from the eastern passage as Rinna realizes to whom this shrine belongs:
the Osoroshī-Ichō erītokirā chapter, slain to the last by the void dragon Boidokōtei. She does not
wait for anyone to follow, but yells out before taking wing, “the spirits of the dead here are beasts
rekindled by hatred! Those who flee now lived another day at least!” As the tengu flaps out of the
entrance a savage roar follows her, drowning out Lady Sukei’s shouted commands.

The noblewoman has little time to beseech Rinna again and she sees the samurai turn to
face a hideous oni, its form draped in rusted armor fitted with dozens of spinning serrated discs
already bloody with the gore of recent victims. She continues her ascent but her gaze doesn’t
waver from the shrine until the clouds obscure it, making her the only living witness to
the flashes of magic and combat marking the death of Lady Takenaka Sukei.
4
The future of Soburin is darker still than the present day and the Rōsoku-Urasan knows the
world’s apocalyptic destiny first-hand. Hounded as much by the void of memory in her mind
as she is the flashes of experiences that occasionally rise to the surface, the tengu searches for
something to trigger her recollection of why exactly her soul was plucked from her own body to
be flung back through time. A potent mage in her own right still empowered by her ancestral
pact, Rinna is in a constant state of bewilderment and wonder spurred on by even the simplest
people and places around her—and the further she travels across the lands of history the more
confident she becomes that perhaps its fate is not yet fixed.

In the far future life across the world has nearly imprisonment by the Uso clan. During her
come to an end and only a few dwindling chaotic escape she recalled a battle between a
pockets of civilization persist. Rinna was borne fleet of Lord Miyaki and the ships of the pirate
to the last avian enclave, a fortified settlement Pembu the Ebon-Heart, cajoling and coaxing
nestled high above the deadlands of Soburin her kidnapping-rescuers so that she could lose
near the peak of Su-Yosai. She can recall little any pursuers in the midst of the historically
of her time there—shrine-like halls and her sudden chaos at the start of the seaborne
family's faces, but almost nothing else. The conflict. Just as her ancestors helped her recall
tengu’s mind became whole again only after before the cannons fire a massive bakekujira
she arrived in the past, and every time she rises up from the water! The whale's song turns
attempts to recall the circumstances of her sailors mad by the hundreds and havoc erupts
incredible journey her ancestors whisper around her, giving Rinna the opportunity to
warnings until the terrors of what chased her abscond to a vessel of pirates breaking away
from the future near her psyche's periphery. from their doomed leader’s folly.
However she managed to escape from The tengu meant only to stay onboard
her home era she traveled a great distance in until the buccaneers next made port but a
the endeavor, landing in the unfamiliar crags foul wind took up the ship’s sails and they
of Uso Prefecture near the city of Kaibo. Akitsu were swept into a supernatural eddy that took
flyers noticed her presence and tracked her them into a maelstrom of the Mists of Akuma!
down in a matter of days, believing her claims Rinna took the helm and navigated the vessel
of amnesia to be poor falsehoods for a spy safely through the seemingly endless cyclones,
from one of Lady Askuku’s enemies. Stripped skirting the Edge of the World until finally
of her inexplicable belongings and kept in the she collapsed at the sight of calm seas. Upon
bowels of a mountain keep for months, she awakening from a well-earned rest she realized
was ruthlessly tortured and maimed by the something of great import: she is and was the
machinery of Uso scientists. Eventually Rinna Rōsoku-Urasan, a fable from her own time!
concocted a lie her captors were willing to With this revelation heavy chains were
believe—a lowly seer guided up the mountains lifted from her shoulders and Rinna adopted a
by a divination where she found the strange whole new approach to life, realizing that she
devices in the snows—and the queries of her is not a slave to fate, she has been destined to
captors changed. Now they wanted visions to play a vital role in Soburin—hopefully to save
aid the Uso clan. It took months for the tengu’s it. A dream with her ancestors has emboldened
ancestors to adapt but in time they revealed this belief, a warning that an oni has fell plans
futures of far greater scope than just dangers that if left unchecked will turn the soon to be
to her gaolers, most importantly of all how announced weddings in Sanbaoshi into focuses
Rinna would escape her torment. for the future’s doom. Throughout her journey
Word of the stranger with impossible to the imperial capital she has beseeched her
technology spread as far as Yokuba and when forebearers for guidance, and in return
Lady Nomashi learned her to be a seer,
Soburin’s diviners sought to free Rinna from
they've shown her others marked by
fate each time she falls asleep).
5
Keen to avoid crossing paths with either the Uso or Yokuba, the Rōsoku-Urasan is aloof about
her past and attempts to deflect questions about her origins with queries of her own. The Common
Tongue is known to her and she is no savage, yet Rinna has only a brash understanding of cultural
practices (and if any remain in the future, those are denied her as well). Even with her amnesia
and the desperation of the era she’s been thrust into, the tengu has an unyielding optimism for
life and lives each day as if it were her last. Though intent on keeping her identity a secret (lest
she be assaulted anew) she sometimes gives herself away for it’s known that the Rōsoku-Urasan
sometimes speaks in the past tense. Rinna is also on the constant lookout for signs from her
ancestors, so much so that sometimes she ends up missing what’s directly in front of her. As a
foreigner from the future and newcomer to Sanbaoshi she has no friends to speak of, but a few of
her distant ancestors are traders that frequent the metropolis and she looks forward to meeting
them sooner or later, always on the lookout for merchants from Su-Yosai.

Background: Akoraito - Shelter of the Faithful. You and your adventuring companions can
expect to receive free healing and care at a temple, shrine, or other established presence devoted
to ancestor worship, though you must provide any material components needed for spells. Those
who share your religion will support you (but only you) at a modest lifestyle.
Sense of Impending Doom. When danger nears you are assaulted by visions of possible
immediate futures that are a great boon before they overload your senses, leaving you vulnerable
until your mind rights itself. You cannot be surprised and after initiative is rolled, creatures have
disadvantage on attack rolls against you, and you have advantage on ability checks and saving
throws. These benefits last for a duration of rounds equal to your proficiency bonus. At the end
of this duration, you become disoriented for a number of rounds equal to half your proficiency
bonus. While disoriented, creatures have advantage on attack rolls against you, and you have
disadvantage on ability checks and saving throws.

Weapons, prayer wheel, 5 sticks of incense, vestments, a set of


common clothes, and a pouch containing 15 Imperial Pieces (gold)
Future Relics. You can scarcely recall the items you brought with
you from the future but whenever you acquire one, it triggers a
flood of memories and visions that reveals to you both some of
your past (in the future) and bits of your future (now, in the past).
Your amnesia denies any greater understanding of technology
but you instinctively know your future relics when you see them
and even during your recent travels to Sanbaoshi you hear a
rumor of the apparently highly-sought after devices. After you
have spent 1 minute touching a future relic, you have strong
visions that reveal one fact about the distant future of Soburin
(of the GM’s creation and choosing) as well as one piece of
information in the present given to you in a fashion of the GM’s
choosing (such as a commune that automatically succeeds, find
the path that does not require concentration, or legend lore).
You will never randomly stumble upon a future relic—your
ancestors might lead you to clues that take you to one or
the visions they trigger may include how to find another, but
regardless of how you learn about a future relic to
6 encounter you should anticipate undergoing a small
quest to get to it.
Small humanoid (tengu), chaotic good warlock (ancestor patron) 4
Armor Class 15 (studded leather)
Hit Points 25 (4d8+4)
Speed 25 ft., fly 15 ft. (both hands free, ½ carrying capacity)
STR DEX CON INT WIS CHA Dignity Haitoku


10 (+0) 16 (+3) 12 (+1) 12 (+1) 10 (+0) 15 (+2) 15 (+2) 9 (-1)
Saving Throws Wis +2, Cha +4 Proficiency Bonus +2
Skills Arcana +3, Deception +4, History +3*, Insight +2,
Performance +4, Religion +3, Sleight of Hand +5
Damage Vulnerabilities fire
Damage Resistances cold
Senses passive Perception 10


Languages Ceramian, Ropa, Soburi (Common)
Ancestral Foresight. Roll two d20 when you complete a long rest. These are
your foresight rolls. Once per turn you may choose to replace an ability check,
saving throw, or attack roll with the recorded number from one of your foresight
rolls. You must choose to use a foresight roll before seeing the initial roll and
before any of the roll’s effects occur. You may only use an individual foresight
roll once. At the end of a long rest, unused foresight rolls are lost and you


roll two new d20s for your foresight rolls.
Eldritch Invocation: Agonizing Blast. When you cast eldritch blast, add
your Charisma modifier to the damage it deals on a hit (included below).
Eldritch Invocation: Eldritch Sight. You can cast detect magic at will,
without expending a spell slot.
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.
Historical Knowledge. You have advantage on Intelligence (History) checks.
Pact Boon: Pact of the Tome. While this book is on your person, you can cast guidance, sacred
flame, and spare the dying at will.
Pact Magic (2 spell slots/short rest). You are a 4th level spellcaster that uses Charisma as your
spellcasting ability (spell save DC 12; +4 to hit with spell attacks). You know the following spells
from the warlock’s spell list and always cast them as 2nd-level spells:
Cantrips (at will): chill touch, eldritch blast, guidance, sacred flame, spare the dying, true strike
1st-level: charm person, expeditious retreat, protection from evil and good
2nd-level: augury, detect thoughts, hold person, suggestion
ACTIONS
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/40 ft., one target.
Hit: 5 (1d4+3) piercing damage.
Eldritch Blast. Ranged Spell Attack: +4 to hit, range 120 ft., one target.
Hit: 8 (1d10+3) force damage.

未来の救世主 7

Small humanoid (tengu), chaotic good warlock (ancestor patron) 7
Armor Class 15 (studded leather)
Hit Points 42 (7d8+7)
Speed 25 ft., fly 15 ft. (both hands free, ½ carrying capacity)
STR DEX CON INT WIS CHA Dignity Haitoku
10 (+0) 16 (+3) 12 (+1) 12 (+1) 10 (+0) 15 (+2) 15 (+2)
Saving Throws Wis +3, Cha +5 Proficiency Bonus +3
Skills Arcana +4, Deception +5, History +4, Insight +4,
Performance +5, Religion +4, Sleight of Hand +6
9 (-1)

Damage Vulnerabilities fire
Damage Resistances cold
Senses passive Perception 10
Languages Ceramian, Ropa, Soburi (Common)

Ancestral Foresight. Roll two d20 when you complete a long rest. These are your foresight rolls.
Once per turn you may choose to replace an ability check, saving throw, or attack roll with the
recorded number from one of your foresight rolls. You must choose to use a foresight roll before
seeing the initial roll and before any of the roll’s effects occur. You may only use an individual
foresight roll once. At the end of a long rest, unused foresight rolls are lost and you roll two new
d20s for your foresight rolls.
Eldritch Invocation: Agonizing Blast. When you cast eldritch blast, add your Charisma modifier
to the damage it deals on a hit (included below).
Eldritch Invocation: Eldritch Sight. You can cast detect magic at will, without expending a spell
slot.
Eldritch Invocation: Eldritch Spear. When you cast eldritch blast, its range is 300 feet.
Eldritch Invocation: Fiendish Vigor. You can cast false life on yourself at will as a 1st-level spell,
without expending a spell slot or material components.
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.
Historical Knowledge. You have advantage on Intelligence (History) checks.
Pact Boon: Pact of the Tome. While this book is on your person, you can cast guidance, sacred
flame, and spare the dying at will.
Pact Magic (2 spell slots/short rest). You are a 7th level spellcaster that uses Charisma as your
spellcasting ability (spell save DC 13; +5 to hit with spell attacks). You know the following spells
from the warlock’s spell list and always cast them as 4th-level spells:
Cantrips (at will): chill touch, eldritch blast, guidance, sacred flame, spare the dying, true strike
1st-level: charm person, expeditious retreat, protection from evil and good
2nd-level: augury, detect thoughts, hold person, suggestion
3rd-level: clairvoyance, dispel magic, fear, tongues
4th-level: dimension door, divination, legend lore
ACTIONS
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/40 ft., one target.
Hit: 5 (1d4+3) piercing damage.
Eldritch Blast. Ranged Spell Attack: +5 to hit, range 300 ft., two beams (up to two targets).
Hit: 8 (1d10+3) force damage.
REACTIONS
Divined Dodge. When an attacker hits you with an attack, you can use your reaction to
halve the attack’s damage against you. You do not need to see the attacker or be aware of
8 the attack.
You have reached out to your ancestors and completely devoted your soul to fates only they can
see. In exchange for your servitude these spirits reveal glimpses of the future to you, filling you
with their knowledge of the past and the future. You may be visited by random ancestors that
come and go like waves in the ocean, receive help from important figures in your family line in
whispers on the wind, or find a council of your forebears becoming a fixture in your dreams. No
matter what forms they take in your life, they are always present to berate, critique, encourage, or
observe in unquieting, silent judgment.
Pact of the Chain. Your familiar is a Historical Knowledge
small ghostly spirit that resembles an ancestor Also at 1st level, you gain proficiency with
and has the same attitude, demeanor, and History and have advantage on Intelligence
appearance that they had in life. Unlike normal, (History) checks.
your familiar uses the form and statistics of a
Homunculus. Divined DOdge
Pact of the Blade. Your weapon is Starting at 6th level, when an attacker hits you
covered in intricate, moving carvings that with an attack, you can use your reaction to
depict the greatest accomplishments and halve the attack’s damage against you. You do
victories of your ancestors when your spirits not need to see the attacker or be aware of the
are high, or their worst failures and most attack.
despicable acts when your morale is low.
Pact of the Tome. Your Book of Fixed Consciousness
Shadows is not a written tome but a series of Beginning at 10th level, your soul and mind
illustrations showing the legends and stories become completely intertwined. You have
of your family—they are meaningless to the advantage on saving throws against fear, the
eyes of others but reveal powerful magic to charmed condition, and the stunned condition.
you through emotional connections with your In addition, when creatures attempt to charm
forebears. you their spell or effect appears to function
Table: Ancestor Expanded Spells normally (making it seem as though you have
Spell Level Spells been successfully charmed).
1st hunter’s mark, identify
2nd augury, detect thoughts Reveal Fate
Starting at 14th level, you can reach across the
3rd clairvoyance, tongues span of time to pluck the end of a creature’s
4th divination, locate creature mortal coil, briefly revealing a glimpse of its
5th commune, legend lore death in a terrifying, traumatizing vision of
mortality that overloads the senses. By
Ancestral Foresight spending an action to touch a creature, you
Beginning at 1st level when you select this can show it the moment of its death. The
patron, your ancestors reveal brief snippets creature makes a Wisdom saving throw
of possible futures to you that sometimes against your spell save DC. If the creature has
coincide with the present. Roll two d20 when damaged you in the past 24 hours, it has
you complete a long rest. These are your disadvantage on this saving throw. On a
foresight rolls. Once per turn you may choose failure, the creature takes 10d10 psychic
to replace an ability check, saving throw, or damage as it reels from the horror of its
attack roll with the recorded number from one final instant of existence and is confused
of your foresight rolls. You must choose to use for a number of rounds equal to half your
a foresight roll before seeing the initial roll and proficiency bonus. On a success, the creature
before any of the roll’s effects occur. You may takes half damage and is only confused until
only use an individual foresight roll once. At the end of your next turn. Once you
the end of a long rest, unused foresight rolls use this feature, you can’t use it again
are lost and you roll two new d20s for your
foresight rolls.
until you finish a long rest. 9
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“Using” means to use, Distribute, copy, edit, format, modify, breach within 30 days of becoming aware of the breach. All
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Content may only be Used under and in terms of this Li- Open Game License v 1.0a Copyright 2000, Wizards of the
cense. You must affix such a notice to any Open Game Con- Coast, Inc.
tent that you Use. No terms may be added to or subtracted System Reference Document. © 2000, Wizards of the
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No other terms or conditions may be applied to any Open Williams, based on material by E. Gary Gygax and Dave
Game Content distributed using this License. Arneson.
3. Offer and Acceptance: By Using the Open Game Content System Reference Document 5.0 Copyright 2016, Wizards
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contributing original material as Open Game Content, You 5th Edition SRD at 5eSRD.com. © 2015 John Reyst.
represent that Your Contributions are Your original creation Mists of Akuma. © 2017 Mike Myler, published under li-
and/or You have sufficient rights to grant the rights con- cense by Storm Bunny Studios. Authors Mike Myler, Savan-
veyed by this License. nah Broadway, Luis Loza, Michael McCarthy, Chris Rippee,
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RIGHT NOTICE portion of this License to include the exact Mists of Akuma: Imperial Matchmaker Iconics (Rinna).
text of the COPYRIGHT NOTICE of any Open © 2018 Mike Myler, published under license by Storm
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Bunny Studios.
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