You are on page 1of 126

M. S.

Farzan

Mateus Salles (Order #36391282)


Copyright © 2019 by Nightpath Publishing, LLC

Entromancy: A Cyberpunk Fantasy RPG, Nightpath Publishing, and their associated logos are trademarks of Nightpath
Publishing, LLC.

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License
version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters,
place names, factions, etc.), new rules, classes, feats, talents, spells, destinies, gear, cybernetics, story elements,
characters, factions, locations, artwork, graphics, sidebars, and trade dress.

Open Game Content: The Open content in this book includes material, including rules and mechanics, taken from or inspired
by the Systems Reference Document. No other portion of this work may be reproduced in any form without permission.

www.entromancy.com | facebook.com/entromancy | twitter.com/entromancy

Looking for more Entromancy fiction?


Check out Entromancy: Book One of the Nightpath Trilogy, available now on Amazon and DriveThruFiction!

Entromancy: A Cyberpunk Fantasy RPG 1


Mateus Salles (Order #36391282)
C RE DI T S

M. S. FARZAN, PH.D.
Creative Director and Lead Game Designer

KATHERINE BARTLETT
Artist

NATHAN HASLÉ
Game Designer

ROBERT LASHLEY
Game Designer

ELENA MILLER
Graphic Designer

BRIAN PETTUS
Editor

ANDREA SHEAFFER, PH.D.


Researcher

OWEN ST.GELAIS
Layout Designer

CRAIG CAMPBELL
RPG Advisor

JORDAN MITCHELL
Kickstarter Video

Additional Consultants/Playtesters: Cameron Anicich, Marco Castaneda, Christopher Hua, David Deconde, John Pettus,
Katrina Castillo, Kosmas Stocking, Loon Phan, Paul Castillo

Closed Beta Testers: Artimus Killian, Sarah Jackson, Brad Brauser, Josh Brower, Ashley Darnell, Sarah Hines, Juna Harvey,
Eric Devine, Haley Clowers, Phil Costales, Janelle Hobbs, Miguel Mahany, John Vosburgh, Mab, Ian, Kit, Jade, Dora, Kieren,
Susie, KP, Nick Janisch, Nullpunkt, Ron Heintz, Margaret van Poelgeest-Heintz, Troy Ellis, Twitch.tv/Midgardia, William
Walters, Chris Chase, Matt Springer, David Hanson, Nate Groon, Stephanie Groon, Todd Lynch, Zack Wenning, Will Hart, Josh
Ratchford, Zebulun Farrell

2Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
K IC K S TA R T E R B A C K E R S

@djmichaelbasic, Aaron Quintanilla, Ada Phillips, Admiral Ash Shackelford, Captain of the Dread Ship RubiCat, Scourge of the
Penninsula and Pacific North Wastes, adumbratus, Al Behnke, Alex Torres, Alexander Brüne, Alfred Lindsey, Allston Timbers,
Amelie H, Andrew “Chryton“ Mauney, Andrew Brod, Andrew Smith, Andrew Willis, Angelique Garnham, Annie Sheaffarzaneh,
anon, Anton Cox, Anton Slavik, Artimus Killian, Ashra Black, AustinMonster, Baldbrad999, Benjamin Bailey, Beth Anderson,
Bill “Gryffn88 “ Stilson, Bill “Som and Rob’s Favorite Person“ Murphy, Bobo McKracken, Borja Prieto Pardo, Boy, Brad Brauser,
Braden M., Brandon K. Aten, Brandon Nay-Jewell, Bret Smilyk, Bretemaches, Brian Kirchhoff, Brian Pettus, Brian Rude, Brian
Zuber, Bruce Curd, Bryan English, Caitlin Jane Hughes, Carey Williams, Carmen Maria Marin, Carole MSY, Cassidy Schenley,
Cengaaver, Charlotte Kennett, Chris, Chris Michael Jahn, Chris Volcheck, Christian Schyllert, Christopher R. Boyer, Cliff
Armstrong, Cody Swatek, Cool Whip, Cory Banks, Craig Campbell, Craig S, D.C., Damian Guitian, Dan Suptic, Danielle Thomas,
Dante Parker, Dark Realm Maps, Darthnos, Davician Davisaur, David Paul Guzmán, David Queen, David Starner, Davidone,
Dawid “Dievas” Wojcies, Derek A. Kamal, Digital Dez, Dokhi Nargessi, Donathin Frye, Doug Brydges, Douglas Benning, Dr.
Donald A. Turner, Drew Wendell, Dustin Garcia, Dwayne Butcher, Edward Fadigan, Eggers Family, Eli Kurtz, Elisabeth H., Emily
Lutringer, Eric “Dalmarus“ Campbell, Eric Stricker, Evan Mason, Everett Lamb, evil bibu, Fernando Autran, Feyjarl, Fleid,
Francisco José Rodríguez Carmine, Frank Booth, Franny Jay, Fred Ramsey, FryZerBuRn, Gabel Gamers, Gabriele Kairos Raise,
Gauntlet Gaming, Gene D., Gilandilas, Giuseppe Travalini, Godu, Golden Coast Mead, Greg “Gergolot“ Smith, Guy Edward Larke,
Haley and LJ Yerelian, Heather M. Hostetler, Herman Duyker, Hero, Howard Allen, iampetti, Ian Mitchell, Ignatius Montenegro,
irrion, It’s a secret!, Ivan Donati, J. Christian Youngblood, Jackie DiOrio, James Dillane, James Keast, James Mackin, James
Meredith, James R. Crowder II, Jarosław Zielinski, Jason Bolton, Jason Malseed, Jeffrey Meyer, Jerry Barth, Jim Dagg, Jim
Duensing (Tennis Guy), Joel Quackenbush, Joerg Neikes, John ‘johnkzin’ Rudd, John Bowlin (virtuadept), John Bradshaw, John
G. Dwyer, John H. Bookwalter Jr., Jon Bricker, Jona Littler, Jonathan “Buddha“ Davis, Jonathan Korman, Jonathan Stevens,
Jordan Wilson, Jörg Sischka, Joseph Evenson, Joseph Montano, Joshua Gilley, Justin N. Spath, Kalia D’Malen, Karen Checho,
Katherine Fa, Keith Breavington, Kevin vandenheede, KiennaS, Kratrina, Kristopher Volter, Kurt Granzow, Kyle Hilliard, Kyle
Urban, lamdba, Laura Mansfield, Lazy Jubi, Legendary Pants, Lenurd the Joke Gnome, Lester Ward, Liam Lomax, Loon Phan,
Luis E. Gomez, LunarKnight22, Lyrsa, M. Pou, M.A.B., M.R.McComb, Mack Family, Maelstroming, Manuel Pano G., marco
castaneda, Mario Alberto Rodriguez Torres, Mario Z, Mark Barr, Mark Diaz Truman, Mark Hanna, Marko J Sertic, Matt Corley,
Matt D, Matteo Signorini, Mattew Ryan M, Matthew Orr, Matthew Orwig, Matthew Pecot, Matthew Smitheram, Matthew
Yerkes, Matty Murphy, Megan “Nezumi“ Greathouse, Mehrkat, Mendel Schmiedekamp, Michael “Londrieved“ Floyd, Michael
Chandrasegaran, Michael Risse, Michael Waters, Mika Koykka, Mirranda Prowell, Miss Harm, n/a, Nate Finch, Nate Ng, Nathan
Mitchell, Neil Coles, Nephaeryn, Nic van ‘t Schip, Nicholas Bootsman, Nicole Banks, Niklas Skinner, No thank you, Oliver
Hazell, Omari L. Brooks, Patrice Mermoud, Patrick Evans, Paul Rooney and Mary Lou Sumberg, Pete “Pskion“ Rivera, Pete
Petrusha, Peter Askling, Peter Curd, Piper Kamins, Please just take my pledge and do not make me do anything. You all
ready know my monster’s names!, Randy Liden aka ArkadyRandom, Ray Farzaneh, Raymond Rauh, Rebecca Liu, Red Thomas,
Reese “Legendary Neurotoxin“ Holland, Richard J Rivera, Richard W. Sorden, Robotzh8teme, Rodd Closson, Rolf Makrakken,
ron beck, Ron Heintz, Ryan Hennesy, Whipstache Designs, Ryan Kent, Sam Parsons, Schubacca, Scott “Benbrada“ Jeslis,
Scott Ra, Scott Wilkshire, Sea_Drake2, Sean Alchorn, Secespitus, Seth Hartley, SG, ShadowMoon, Shiva, SirFozzie, Skintrade,
Stavros Conom, Stefán Reykdal, Steve Locke, Steven Chin, Steven D Warble, Steven Thans, Sylvain “TerminalZen“ Beauvais,
TDK, Team Nagel, Ted Novy, Terry Herc, Thalji, The Chungs, THE Jason Hughes, The Phalanx Cons, Theo, Thomas BIDAUX, Tim @
NerdCant Wogmon, Timothy Baker, Todd “Winin“ Edwards, Todd Agthe, Todd Spencer, Travis C. McConkey, Travis Varner, Trevor
A. Ramirez, Trevp, Trey Mercer, Trip Space-Parasite, Troy “The Mayor of Geektown” Wilh, Troy Ellis, Tye Synclaire, U2mad,
Ursula Maria Brand, Valys, W. L. Munn, William M. Sanders II, William Walters, Wybaar, Zachary Jewell, Zane Zglobicki

Entromancy: A Cyberpunk Fantasy RPG 3


Mateus Salles (Order #36391282)
TA B L E OF C ON T E N T S

IN T R ODUC T ION 6 C H A P T E R 3: S K IL L S 47

•  What Is a Roleplaying Game? 7 •  Using Skills 48


•  What is Entromancy? 7 •  Awareness 48
•  Core Gameplay Experience 7 •  Athletics 48
•  Core Game Mechanic 7 •  Discernment 48
•  Advantage and Disadvantage 8 •  Drama 49
•  “Natural 20” 8 •  Grappling 49
•  Momentum 8 •  Hacking 49
•  Rounding Numbers, Ties, and Specific vs. General 9 •  Healing 50
•  Playing Entromancy 9 •  Knowledge 50
•  Mancy 50
C H A P T E R 1: T HE W ORL D 10 •  Nature 50
•  Negotiation 51
•  Ceridium 11 •  Stealth 51
•  The Network & AG Vehicles 11 •  Thievery 51
•  Civil Unrest, the Rage Plague, and...Sports 12 •  Tumbling 51
•  The VPen 13 •  Vehicles 51
•  Faction: Aurichome 16
•  Faction: NIGHT 18 C H A P T E R 4: DE S T INIE S 52
•  Faction: The Unaligned 20
•  Aurikar Elite 53
C H A P T E R 2: C H A R A C T E R S 22 •  Entromancer 54
•  Infiltrator 57
•  Using Your Character Sheet 23 •  Inquisitor 58
•  Name/Age 23 •  Weapon Master 60
•  Race 23
•  Ability Bonuses 24 C H A P T E R 5: C OMB AT & M A GIC 61
•  Class Skills 25
•  Feats 25 •  Combat Phases, Initiative & Movement 62
•  Talents and Spells 25 •  Combat 62
•  Ceridium 25 •  Duration 62
•  Classes 25 •  Range 63
•  NIGHT Agent 26 •  Cover 63
•  Revolutionary 30 •  Incapacitation 63
•  Technomancer 33 •  Magic 64
•  Terramancer 37
•  Vanguard 41
•  Completing a Mission 44
•  Advanced Character Creation 44

4Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
C H A P T E R 6: E QUIP ME N T 65 C H A P T E R 10: MON S T E R S 93

•  Using Equipment 66 •  Ancient Beasts 94


•  Class Equipment 66 •  Animal Companion 97
•  Mission Equipment 67 •  Aurichome 99
•  Standard Gear 67 •  Walker Drones 101
•  Standard Faction Gear (Friendly Faction Standing) 68 •  Devious Prototype 104
•  Standard Cybernetics 68 •  Drones 105
•  Advanced Gear 69 •  Entromancy 108
•  Advanced Faction Gear (Allied Faction Standing) 70 •  Mancers 111
•  Advanced Cybernetics 71 •  NIGHT 113
•  Police 116
C H A P T E R 7: F A C T ION S 73 •  Ragers 118
•  Security Systems 119
•  Faction Points 74 •  Security Personnel 120
•  Faction Standing 74 •  Unaligned 121
•  Faction Perks 74
•  Rewards by Faction Standing 74 A P P E NDI X A : OP E N G A ME L IC E N S E 123
•  Losing Faction Points 75
•  Faction Standing with Multiple Factions 75

C H A P T E R 8: GMING E N T R OM A NC Y 76

•  The Three Rules of GMing 77


•  Your First Mission 78
•  Making the World Your Own 78
•  Creating NPCs and Monsters 79
•  Creating Encounters, Missions, and Campaigns 80
•  Using the SRD 81

C H A P T E R 9: T HE P RE S IDIO HE I S T 84

•  Mission Brief 85
•  Global Objective 85
•  Faction Objectives 85
•  Main Floor of the NIGHT Complex 86
•  Second Floor of the NIGHT Complex 89
•  Underground Level of the NIGHT Complex 91
•  Debriefing 92

Entromancy: A Cyberpunk Fantasy RPG 5


Mateus Salles (Order #36391282)
I N T R
O D U C
T I O N
WELCOME TO ENTROMANCY!
Entromancy is a cyberpunk fantasy tabletop action roleplaying game set in San Francisco in
the late 21st century. In this game, you and a group of friends take the roles of human and
auric characters, tackle challenging missions described by a game master, and endeavor to
progress your skill sets to take on tougher, more rewarding adventures.

6Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
W H AT I S A ROL E P L AY ING G A ME ? Throughout this handbook, you’ll encounter short excerpts
from the Entromancy fiction that will help provide context
A ROLEPLAYING GAME (RPG) is a type of collaborative for your adventures and give texture to the world in which
storytelling where a GAME MASTER (GM) creates a scenario, you’re participating.
based on a set of rules, for a group of players, who play the
roles of characters in a shared world. In most roleplaying Looking for more Entromancy inspiration? Check out the
games, the players are required to learn a set of highly first novel set in the Entromancy world, Entromancy: Book
complex rules before playing, and sometimes get bogged One of the Nightpath Trilogy!
down in the details without benefitting from the fun that
roleplaying can offer.
C ORE G A ME P L AY E X P E RIE NC E
We’ve built Entromancy based on the Fifth Edition of the
world’s most popular roleplaying game, which means that As a collaborative roleplaying game, the core gameplay
if you’re familiar with traditional RPGs, you’ll instantly feel experience in Entromancy is for you and a group of
at home. At the same time, we’ve streamlined several friends to choose your characters and tackle adventures
of the conventional systems to shift the emphasis onto together by using a variety of SKILLS, TALENTS, and
meaningful storytelling and memorable action sequences. SPELLS to achieve your goals. After accomplishing a
We want you to feel like you’re part of the Entromancy world mission together, your characters’ prowess will increase,
every time you play, with the ability to experience shorter allowing you to attempt more difficult, elaborate missions.
missions with different characters or engage in longer
campaigns with one dedicated character. Throughout this handbook, you’ll come across in-game
examples written in italics that will help illustrate how the
Whatever your play style, we hope that you’ll find a home game is played.
in Entromancy.

C ORE G A ME ME C H A NIC
W H AT I S ENTR OMANCY?
Entromancy uses a D20 for its core mechanic. For most
Entromancy is set in San Francisco in the late 21st century, skills, COMBAT, spells, and other actions, you’ll roll a
which is not a good time to be a special agent. A quarter TWENTY-SIDED DIE (D20), and combine the result with
of the world’s power runs on CERIDIUM, a newly discov- any bonuses or penalties your character has incurred
ered element that has had the unintended consequence for that action. Any attempt to accomplish a certain
of spawning a new race of people called “AURICS,” and action is called a CHECK, and is measured against a
several forms of magic that were once thought to have DIFFICULTY CLASS (DC), determined by the rules or GM.
been forgotten. The government agency of NIGHT is a
paramilitary force created to contain and control this
new perceived threat, but straddles the line between Example: Vasshka is attempting to climb a rope
protecting humans against guerilla warfare and supporting up the side of a building and into an open window.
the second-class citizen status of aurics, who are known The GM reveals that she has to hit a DC of 10
colloquially as “UNDERRACES.” for her Athletics check, given that it is a fairly
straightforward task. She has no corresponding
In Entromancy, you’ll take on the role of a human or auric bonuses or penalties, and rolls a d20 for her skill
character in a futuristic, technology-driven, magic-rich check. She gets a 14, which is greater than the
world complete with espionage, spellcasting, hacking, and target DC. Vasshka is allowed to climb up the
so much more. As you and your friends begin to explore rope and into the building successfully.
San Francisco, you’ll employ magical skills and physical
abilities to support your political factions and attempt to
control a form of magic that toys with the very fabric of the
universe: ENTROMANCY.

Entromancy: A Cyberpunk Fantasy RPG 7


Mateus Salles (Order #36391282)
If you’ve played a d20 game or are familiar with the When you roll a natural 20 while making a combat roll, your
OPEN GAME LICENSE (OGL), you’ll find many of the concepts attack automatically hits, and you can roll your damage
in the Entromancy roleplaying game familiar. We’ve worked dice twice (adding any modifiers only once).
to bring the fun parts of d20 gaming to the foreground, and
while a lot of the same mechanics are still present under Other times, the universe conspires against you, creating
the hood, we want you to be able to enjoy the experi- pitfalls even where your skills should allow you to succeed.
ence without having to keep track of all of the numbers When you roll a NATURAL 1 – the worst possible result when
yourself. If you’re interested in learning more about rolling a d20, and also known as a CRITICAL FAILURE – your
how we’ve used the OGL, or how Entromancy interfaces action automatically fails, at the GM’s discretion.
with the SYSTEM REFERENCE DOCUMENT (SRD), head to
“Chapter 8: GMing Entromancy.”
MOME N T UM

A D VA N TA GE A ND DIS A D VA N TA GE Inspiration sometimes strikes in the most dire of circum-


stances, allowing you to perform heroic actions that
In certain situations, the tide of battle can shift in your wouldn’t ordinarily seem possible. When you have 1 or more
favor, granting you a circumstantial edge against a target points of MOMENTUM, you can spend it to gain one of the
or roleplaying scenario. Such circumstances are captured following benefits:
in the concept of ADVANTAGE. When you have advantage,
roll two d20s instead of one, and use the higher result for »» Add 1d4 to any roll
your check. »» Be reduced to 1 hit point instead of 0 hit points
»» Accomplish an extraordinary feat of roleplaying
Other times, circumstances seem to be working against that shouldn’t ordinarily be possible within the
you, and you incur DISADVANTAGE. When you have disad- confines of the game system
vantage, roll two d20s instead of one, and use the lower
result for your check. All characters begin the game with 1 point of momentum,
and the GM can reward you with more points based on
your willingness to roleplay your character, perform
Example: (GM) - “You encounter a deep fog at the acts of derring-do, or come up with unique solutions to
edge of the clearing, making it difficult for you in-game challenges.
to see anything beyond 5 feet in front of you. All
ranged attacks made within the clearing have
disadvantage.” Example: (GM) – “Eskander, it’s your turn.”

(Eskander) – “OK, I want to climb through the


window and cast Shadow Bolt at the drone we
“N AT UR A L 2 0 ” spotted through hacking the camera.”

Sometimes, the universe conspires with you, allowing you (GM) – “Ummm, the window’s about 20 feet off
to succeed regardless of your skill level. This turn of events the ground, so I’m going to say it’ll take a double
is represented in Entromancy when you roll a NATURAL 20 — move action to climb up there, and Shadow Bolt
the best possible result when rolling a d20, and also requires another combat action to cast.”
known as a CRITICAL HIT. When you roll a natural 20 while
making a skill check, your action automatically succeeds, (Eskander) – “Hmm. What if I spend a momentum
regardless of the DC required to perform that action, at the point? Can I get up there and cast the spell in
GM’s discretion. one turn?”

(GM) – “Sure, if you hit your Athletics check for


the climb! Roll it.”

8Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
R OUNDING NUMBE R S, T IE S, A ND S P E C IF IC P L AY ING ENTR OMANCY
V S. GE NE R A L
After creating a character, it’s the GM’s job to choose a
In Entromancy, when a spell, feat, or rule halves a number, mission for your group of players to accomplish. The GM
round down when calculating the result. When attempting will set the scene for what your characters’ objectives are
to hit a target’s ARMOR CLASS (AC) or make a check against for the mission, and you’ll have the opportunity to use your
a specific DC, the result of your roll is considered a success characters’ skills, talents, and spells to help your party
if it is equal to or greater than the target’s AC or check’s achieve its objectives for that mission.
DC (see “Chapter 5: Combat & Magic” for more information
about combat and armor classes). If you’re attempting a After successfully completing a mission, you can decide to
CONTESTED CHECK — meaning that you and a target both either choose a new character, with a different race, feat,
have to roll a d20 to determine the outcome of a particular and talents or spells, or keep the same character for future
situation — and the result of your roll is equal to that of missions. If you decide to stick with your character, simply
your target, the tie goes to the creature that has the higher keep your existing feats and talents or spells, and add one
related ability or skill bonus (see “Chapter 2: Characters” new feat or one talent or spell for the next mission. After
and “Chapter 3: Skills” for more information about ability completing a certain amount of missions and/or reaching
bonuses and skills). If the check does not have a related the appropriate level of trust with one or more of the
ability or skill bonus or if both creatures have the same game’s FACTIONS, you can also choose a DESTINY, employ
bonus, roll again. powerful GEAR, and equip useful CYBERNETICS, detailed in
“Chapter 2: Characters.”

Example: Gloric is attempting to hack a digilock, and


rolls a contested Hacking check of 22. The result of
the digilock’s roll is also 22. Gloric’s Hacking skill
bonus is +6, while the digilock’s is +5. Gloric is able
to successfully hack the digilock.

Additionally, if the description of any class feature, feat,


talent, spell, or other specific rule contradicts a general
rule found elsewhere, use the specific rule.

Entromancy: A Cyberpunk Fantasy RPG 9


Mateus Salles (Order #36391282)
chapter

the world
1
It’s the late 21st century, and magic coexists with technology, making life for most people
simultaneously easier and more complicated. Decades of population explosion have provided
human cities with no choice but to build upward, while continued xenophobia against aurics
by the humans that surround them has forced their communities underground. The world
of Entromancy is not quite a dystopia, as neither its inhabitants nor its three factions are
willing to face their war-torn pasts or politically charged futures lying down. Yet, if history
is any indication, tensions between humans, underraces, and the three factions of NIGHT,
Aurichome, and the Unaligned will threaten to plunge entire nations into all-out war, with
limitless forms of cybertech and unprecedented magic power at their disposal.

Whether you’re a gunslinging Revolutionary taking out contracts for Aurichome or a magic-
savvy Technomancer fighting for freedom with the Unaligned, you have the power to change
the face of the world with your actions. The more you know about its history, its inhabitants,
and its factions, the better you’ll be prepared for the missions to come.

10Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
C E RIDIUM T HE NE T W ORK & A G V E HIC L E S

As history would have it, ceridium was a naturally- Tribe pulled a digitab from his jacket and held it
occurring element that the human race had depleted up to the ignition button, syncing the device with
sometime during the war-torn western Middle Ages. the car’s primitive computer. He tapped a few
Its use had been well-documented in archaic texts buttons and the sedan purred to life, humming
on the arcane arts, mostly ignored in the modern age softly as its console lit up with LEDs. Swiping
where technology and reason took precedence over through a few screens, he found the machine’s
magic and fancy. People had no use at the time for stereo system, and synced it with the device’s
a renewable energy source, having no idea what a prized music supply. A turn-of-the-century
motor or fossil fuel would look like. They did have a hip hop track buzzed through the antiquated
purpose for what they called blue orichalcum, which speakers, gently vibrating the car frame.
powered their spells and magical warfare.

The world of Entromancy exists in a digital age, with


Ceridium is a renewable energy source that fuels a quarter individuals and organizations connected globally through
of the world’s power, as well as the esoteric arts that are use of the NETWORK.
collectively known as MANCY. For many countries, it has
replaced electricity, gasoline, and gunpowder, serving as a Most characters in the Entromancy roleplaying game are
clean - and more efficient - alternative to fossil fuels. A equipped with a digital tablet, known colloquially as a
once naturally-occurring element known as blue orichal- DIGITAB, which enables them to connect with the network
cum, it is now manufactured into a multitude of forms with and access information, pay their bills, communicate with
almost as many functions, including ceridium plasma-laced their vehicles, and go about their business. A digitab is so
bullets and armor, as well as particulate ceridium tablets integral to a person’s lifestyle that having one is just as
and capsules that can be crushed to power mancy spells. important as having a vehicle to get around.

Importantly, the synthesis of ceridium in the early 21st Transportation in an era of exponentially increasing
century revealed a genetic mutation in certain populations populations has become a challenge. Most major cities
of humans, whose phenotypic variation had lain dormant have become unable to support horizontal expansion,
in the absence of the element. Ceridium, as ever-present implementing instead a new vertical level of traffic based
as it had rapidly become among human societies, began to on vehicles equipped with ANTIGRAVITY (AG) boosters.
reveal the physical appearances of what came to be known Metropolitan areas like San Francisco have seen civic
as “aurics” by some, and “underraces” by most, as well as expansion underground, making physical and metaphorical
unlocking the potential for age-old schools of magic, such space for the new communities that began appearing in the
as shadowmancy, terramancy, photomancy, pyromancy, mid-21st century, the underraces.
and hydromancy.

Entromancy: A Cyberpunk Fantasy RPG 11


Mateus Salles (Order #36391282)
C I V IL UNRE S T, T HE R A GE P L A G UE , A ND... The underraces, already exhausted from a generation of
S P OR T S surveillance and identity politics, did not take kindly to
being policed.

When the aurics started multiplying and threatening Societal relations reached a fevered pitch with the rise
local census percentages with their population of the RAGE PLAGUE. A synthetic pharmaceutical product
numbers, public opinion quickly changed from what known as Oxidium was initially marketed as having mitiga-
bordered on novelty and casual ignorance to fear and tive properties against ceridium exposure, and was received
outrage. The first generation, though of humans, as a boon by first generation underraces who wanted to
was not human, but could be tolerated as a sort of look more “human.” Having undergone few clinical trials,
guilty by-product of ceridium research. The second Oxidium was heavily regulated and found to have addictive
generation, which began to gain some momentum as and performance-enhancing qualities among both humans
their numbers and support grew towards establishing and underraces. It also alleviated some symptoms among
their own communities, could not be afforded the latter, if temporarily, from what was being called the
the same magnanimity. By the time the third “Rage Plague”: an epidemic of unknown origin that could
generation of the so-called “underraces,” or even take hold of underrace communities and turn them into
more pejoratively, “nonhumans,” came of adulthood, bloodthirsty monsters at the slightest provocation.
they would have a full-scale civil war threatening to
bloody their hands. The world at large dealt with the rising political turmoil
in the way it knew best: by throwing itself into sports.
Baseball became a global pastime to rival soccer, and
The 21st century has not been easy on relations between most sports slowly integrated underrace members as they
disparate social groups. With the discovery of ceridium had women and minorities in decades prior. Money poured
by green researchers in the first half of the century and into state-of-the-art, ceridium-powered facilities with
subsequent revelation of the first generation of under- AUGMENTED REALITY (AR) monitors and more merchandising
races, humanity found itself ill-equipped to deal with the than most countries’ waning, military-centric economies
ramifications of completely renewable energy, devastating could handle. Yet, even the institution of a Global Series in
schools of magic, and new races of people who were baseball and an annual soccer World Cup couldn’t hope to
scrambling to form a cohesive identity. halt a revolution in progress under the noses of NIGHT, by
an underrace war hero with the battle cry of “Aurichome”
Ceridium not only began to replace electricity and fossil on his lips.
fuels in the countries that could afford its production; it
also powered the spells, armor, and weaponry of nascent Thog’run II, a charismatic low auric warrior of some repute,
organizations that sought to harness the energy-producing united a heavily armed and diligently trained force under
powers of blue orichalcum that had been lost to time. one banner, commandeering a tiny military base in the
Marin Headlands of Northern California. The garrison was
Two wide-scale wars occurred in the decades that taken by force and sent a shockwave through the geopo-
followed, with a multitude of smaller revolts in most litical landscape with the news that a splinter underrace
countries that sustain large first- and second-gen- faction had taken up residence a figurative stone’s throw
eration underrace majorities. The underraces, who away from the Pacific South NIGHT Headquarters stationed
were themselves of humans, were considered by the on Alcatraz. The faction had a face and name that
wider populace to not be human, and were relegated to appealed to the war-weary underraces for whom democracy
second-class status in even the most ostensibly progres- and compliance had failed for nearly two generations.
sively-minded nations. The United States developed the Thog’run called the new nation Aurichome, and he would
NATIONAL INTELLIGENCE GUARD OF HUMAN TECHNOLOGY be its king.
(NIGHT), with the public-facing directive to facilitate
relations between all races, and several other countries Over the course of two bloody decades, Aurichome grew
followed suit with their own paramilitary organizations. to the size of a small metropolis, buoyed by the humans
and underraces that flocked to Thog’run’s standard, willing

12Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
to fight for equality between all people in exchange for With the advent of virtual reality technology came the
fealty to the new nation. The king gave the underraces the ability to create lifelike experiences for any user equipped
identity they craved, and a purpose: aurics, a golden people with a visor and ceruchip. As the technology’s popularity
whose primary directive would be to establish their nation’s grew, it became further regulated by the government, and
place in the world. repurposed for punitive use.

Momentously, after grueling years of guerilla warfare and The virtual penitentiary, or “VPEN,” was designed to give a
political unrest, the world held its breath as Aurichome street thief the virtual - but very real - sensation of being
became recognized - if grudgingly - by the United States caught in the act of stealing, with all of its emotions of
as a sovereign nation. King Thog’run had called, and his distress, shame, and judgement, over and over again for
subjects had answered, carving a niche for themselves a prescribed sentence. It was initially seen as extremely
under the watchful glare of NIGHT. True nationhood effective and efficient in its potential for rehabilitation,
continues to be a work in progress, but Aurichome has built but has more recently been challenged as being used to
the infrastructure for sustainability and self-protection. the extreme by law enforcement agencies for interrogative
effect against non-compliant detainees.
The underrace nation’s history continues to be written,
however, and not always with the ink of those who would K E Y L OC AT ION S
support its success. The facilitation of race relations
by NIGHT is ongoing, and although the paramilitary orga- AURICHOME – Squatting less than forty miles from San
nization began taking auric members even before the Francisco proper in what’s known as the “North Bay,” the
recognition of Aurichome, there are those within NIGHT who nation of Aurichome is a haven for all races - provided that
still seek to undermine the nation’s progress. Moreover, they swear unequivocal fealty to King Thog’run II. Parts of
seemingly unrelated domestic and international groups the underground kingdom are still under construction, but
have appeared, fomenting frustration over the perennial its borders are ever-expanding, and well-defended.
tug-of-war between Aurichome and NIGHT. They have made
themselves known as the Unaligned, but without having COLUMBUS-FARROW – The carnivalesque atmosphere of
voiced a centralized source of leadership - other than, the city’s North Beach district is punctuated by booming
perhaps, an artificial intelligence known as the Sigil - or music, kaleidoscopic THREE-DIMENSIONAL DIGITAL ADS
clear alternative to the current political structure, their (“DIGADS”), and neon lights. If there’s action to be had, it
motives are as yet unknown. can undoubtedly be found here.

DOWNTOWN – San Francisco, being geographically


T HE V P E N contained within a 49-square-mile peninsula, was one of
the first global city centers to begin building vertically
in earnest. The skyline is crowded to the point of being
Originally created as a band-aid solution for the impenetrable to all but the midday sun, and the auric-ma-
limited space in local jails and federal prisons, the jority undercity reaches half as deep into the earth as
government had leveraged entertainment-based Downtown’s tallest building.
virtual reality technology to create VPens. Tiny chips
that, with the appropriate audiovisual hardware and EAST BAY – What the East Bay lacks in glamor, it more than
security systems to keep the subject in place, could makes up for in diversity. Industrial shipyards and towering
create a virtual penitentiary anywhere, programmed skyscrapers can be found alongside luxury houses and
with the requisite punishment. Lawbreakers could underground ghettos, and there are rumors of Unaligned
be locked up in smaller spaces, with minimal safehouses and saloons located in abandoned subway
supervision, forced to re-experience whatever virtual train stations.
judgment was decreed necessary.

Entromancy: A Cyberpunk Fantasy RPG 13


Mateus Salles (Order #36391282)
14Entromancy: A Cyberpunk Fantasy RPG
Mateus Salles (Order #36391282)
Entromancy: A Cyberpunk Fantasy RPG 15
Mateus Salles (Order #36391282)
GOLDEN GATE BRIDGE – The iconic suspension bridge lay SPARKS, NV – 220 miles to the east of San Francisco,
dormant and decrepit for a period of two decades, caught beyond a dwarven outpost and the forgotten - but still
in the crossfire between Aurichome to the north and the neon - city of Reno, sits the tiny city of Sparks, Nevada.
Pacific South NIGHT Headquarters. It has since been From this suburb appeared an augur known as the Sigil,
returned to its former glory as a tremulous show of peace who has since taken up residence in an open-air casino
between the two factions, serving as an orange beacon amphitheatre in Reno, surrounded by drones and all types
spanning the San Francisco Bay. of machinery.

NEW CASTRO – Rivaled only by Columbus-Farrow in its


ostentation, the centrally located New Castro is home to F A C T ION: A URIC HOME
nightclubs, digad-pocked virtual reality emporiums, and
vacation suites. It’s sleek, it’s sexy, and it represents the
absolute best that San Francisco money can buy. The self-professed auric king united the scattered
underrace resistance movements under one
PACIFIC SOUTH NIGHT HEADQUARTERS – Poised forebodingly banner that promised equal rights and protection
on the island of Alcatraz in the center of the San Francisco for all of the new races. Equally important, it
Bay, the three ivory towers of the Pacific South NIGHT provided the physical and philosophical space for
Headquarters house over 200 NIGHT Agents, Inquisitors, an important identity that the disenfranchised
foot soldiers, staff, and officials. It has enough space for underrace communities craved dearly: that of
50 virtual penitentiary inhabitants, and is comparable in nationhood. It took a few bloody years and a
size to the Pacific North NIGHT Headquarters in Seattle, number of uprisings, but Thog’run was able to
Central West NIGHT Headquarters in Denver, and Atlantic establish the capital of his empire in the caves
North NIGHT Headquarters in New York. beneath the Marin Headlands, mockingly close to
San Francisco and the seat of NIGHT power in the
PRESIDIO – Once a military base, then a park, now an United States. Just months later, he put out the
overgrown forest that abuts the Golden Gate Bridge to word that all underraces, from every corner of the
the north, the Presidio is a not-so-mute testament to the Earth, would be welcome and provided for within
societal and magical issues that plague modern societies. the new nation of Aurichome.
Filled with ragers and worse, the Presidio has been reported
to feature a naturally-occurring source of ceridium,
although no faction has yet been publicly willing to send its The nation of Aurichome provides safe harbor for all races,
forces to investigate. at the expense of democracy. Its sovereign, King Thog’run
II, claims absolute jurisdiction over the faction in exchange
RICHMOND-SUNSET DISTRICT – Ordinary people have to find for equal rights, clean water, and affordable housing.
somewhere to live, and in San Francisco, the Richmond- Positioned around an underground fortress not far from
Sunset District is their best option. Soaring apartment San Francisco, Aurichome has expanded over the past two
buildings, underground housing structures, and the decades to accommodate thousands of human and auric
ever-present dual layer of traffic all dot the landscape, refugees from all over the world. Outside of its heavily
along with a visibly Aurichome-themed sports bar known as defended borders, the nation is known for being a beacon
They Might Be Giant. for underrace empowerment, albeit with a penchant for
brutal guerilla tactics that inspire revolutionary communi-
SANTA CLARA – Having boomed and busted multiple times ties everywhere.
over, Silicon Valley has continued to expand, finding Santa
Clara to be its current hub forty-five miles south of San
Francisco. All manner of technology - from drones and
antigravity cars to cerujet engines and ceridium weaponry
- can be found here, provided that one has the appropriate
connections and pay grade.

16Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
NO TA B L E NP C S GLORIC VUNDERFEL – Gloric Vunderfel is a gnome
Technomancer extraordinaire and King Thog’run’s Chief
ALINA “THE PITCHER” HADZIC – Former relief pitcher and of Technology, despite his long-standing ties with the
owner of a revolutionary-friendly tavern in the Richmond- Unaligned Sigil of Sparks.
Sunset District known as They Might Be Giant, Alina Hadzic
is a veteran high auric Terramancer and Aurichome’s official KATHAS ERTU – A third-generation high auric, Kathas is a
Consul for Human-Auric Relations. policewoman and investigator for Aurichome, heading a
task force that deals with unexplained events underground.
ANNA MARIA “MARIPOSA” CONTRERAS – As one of the few Most recently, her team retrieved a boring machine that
dwarves that has found success in Hollywood, Mariposa uncovered a nasty nest of entropic beasts under Mount
is considered a modern Mata Hari for using her influence Tamalpais. Trained in magic and martial arts, she believes
and connections to build one of the largest information in law, order, and democracy, and is known to have a soft
networks available during the early days of auric resis- streak for those who would undermine the sometimes
tance. Her symbol, the butterfly, is often used to indicate heavy-handed tactics of the Aurikar government in favor of
an Aurikar safe haven. more peaceful solutions.

DEREK UNDERSHIELD – Reporting to Gloric Vunderfel, KENT TAVERIS – A gnome, Kent is an Aurikar service techni-
Derek Undershield is a human civil engineer in charge of cian, working on AG and traditional cars, drones, and gate
Aurichome expansion and planning, having helped invent and ID systems. He’s fairly good at his job, but is mostly
several of the boring machines used to tunnel roadways focused on taking care of his cats and aging mother. While
and settlement areas for Aurichome. His current focus he may profile as a shut-in, he is well-liked among his
is making sure Aurichome has enough infrastructure to co-workers, and knows many tech suppliers and their ilk in
support its growing trade and import needs, particularly Aurichome as well as San Francisco.
with warehouses and processing centers. His real passion,
however, is to extend Aurichome tunnels under the Bay and KING THOG’RUN II – A low auric war hero and sovereign of
into the east. Aurichome, King Thog’run II is known far and wide for his
battle prowess, tactical acumen, and brutal dealings with
ESKANDER ARADOWSI – Spymaster to the King, Eskander enemies of the throne.
Aradowsi holds the dubious honor of being one of the first
high auric NIGHT Agents, having recently made the jump to SHUICHI SAITO – A discrete gnome of Japanese descent,
Aurichome after a mission gone south. “Mr. Saito” is one of the unsung heroes of the building of
Aurichome. The initial inventor of the Saisei prototype, his
ETTOR SANCHEZ – (location unknown) A dwarf and former work was later stolen by a foreign power and developed
field operative of King Thog’run’s, Ettor Sanchez has always into what is now known as the Merlin-Class Walker. Mr.
been considered a hardliner, eventually fleeing to South Saito is now happily retired as a professor emeritus at the
America to avoid the King’s wrath for insubordination. University of Aurichome, but some say he is still employed
He has recently been sighted alternately in Brazilian as a robotics and technomancy consultant in service of
favelas and a presupposed mountain headquarters in the the King.
Andes, attempting to build his own version of Aurichome
with his political sway as a bogeyman for most South TRIBE ACHEBE – A high auric Vanguard and the adoptive
American governments. nephew of King Thog’run, Tribe Achebe is more often found
causing problems for Aurichome than solving them.
FIRTU GALATAS – A human, Firtu came to Aurichome to
escape the racism of her country, and is capable of small VASSHKA “DOUBLESHOT” LESTRAGE – Known by most only
magics - especially finding and mending objects - and by her moniker, “Doubleshot,” the dwarf Vasshka Lestrage
she has carved a niche for herself in the auric nation as a is a Revolutionary in service to the crown and one of King
scrounger for special demands. She can be found ranging Thog’run’s personal tactical advisors.
far and wide throughout the Bay Area, riding her single-pas-
senger AG cruiser with sundry saddlebags attached to it.

Entromancy: A Cyberpunk Fantasy RPG 17


Mateus Salles (Order #36391282)
F A C T ION: NIGH T BEREN FURGHAST – A human Inquisitor and general
curmudgeon, Beren Furghast is one of NIGHT’s most
senior officials and vocal about his surprise at not
Most countries with the political and military being voted in as Inquisitor General after the deposition
might to support it quickly developed a security of William D. Karthax.
organization to deal with this new threat, or hired
a third party to do it for them. The United States DAMARA DRIVAS – Cunning, driven, and deadly, Damara
spared neither expense nor time in creating the Drivas is a human Inquisitor and NIGHT’s most politically
National Intelligence Guard of Human Technology, a influential, public-facing figure next to the Inquisitor
paramilitary force built exclusively to identify and General Marguerite Liu.
protect against the influx of people that the nation’s
cities could not handle, and for which its fragile ENOCH “CARBON” POIRIER – Enoch is a loyal human NIGHT
sense of ethnic identity could not make room. The Weapon Master, believing that the organization’s approach
American public at large, exhausted from years at is the proper one for achieving success and peace between
war abroad, was only too happy to focus its military all races. His military upbringing notwithstanding, he
paranoia within. believes that peaceful solutions exist besides force, and
although he understands that there is a time and a place
for speeches and dialogue, he himself has neither the skill
For some, NIGHT represents the last bastion of humanity nor the patience for them. His associates refer to him as
within an ever-expanding global community of aurics, “Carbon” because of the color of his hair and eyes. Not
dwarves, gnomes, and trolls. For others, the paramilitary especially ambitious, he prefers to let the needs of his
organization represents a weaponized force that does more faction come first, although he won’t balk at opportunities
harm than good in furthering human-underrace relations. that come his way. (by J. Christian Youngblood)
What’s clear is that NIGHT’s place in history is controver-
sial, although there are more than a handful of the faction’s FRANKLIN DOERR – The VPen warden of the Pacific South
supporters who genuinely intend to make things better for NIGHT Headquarters, Doerr is a no-nonsense dwarven
society at large, including its newly promoted Inquisitor Terramancer in NIGHT’s service. He believes strongly
General Marguerite Liu. Official NIGHT Agents, whether that order must be maintained, and while nature can be
they be foot soldiers, Nightpaths, Daypaths, or higher level unpredictable, in the main it reflects God’s plan. His current
Inquisitors, tend to enforce the letter of the law fairly priority is protecting the NIGHT Headquarters from its
strictly, although recent events have rumored to have immediate environs, directing his team to reinforce the
created a rift among NIGHT leadership. island’s undersea defenses and Alcatraz itself.

NO TA B L E NP C S GREEN MONKEY – A human history buff and a bit of a book


hoarder, Green Monkey is NIGHT’s unofficial loremaster,
AIDA NOIRE – Aida Noire, a high auric Infiltrator gifted in the having developed a reputation for dealing in information for
occult, is world famous for her mastery of shadowmancy. the right price. (by Andrew Smith)
Noire was an archaeologist before joining NIGHT, and
despite her genes, considers any partisan of Aurichome a INQUISITOR GENERAL MARGUERITE LIU – Former attaché
traitor to her faction’s cause. to William D. Karthax, Marguerite “Madge” Liu is a human
Daypath of some repute and voted to be the next Inquisitor
ANATOLY FRANKS – A human and originally a Daypath General after her predecessor abdicated the position under
enforcer, Anatoly became fascinated with VPen tech, and accusations of treason.
now works developing the virtual interrogation sequences
for NIGHT VPen setups. Recently, his darker impulses
have come to the fore, leading him to slip unapproved
sequences into his creations, resulting in more than the
usual complaints from prisoners within the Pacific South
NIGHT Headquarters.

18Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
RAFAEL SANOTRI – A former liaison between NIGHT and WILLIAM D. KARTHAX – (location unknown) A war hero and
local government authorities, the low auric Rafael Sanotri the former Inquisitor General of NIGHT, William D. Karthax
has been tasked with maintaining lines of communication was indicted in absentia for collusion against NIGHT
throughout the Bay Area under the current Aurichome while attempting to manipulate both Aurichome and the
occupation. He has become something of a fixer, setting Unaligned. Karthax was last seen escaping from the Pacific
up connections and sourcing supplies with very few South NIGHT Headquarters with Agrid the Destroyer.
resources, sometimes reaching across faction lines to get
things done.

SARAVIA GREGOR – The Gregor family has long been


respected for their strong sense of civic duty, having
provided generations of humans serving in the United
States armed forces. Saravia joined NIGHT out of the same
sense of duty, but her integrity has been challenged by
some of her experiences as a Daypath in the organization,
causing her to question the foundations of the faction and
its methodology.

STRIKER JOHNSON – Striker Johnson is a NIGHT Agent


celebrated for his efforts during the Karthax affair,
although his metal arm, breastplate, and assortment of
cybernetics indicate the toll the incident has taken on the
human Nightpath.

VASILI IVANOV – (location unknown) Ex-FBI, the human


Infiltrator Vasili Ivanov joined NIGHT as a lead nego-
tiator, driving a movement within the organization to
facilitate inter-faction relations. Rumors abounded,
however, that Ivanov might have personal ties to
Aurichome and he was tried as a double agent,
narrowly escaping NIGHT grasp with a group of
Unaligned Vanguards.

Entromancy: A Cyberpunk Fantasy RPG 19


Mateus Salles (Order #36391282)
F A C T ION: T HE UN A L IGNE D CALLIE “RAZZ” MATUSZ – Razz is a human Vanguard who
makes her living driving dignitaries around, sometimes
moonlighting as a getaway driver for the highest bidder.
The VPen was intended to give a shoplifter the Preferring to avoid the auric - human conflict entirely, she
repeated virtual experience of being apprehended has gained more connections than she knows what to do
while in the act of stealing, with the stomach- with, and feels an unspoken premonition that she’ll have to
churning feeling of being thrown behind bars, again choose sides sooner or later.
and again. It was supremely effective, allowing
judges to give lighter sentences and penitentiaries GRACE VIVIANE YORK – (location unknown) The human
to house more people for a shorter amount of former CEO of infamous biotech company Chrysalis
time. Over time, however, applications began to be Designs, York is known for her questionable experimenta-
developed that would go beyond the original scope of tion on war prisoners. Fascinated by sacred geometry and
implementation, particularly under the auspices of its application to genetics, York’s work on auric DNA came
internal defense. from an academic - and callous - interest in unlocking the
secret of the creation of all magical beings. Many attest to
The NIGHTs would describe it as interrogative the impact of her scientific contributions, while most ques-
questioning; the revolutionaries called it torture. tion her extreme methods in procuring data for Chrysalis’
The public, tired after generations of such experiments.
discussions, didn’t care.
JO NAGANO – Jo is a retired human kingpin who now runs a
small restaurant with his family, and although retired, he as
From order, chaos. There are many for whom political yet retains the majority of his contacts and access to intel.
affiliation is either non-binary or unimportant, and the He has a soft spot for those who work the fringe outside
Unaligned - if a singular motive could be ascribed to this of NIGHT and Aurichome, and as such, his establishment,
decentralized faction - seek to benefit from their ambiv- Jo’s Diner, rivals Alina Hadzic’s They Might Be Giant as a
alence. Any conflict between NIGHT and Aurichome is an safehouse for freelancers. (by James Keast)
opportunity for the Unaligned’s success, haphazard as it
may seem to outsiders. The augur and artificial intelligence KAEOLOAM – Kaeoloam is a friendly but skeptical high auric
known as the Sigil of Sparks comprises the only semblance Terramancer who deals in information. Valuing the ethical
of leadership that some within the Unaligned ascribe use of technology above any sense of allegiance, Kaeoloam
to. Others have recently rallied to the cause of Agrid the is often more than willing to help freelancers secure intel
Destroyer, a low auric Entromancer with reported ties to - if they’re willing to put up with his biting sense of humor.
Aurichome as well as the erstwhile Inquisitor General of (by Braden M.)
NIGHT, William D. Karthax.
KALAFAX DKAR – Kalafax Dkar is a human cyber-security
NO TA B L E NP C S analyst, specializing in locating new digital security
systems and finding ways to bypass them. He’s quick to
AGRID THE DESTROYER – (location unknown) A low auric bore and generally doesn’t use any of the bypasses himself,
Entromancer with ties to Aurichome, and known equally as but he is known to be willing to sell the information to any
“the Destroyer” and “the Betrayer,” Agrid has the command faction as he sees fit. Dkar believes that no one faction
of a legion of assassins that are loyal to his word alone, should have majority control over anything, and his free
although his current whereabouts are unknown. trade mentality is in the spirit of helping to maintain a
precarious balance. (by William M. Sanders II)
BREAVINGTON – Breavington is a crotchety, affluent dwarf
from the settlement that straddles the California - Nevada
border near Sparks. Breavington Loans have become
famous for their financial viability, and for Breavington’s
absolute inflexibility in ensuring their repayment in full. (by
Keith Breavington)

20Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
LALITA AHUJA – Lalita Ahuja’s name is well known in VOLK DUNKLOP – As a low auric “pig face” growing up in
political, gender, and auric rights advocate circles, often the heart of the City, Volk Dunklop didn’t have what most
mentioned as the first low auric woman to hold a seat of would consider a variety of life paths from which to choose.
political importance in the world. A UN Ambassador for Having spent a decade as a pit fighter, he now works as
India, Ahuja preaches a message of peace and tolerance, hired muscle and wet worker for the local syndicate. (by
having played a major role as a diplomat following the Third Patrick Evans)
and Fourth Gulf Wars and being awarded with the Nobel
Peace Prize for her efforts. YAR NYLLEWELL – Yar Nyllewell is a gnome veteran of the
Third and Fourth Gulf Wars. His training in ceridium weap-
LUNE – Lune is an itinerant human Terramancer identifiable onry and martial arts have forged him into the ultimate
only by a white mask adorned with myosotis, and a calm, survivor, gaining him legendary status among his unit and
soothing voice that is either the last utterance her victims diverse contacts inside and out of the military. In recent
hear or the sound of their salvation. She is known for times, he has become bored with his retirement job as a
judging potential foes or allies based on what she knows of bouncer just outside of the Presidio, and is champing at the
their past actions, and is rumored to be enabling a leading bit for a chance to return to action. (by Howard Allen)
neutral intelligence collector with coveted information
about rival faction members. (by ShadowMoon)

MEDAWKY – Medawky is an intimidating low auric Weapon


Master, but his rough exterior belies a keen intellect and
sharp wit. He prides himself in knowing a little bit about
everything, and more than his appearance would suggest
about most things. His services normally fetch a high price,
but none can argue with his results. (by Jason Bolton)

PAT “THE ONE-MAN WRECKING CREW” MARTIN – Pat Martin


is a human Revolutionary, and one of the few that are not
aligned with Aurichome. An honorable hired gun, he sees
art in destruction and poetry in death, with an uncanny
ability to stare down his opponents. (by Skintrade)

RHOGAR NOVACRUSH – Rhogar is a hulking mass of a


human with countless years of experience fighting anyone
who would stand in his way. He now leads a small group
of mercenaries, hired for jobs ranging from clearing out
monster covens to stealing ceridium artifacts. Rhogar can
often be found in and around the City and plied, with money
or alcohol, for information about various monsters and
combat skills. (by Giuseppe Travalini)

THE SIGIL OF SPARKS – Although the artificial intelligence


experiment has failed many times over, the Unaligned
boast of a sentient, preternaturally clairvoyant leader who,
just as strangely, takes the form of an early-20th century
automatic vacuum cleaner and is attended only by his
cantankerous - and very human - Scribe.

Entromancy: A Cyberpunk Fantasy RPG 21


Mateus Salles (Order #36391282)
ch a p t er

charac t ers
2
QUICK START GUIDE
To create a character, begin by choosing a race and class. Choose one feat and two talents
or spells from your class’ talent or spell list, and you’re ready to play.

22Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
U S ING Y OUR C H A R A C T E R S HE E T N A ME /A GE

Your character sheet contains an overview of all of the Pick a name that you like and the age of your character.
important information that you need to know to play your
character. In the course of play, the GM’s goal is to present
different scenarios within each mission where you and your RACE
party can use your skills and talents or spells to overcome
obstacles and progress the story. Your character sheet
informs you about what kinds of abilities your character The historical connection between blue
has in their toolbox. It’s up to you to decide when and how orichalcum and ceridium was the missing link
to attempt to use them. between the myths and legends present in most
modern societies and the cultural memory that
knew that all of the books, films, video games,
Example: (GM) – “Your party continues to navigate and virtual reality simulators created about
the sewer passage, and encounters a locked grate. magic couldn’t all be pure fantasy. It also
It’s about twice as tall as a gnome and dripping with explained the reference in most every civilization
something that looks like green water.” of the presence of other sentient beings that had
declined in the later Middle Ages and beginning of
(Alina) – “I want to search it for traps.” the Renaissance. Modern science had confirmed
that the underrace gene was essentially present
(GM) – “Roll an Awareness check.” in humans, but required a catalyst - direct or
ambient exposure to ceridium - to become an
(Alina) – [Rolls a d20, receiving 15 and adding her observable phenotype.
Awareness bonus of +2]. “17.”

(GM) – “You don’t notice any traps, but there is a Choose one of Entromancy’s five races, recording your race
small rusty padlock that is keeping the grate shut.” on your character sheet.

(Tribe) – “I’m going to pick the lock!” D WA RF

(GM) – “OK! Roll a Thievery check.” Base Speed: 30 feet

Description: True Underrace. Many of the so-called


(Tribe) – [Rolls a d20, receiving a 13 and adding his
underraces have been forced to live underground due to
Thievery bonus of +7]. “20.”
socio-economic pressures or actual laws, but as a dwarf,
you take pride in this moniker. You gain advantage on all
(GM) – “Great! You successfully pick the rusty lock.
checks to resist harsh environmental conditions, be it from
It drops into the green water with a splash, and the
heat, cold, lack of oxygen or even pressure. Additionally,
grate swings gently away from you.”
you can see in the dark within 30 feet of you and can always
tell how close you are to the surface while underground.

Your character sheet features several different sections,


Longevity: A dwarf usually lives up to 120 years.
including: Name/Age, Race, Ability Bonuses, Combat, Skills,
Equipment, Feats, Talents/Spells, Ceridium, Destiny, and
Faction Points.

Entromancy: A Cyberpunk Fantasy RPG 23


Mateus Salles (Order #36391282)
GNOME L O W A URIC

Base Speed: 30 feet Base Speed: 30 feet

Description: Restless Mind. Gnomes are often defined by Description: Too Burly to Care. “Freak.” “Tusker.” “Pig face.”
their ingenuity and out-of-the-box thinking. As a gnome, Most humans think of you as stupid or violent, and you’ve
your mind is constantly racing, coming to conclusions and experienced your fair share of derision. As the most impos-
deductions faster than you can express them. This restless ing and phenotypically striking underrace, your path hasn’t
state of mind allows you to come up with creative solutions been easy, but has forged you into a sturdy opponent with
on the spot. Once per encounter, you can gain advantage on an attitude to match. The other races can use you as cover,
a Will-based check, including skill checks, of your choice. and if at any time you have less than half of your hit points
Additionally, if you spend 1 minute investigating an item, remaining, you gain advantage on all Strength-based
you automatically determine its function and purpose. checks, including skill checks.

Longevity: A gnome usually lives up to 120 years. Longevity: A low auric usually lives up to 140 years.

HIGH A URIC
A B IL I T Y B ONU S E S
Base Speed: 30 feet
Each character in Entromancy is assigned ability bonuses in
Description: Eye for the Strange. Many humans would
the categories of Strength, Agility, Will, and Personality.
describe the underraces as “magical,” but in the case of
the high aurics, this concept takes on a different dimension
STRENGTH determines your character’s aptitude in feats of
of meaning. As a high auric, you can spend 1 minute to
brawn, melee combat, and related skills.
sense the presence of ceridium - be it an object or creature
- within 60 feet of you. At the GM’s discretion, you can
AGILITY determines your character’s aptitude in feats of
sense higher concentrations of ceridium from much further
dexterity, ranged combat, and related skills.
distances, and some materials, like lead, can disrupt this
ability. Additionally, high aurics are ambidextrous and never
WILL determines your character’s aptitude in feats of
suffer from vertigo; when you make an Agility-based check
intelligence, wisdom, and related skills.
to maintain your balance or perform feats of eye-hand
coordination, you gain advantage on that check.
PERSONALITY determines your character’s aptitude in
charisma, political negotiations, and related skills.
Longevity: A high auric usually lives up to 140 years.

Your character’s ability bonus defines how good


HUM A N they are at using that ability in general, according to
“Table 1: Ability Bonuses.”
Base Speed: 30 feet
Table 1: Ability Bonuses
Description: Humanity’s Privilege. All humans are created
equal, with the operative word being “humans.” You Bonus Description
represent the dominant race on earth, and are treated +0 Average ability
accordingly. You gain advantage on all Personality-based +1 Average ability
checks, including skill checks, with a faction of your choice.
+2 Above average ability
Additionally, you gain 5 faction points with that faction at
+3 Above average ability
the beginning of your first mission.
+4 Above average ability
Longevity: A human usually lives up to 90 years. +5 Master ability

24Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
C L A S S S K IL L S C E RIDIUM

Your character’s prowess and expertise are represented by Many talents and spells require the use of ceridium, which
Entromancy’s 15 skills, which are ATHLETICS, AWARENESS, characters can replenish in between missions or if there are
DISCERNMENT, DRAMA, GRAPPLING, HACKING, HEALING, roleplaying elements that allow the players to acquire more
KNOWLEDGE, MANCY, NATURE, NEGOTIATION, STEALTH, ceridium throughout the course of a mission. Each class
THIEVERY, TUMBLING, and VEHICLES. begins with a starting amount of ceridium, which you can
share with other allies or creatures as long as you’re within
Your character can use any skill, and benefits from the skill 5 feet of them. Because of its volatility, a creature cannot
bonuses indicated on your character sheet. Each class also be in possession of more than 15 ceridium at one time.
receives a +2 bonus to certain class skills for which that
class is considered to have some amount of expertise. See “Chapter 1: The World” for more information on
ceridium and its uses.
See “Chapter 3: Skills” for more information on how to use
your character’s skills.
CL ASSES

F E AT S There are five base classes in Entromancy: NIGHT AGENT,


REVOLUTIONARY, TECHNOMANCER, TERRAMANCER, and
Each class has a collection of feats, which are perks from VANGUARD. Use this section as a reference for the class
which each character within that class can benefit. features on your character sheet.

When creating a new character, select one feat from your


class’ list.

TA L E N T S A ND S P E L L S

Each class has a collection of talents or spells, which


represent supernatural abilities that are often powered by
the renewable energy source known as ceridium.

When creating a new character, select two talents or


spells from one of your class’ archetypes. From that point
forward, you must always select a talent or spell from that
archetype, unless the GM informs you otherwise.

Entromancy: A Cyberpunk Fantasy RPG 25


Mateus Salles (Order #36391282)
NIGH T A GE N T NIGHT Agents are special agents of the highest order,
members of a paramilitary force that is called upon to
enforce peace among aurics and humans – sometimes
Reaching into a pocket, I opened a small packet and using extreme measures. As a NIGHT Agent, you’re skilled
slipped a ceridium capsule into my hand. I held it in espionage and magical combat, and will have to decide
out in front of me and made several deft, practiced between the paths of shadowmancy and photomancy for
gestures, scanning the street around me to ensure your archetype.
that I wasn’t drawing any undue attention. With a
final pass of my hand, I crushed the capsule and As a NIGHT Agent, you have the following Class Features:
tossed the contents over my head in a brief flash
of blue. I could feel my skin tingling slightly as the Ceridium: A NIGHT Agent begins each mission with 6 cerid-
spell took effect, shrouding me in a gentle mist that ium.
would hide me from all but direct eye contact. Class Skills: Athletics, Grappling, Mancy, Stealth, Tumbling
Class Equipment: Nightblade, Ceridium Pistol, Ceridium
Armor, Espionage Kit

F E AT S

IN T O T HE F R AY
When you take two move actions during your turn, you can
attempt a melee attack if you end your second move action
within 5 feet of a creature.

NIGH T T R A INING
Your deeds and training in the NIGHT organization have
gained you a certain political cachet and allow you to
pick up cues that most would miss. You have advantage
on Awareness checks to spot a hidden creature, and on
Discernment checks to determine whether a creature is
lying. Additionally, you can use your political sway to gain
advantage on all Negotiation checks when you’re dealing
with law enforcement.

P RE E MP T I V E S T RIK E
Once per round, if a creature attempts to make an attack
against you, you can immediately retaliate with a melee
attack if you are within 5 feet of it. Your attack is made
before the creature’s attack.

S T UNNING DE F E N S E
Once per round, when a creature hits you with a melee
or ranged attack, you can halve the attack’s damage
against you.

S W ORD M A S T E R Y
Your skill with the nightblade has become such that it
defies logic and reason. When attempting a melee attack

26Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
with your nightblade, you ignore any damage reduction or S H A D O W B OLT
immunity held by your target. Action: Combat action
Range: 120 feet
NIGH T A GE N T A RC HE T Y P E Ceridium: 2

Description: Fire a shadow arrow at one creature within 120


Choose an archetype that defines your training in magical
feet, making a spell attack. If it hits, it deals 2d6 damage,
abilities. Your spells must come from either the Nightpath
and you can teleport to an unoccupied space that you can
or Daypath spell lists.
see within 5 feet of the target.

NIGH T P AT H S P E L L S
S H A D O W S IP HON
C L O A K OF S H A D O W S Action: Move action
Action: Move action Range: Melee attack
Range: Self Duration: 1 encounter
Duration: 1 encounter Ceridium: 2
Ceridium: 2
Description: You empower your nightblade with insatiable
Description: Cloak yourself in shadows, adding +5 to all darkness. You deal 1d6 extra damage with your melee
Stealth skill checks. Hostile creatures within 10 feet of you attack. You regain an amount of hit points equal to the
incur disadvantage on all attack rolls. extra damage you do.

D OUB L E T R OUB L E D AY P AT H S P E L L S
Action: Move action
Range: Self A UR A OF L IGH T
Duration: 1 encounter Action: Move action
Ceridium: 2 Range: Self
Duration: 1 round, until the end of your next turn
Description: Create a carbon copy of yourself that has 10 HP
Ceridium: 1
and appears adjacent to you. When an attack hits you, the
attacker must succeed at a DC 15 Awareness skill check; Description: You surround yourself with bolstering light.
otherwise, the attack hits your doppelganger instead. Ranged and spell attacks against you and friendly crea-
tures within 10 feet of you have disadvantage. If they hit,
they deal half damage.
ONE W I T H S H A D O W S
Action: Move action
Range: Self BRIGH T BE ING
Duration: 1 round, until the beginning of your next turn Action: Move action
Ceridium: 1 Range: Self or Touch
Duration: 1 encounter
Description: You become the darkness and take a non-
Ceridium: 3
material form. While in this form you cannot make attacks,
but are immune to damage and can pass through cracks Description: You radiate blinding and cleansing light.
big enough for your two-dimensional form. If you reform While the spell is active, you cannot be targeted by ranged
in a space too narrow for your body, you reappear instead attacks or spells, regain 1d6 hit points at the beginning of
in the nearest unoccupied space, taking 1d6 damage per 5 your turn, and can take a combat action to end one spell on
feet traveled. yourself or on one willing creature that you touch.

Entromancy: A Cyberpunk Fantasy RPG 27


Mateus Salles (Order #36391282)
H A L O OF P O W E R
Action: Move action
Range: Self
Duration: 1 encounter
Ceridium: 2

Description: You radiate a blazing aura that lashes out with


loops of ionized ceridium. At the beginning of your turn,
you deal 1d6 damage to all hostile creatures within 10 feet
of you.

HE A L ING T OUC H
Action: Combat action
Range: Self or Touch
Ceridium: 1

Description: Channel restorative energy through your


hands, healing yourself or one ally for 3d6 hit points.

P RI S M AT IC A RR O W
Action: Combat action
Range: 60 feet
Ceridium: 1

Description: Cast a bolt of shimmering brilliance at one


target, making a spell attack. If it hits, deal 2d8 damage,
and the target incurs disadvantage on all of its rolls until
the end of your next turn.

28Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
NIGHT AGENT
Player Name Character Name

Race Age Missions Completed

ABILITY SCORES COMBAT FEATS


Strength: +4 Initiative: +2
Agility: +2 HP: 30
Will: +2 Melee Attack: +6
Personality: +0 Melee Damage: 1d12+4
Ranged Attack: +4 SPELLS
SKILLS Ranged Damage: 1d6+2
Athletics: +6 Armor Class: 16
Awareness: +2 Spell Attack: +4
Discernment: +0 Spell DC: 12
Drama: +0
Grappling: +6 CERIDIUM
EQUIPMENT /
Hacking: +2 CYBERNETICS
Healing: +2
Knowledge: +2
DESTINY
Mancy: +4
Nature: +0
Negotiation: +0
FACTION POINTS
Stealth: +4 Aurichome:
Thievery: +2
NIGHTs:
Tumbling: +4
Vehicles: +2 Unaligned:

Entromancy: A Cyberpunk Fantasy RPG 29


Mateus Salles (Order #36391282)
RE V OL U T ION A R Y Revolutionaries are often allied to Aurichome, sacrificing
the comforts of the status quo for the promise of equality
for all underraces. As a Revolutionary, you’re trained in
Doubleshot nodded back, springing from her crouch all manner of ranged combat, and are unparalleled in your
and back into the foyer. In one smooth motion, she understanding of modern vehicles.
drew both of her long pistols, firing them twice as
her leap took her horizontal. Two assassins fell as As a Revolutionary, you have the following Class Features:
she turned her jump in to a roll, spinning and firing
twice again. Two more assassins hit the ground as Ceridium: A Revolutionary begins each mission with
she rolled a second time, through another row of 2 ceridium.
machines and out of sight. Class Skills: Athletics, Healing, Negotiation, Tumbling,
Vehicles
Class Equipment: Dual Ceridium Pistols, Dagger, Medium
Armor, Vehicles Kit

F E AT S

F UL L M AT RIC E S
Your honed reflexes and uncanny sense of danger have
saved you more than once. Once per round, when an attack
hits you, make a Tumbling check, with a DC equal to the
attack roll of your target. If you succeed, you take half
damage, rather than full damage, from the attack.

K NO W L E D GE IS P O W E R
You’ve had to study all manner of opponents to ensure your
survival. Once per round, you can make a Negotiation check
against a target’s AC. If you succeed, you have advantage
on attack rolls against that target until the beginning of
your next turn.

RE V OL U T ION A R Y C ONNE C T ION S


Your networking has made the most impossible of
connections probable. Double your skill bonus for all
Negotiation checks with factions for which you have at
least Neutral standing.

S E C OND C H A NC E
Once per mission, if the damage from a creature’s attack
will reduce your hit points to 0 or below, reduce your hit
points to 1 instead.

T HOU S A ND YA RD S TA RE
If you have advantage on a ranged attack, you can forgo
the advantage to double your damage for that attack.

30Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
RE V OL U T ION A R Y A R C HE T Y P E S HOO T T O K IL L
Requirement: Snipe
Choose the Revolutionary archetype that matches your Description: Spend a move action, aiming at a target. Until
training in ranged weapons. Your talents must come from the beginning of your next turn, add +4 to your ranged
either the Gunslinger or Sharpshooter talent lists. attack roll and damage against that target and extend
your critical range against that target to 17-20. This talent
G UN S L INGE R TA L E N T S replaces Snipe.

D OUB L E S HO T S NIP E
Description: Once per round, roll a 1d6. If the result is a 5 or Description: Spend a move action, aiming at a target. Until
higher, you can make an additional ranged attack this turn. the beginning of your next turn, add +2 to your ranged
attack roll and damage against that target and extend your
HIGH NO ON critical range against that target to 19-20.
Description: Once per round, if one of your ranged attacks
hits a target, and there is another target adjacent to the S P R AY A ND P R AY
first one that you can see, you can make a separate ranged Description: Sometimes a hammer will do when a screw-
attack against the second target. driver won’t. Roll 1d4 and subtract the result from your
attack roll, adding it to your damage roll.
P RI VAT E E S C OR T
Description: You gain a +5 bonus on Vehicles skill checks when TA C T IC A L S UP P OR T
traveling with at least one more passenger. Additionally, Description: You gain advantage on Initiative. Whenever
once per round, if you or one of your passengers is hit you roll Initiative, you can pick one of the rolls for yourself,
by a ranged attack, you can make a Vehicles check (DC and an ally that can hear you can replace their Initiative roll
10 or at the GM’s discretion). If you succeed, halve the with the other.
attack’s damage.

QUIC K DR AW
Description: Your ranged attacks have advantage against
targets against which you have a higher Initiative.

RUN A ND G UN
Description: There’s always room for acrobatics, especially
during a firefight. Once per round, you can attempt a
Tumbling check (DC 10 or at the GM’s discretion) to combine
a move action with a ranged attack. On a success, you can
take an extra move action after your ranged attack. On a
failure, you spend your move action as you normally would.

S H A RP S HO O T E R TA L E N T S

F IRE AT W IL L
Description: You lay down suppressive fire, forcing your
target to stay put - or else. Once per round, when you hit a
target with a ranged attack, you gain advantage on ranged
attack rolls against that target until the end of your next
turn. If the target attempts to take a move action on its
turn, you can immediately make a ranged attack against it,
with advantage, as well.

Entromancy: A Cyberpunk Fantasy RPG 31


Mateus Salles (Order #36391282)
REVOLUTIONARY
Player Name Character Name

Race Age Missions Completed

ABILITY SCORES COMBAT FEATS


Strength: +2 Initiative: +4
Agility: +4 HP: 26
Will: +0 Melee Attack: +4
Personality: +2 Melee Damage: 1d4+2
Ranged Attack: +6 SPELLS
SKILLS Ranged Damage: 1d8+4
Athletics: +4 Armor Class: 18
Awareness: +0 Spell Attack: +2
Discernment: +2 Spell DC: 10
Drama: +2
Grappling: +2 CERIDIUM
EQUIPMENT /
Hacking: +0 CYBERNETICS
Healing: +2
Knowledge: +0
DESTINY
Mancy: +0
Nature: +2
Negotiation: +4
FACTION POINTS
Stealth: +4 Aurichome:
Thievery: +4
NIGHTs:
Tumbling: +6
Vehicles: +6 Unaligned:

32Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
T E C HNOM A NC E R Technomancers are gifted to the extreme in hacking,
robotics, and manipulating any type of machinery. As a
Technomancer, your training allows you to get closer to the
Gloric put away the digitab and produced a tiny metal with feats and spells than any other class.
ceridium tablet, glowing blue in the near darkness.
Pinching it between his fingers, he spoke a series As a Technomancer, you have the following Class Features:
of binary numbers, waving his hand in front of the
doorway. The magic left his hands and sought out the Ceridium: A Technomancer begins each mission with
locking mechanism, disabling it with a click. 10 ceridium.
Class Skills: Discernment, Hacking, Knowledge,
I felt my eyebrows raise in the gloom. Technomancer, Mancy, Vehicles
indeed. Class Equipment: Ceridium Pistol, Dagger, Light Armor,
Mancy Kit

F E AT S

DE V IOU S P R O T O T Y P E 0.1
You begin building the framework for a companion weapon,
taking the form of a mobile turret, drone, or similar device.
At the start of each mission, you can decide how you’ve
modified your prototype by choosing between Assault,
Defender, Explorer or Medical (consult the “Devious
Prototype” section in “Chapter 10: Monsters”).

The Devious Prototype can move and attack independently


of its master, and can take basic actions on your behalf,
such as delivering spells with the touch requirement. It has
its own turn and actions, playing before or after you in the
Initiative order. It can also transmit your voice and relay
live and archived video footage to you.

Unless indicated otherwise in its statblock, the Devious


Prototype has an AC of 10, 10 hit points, and its own ability
bonuses. Unless empowered by other spells, it can make
a ranged attack once per round as a combat action. Its
speed is indicated in its statblock, based on the type of
prototype you choose.

DE V IOU S P R O T O T Y P E 0. 2
Requirement: Devious Prototype 0.1
Work on your Devious Prototype has continued, increasing
its AC to 12, hit points to 12, and it can attack twice when it
takes a combat action.

Entromancy: A Cyberpunk Fantasy RPG 33


Mateus Salles (Order #36391282)
DE V IOU S P R O T O T Y P E 0. 3 H A C K A ND S L A S H
Requirement: Devious Prototype 0.2 Action: Move action
Your Devious Prototype is not yet market-ready but is Duration: 1 encounter
quickly increasing in effectiveness. It now has an AC of 14, Ceridium: 2
14 hit points, and can attack twice when it takes a combat
Description: Once per round, when an attack hits you,
action. Additionally, its damage increases by an additional
you can respond by attempting a ranged attack with your
1d4 for each attack.
Devious Prototype.

JUR Y-RIG GING


Requirement: Devious Prototype 0.1 O V E RL O A D
You are an expert at repurposing spare parts to repair your Action: Combat action
Devious Prototype. At the end of an encounter, if one or Range: 30 feet
more artificial creatures were destroyed, excluding your Duration: 1 round, until the end of your next turn
Devious Prototype, you can use the remains to repair Ceridium: 2
your Devious Prototype. It regains 1d4 + 4 hit points.
Description: You send a jolt of energy at a target, attempt-
Additionally, you gain advantage on all Hacking and Vehicles
ing to fry their weapon. Choose a manufactured ranged
checks when attempting to repair a broken device.
weapon, such as a firearm or a drone’s integrated gun, that
you can see within range. Make a spell attack against the
P INB A L L W I Z A RD
target. If it hits, the target’s ranged weapon cannot be
Your constant tinkering with spells allows you to broaden
used to attack for the duration of the spell, and the target
their effectiveness once in a while. Once per round, you
takes 2d6 damage.
can add one target within range to any single-target
Technomancy spell you cast, doubling the ceridium cost for
that spell. S Y S T E M F A IL URE
Action: Combat action
T E C HNOM A NC E R A R C HE T Y P E Range: 30 feet
Duration: 1 round, until the end of your next turn
Choose the Technomancer archetype that matches your Ceridium: 1
training in hacking and computers. Your spells must
Description: You hack the systems of a machine or an
come from either the Combat Engineer or Net Specialist
artificial creature, shutting it down temporarily. Make a
spell lists.
Hacking check, contested by the target’s own Hacking
check. If you succeed, the target is unable to take actions,
C OMB AT E NGINE E R S P E L L S
and all attacks made against it have advantage.

F IRE DRIL L
Action: Combat action W HI T E H AT
Ceridium: 1 Action: Move action
Range: Self
Description: Make a ranged attack with your Devious
Duration: 1 encounter
Prototype and add your Mancy skill bonus to the roll. If it
Ceridium: 1
hits, double the normal damage of your Devious Prototype
for the attack. Description: Your technomancy skills allow you to augment
your networking for a brief period of time. Add +5 to
your Hacking skill. Additionally, you can hack a device or
artificial creature in half the time usually required.

34Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
NE T S P E C I A L IS T S P E L L S OP T IMI Z E VA RI A B L E S
Action: Move action
B L A C K H AT Range: Self or Touch
Action: Move action Duration: 1 encounter
Range: Self Ceridium: 3
Duration: 1 encounter
Description: You optimize the gear of an ally. The ceridium
Ceridium: 2
cost of their spells and cybernetics is reduced by 1, to a
Description: Your technomancy skills are superior to all minimum of 0, for the duration of the spell.
others, allowing you to augment your networking for a brief
period of time. Add +10 to your Hacking skill. Additionally,
T R A C K W I T HOU T T R A C E
you can hack a device or artificial creature in half the time
Action: Move action
usually required.
Range: Self
Ceridium: 1
HE L L O W ORL D
Description: Your comfort with finding information on
Action: Combat action
the network — with a little help from your technomancy
Range: 30 feet
skill — is such that only the most gifted can elude you. If
Ceridium: 1
a person, creature, or object is in an urban area and not
Duration: 1 round, until the beginning of your next turn
purposely isolated from the network, you can attempt to
Description: You quickly write an override program and give determine their current location. Make a Hacking check
it a nudge with the tiniest bit of power. Choose one artificial with advantage, contested by the target’s own Hacking
creature within range and make a Hacking check, contested check. If your Hacking check succeeds, you discern the
by the target’s Hacking check. If you succeed, you take target’s current exact location. If it fails by 5 or more, the
control of the target for the spell’s duration. The target target detects your attempt.
takes only the actions you choose, and doesn’t do anything
that you don’t allow it to do.

NE E D A RIDE
Action: Move action
Ceridium: 1

Description: If you are in a urban area, you can automat-


ically call a standard net-enabled vehicle, such as an
antigravity car or patrol boat, to your location, regardless
of its locking mechanisms and current occupancy. If you
are in a rural area, there is a 33 percent chance that the
spell functions. The vehicle travels to you at its base
speed, taking the most logical, efficient route while still
abiding by local transportation laws.

Entromancy: A Cyberpunk Fantasy RPG 35


Mateus Salles (Order #36391282)
TECHNOMANCER
Player Name Character Name

Race Age Missions Completed

ABILITY SCORES COMBAT FEATS


Strength: +0 Initiative: +2
Agility: +2 HP: 24
Will: +4 Melee Attack: +2
Personality: +2 Melee Damage: 1d4
Ranged Attack: +4 SPELLS
SKILLS Ranged Damage: 1d6+2
Athletics: +0 Armor Class: 16
Awareness: +4 Spell Attack: +6
Discernment: +4 Spell DC: 14
Drama: +2
Grappling: +0 CERIDIUM
EQUIPMENT /
Hacking: +6 CYBERNETICS
Healing: +4
Knowledge: +6
DESTINY
Mancy: +6
Nature: +2
Negotiation: +2
FACTION POINTS
Stealth: +2 Aurichome:
Thievery: +2
NIGHTs:
Tumbling: +2
Vehicles: +4 Unaligned:

36Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
T E RR A M A NC E R Terramancers have dedicated their lives towards
communing with nature, drawing their inspiration from
the flora and fauna around them. As a Terramancer, your
Alina slid from her position behind the bar, coming proficiency with healing magic is unmatched, as is your
out of a windup and hurling a tankard end-over-end ability to throw projectiles with deadly effect.
towards an advancing auric. The projectile hit him in
the cheek like a wrecking ball, leaving him sprawling As a Terramancer, you have the following Class Features:
over a table. The assassin nearest to him fired on the
Pitcher, but she spun like a dancer, feeding another Ceridium: A Terramancer begins each mission with
glass from her left hand into her right. She came out 10 ceridium.
of her turn and sent it towards him, but he lifted his Class Skills: Healing, Knowledge, Mancy, Nature,
gun in time to deflect it. Negotiation
Class Equipment: Ceridium Orb (Arcane Pitcher) or Ceridium
Pistol, Dagger, Light Armor, Mancy Kit

F E AT S

A R C A NE WA RD
Your understanding of magic allows you to better defend
yourself against it. You gain advantage on checks made
against spells and other magical effects.

HOL IS T IC HE A L E R
Your intuitive understanding of all life grants you advan-
tage on Healing checks, and you can add your Nature skill
bonus to your Healing checks in addition to any other
bonuses. Whenever you use a spell to restore hit points to a
creature, the creature regains an additional 1d6 hit points.

RE F L E C T I V E WA RD
Prerequisite: Arcane Ward
Once per round, when you are hit by a spell or ranged
attack, you can make a Mancy check, with a DC equal to
the result of the attack roll. If your check is successful,
the attack is reflected back at the attacker as though it
originated from you, turning the attacker into the target.
The spell or ranged attack retains its initial attack roll.

S T RE NG T H OF T HE E A R T H
You’ve entrenched yourself into the natural world, occa-
sionally being able to draw magic from the earth itself.
When you cast a spell, roll a d6. On a 5 or higher, you regain
the ceridium cost of the spell.

T E A M S P IRI T
You know from experience that while one wolf is scary, an
entire wolf pack is terrifying. Once per round, when an ally
within your range hits a target that you can see, you can
make a ranged attack against the same target.

Entromancy: A Cyberpunk Fantasy RPG 37


Mateus Salles (Order #36391282)
T E RR A M A NC E R A R C HE T Y P E RE L IE F P I T C HE R
Action: Move action
Choose the Terramancer archetype that matches your Range: Self
training with your ceridium orb or with nature magic. Your Duration: 1 encounter
spells must come from either the Arcane Pitcher or Nature’s Ceridium: 2
Harbinger spell lists.
Description: When you make an attack with your ceridium
orb or a grenade, its range is doubled, and you can decide
A R C A NE P I T C HE R S P E L L S
to make a spell attack instead of a ranged attack. Your
ceridium orb deals an extra +4 damage when it hits.
4-SEAM FAS TBALL
Action: Combat action
Range: Ceridium orb’s range (standard: 30ft) S L IDE R
Ceridium: 2 Action: Combat action
Range: Ceridium orb’s range (standard: 30ft)
Description: Make a spell attack against a target, using
Ceridium: 2
your ceridium orb as a magic-empowered projectile. If it
hits, you can make it ricochet to another target which must Description: You create energy-based simulacra of your
be within the ceridium orb’s range of the previous target. ceridium orb that continue to duplicate as they pass
The orb can hit as many as two other targets, including the through cover and enemies. Your next ceridium orb attack
original target, and you must make a separate spell attack automatically hits every creature in a line equal to your
for each target. Each time the orb hits a target it deals weapon’s range and deals an extra 2d6 damage.
2d6 extra damage, up to a cumulative 4d6. If you miss an
attack, the spell ends.
N AT URE ’ S H A RB INGE R S P E L L S

7 T H INNING S T RE T C H AWA K E N T HE B E A S T
Action: Combat action Action: Move action
Range: Self Range: Self or 30 feet
Ceridium: 2 Duration: 1 round, until the end of your next turn
Ceridium: 1
Description: You’re able to find respite in the midst of the
storm. Heal a total of 3d6 hit points between yourself and Description: You awaken the inner beast of a creature.
any organic creature within 5 feet of you. Choose an organic creature within range. The creature can
take an extra combat action on its turn.

K NUC K L E B A L L
Action: Combat action HE A L , P L E A S E
Range: Ceridium orb’s range (standard: 30ft) Action: Combat action
Ceridium: 1 Range: Self or 60 feet
Ceridium: 1
Description: Make a spell attack against a target, using
your ceridium orb as a magic-empowered projectile. If Description: You draw upon the forces of nature to bring
it hits, you deal an extra 2d6 damage. If the target is a healing energy to those around you. One organic creature
creature, it must succeed on a Strength check against your within range that you can see regains 4d8 hit points.
spell DC or it can’t take actions until the end of its next
turn.

38Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
N AT URE ’ S W R AT H
Action: Move action
Range: Self or 30 feet
Duration: 1 encounter
Ceridium: 2

Description: The natural world knows its allies and protects


its own. Once per round, when an attack hits you or an ally
within range that you can see, spectral beasts manifest
to retaliate, inflicting 2d8 damage to the attacker. The
beasts take forms of your choosing.

S UMMON B E A S T
Action: Combat action
Range: 30 feet
Duration: 1 encounter
Ceridium: 1

Description: You roar into the ether and an animal compan-


ion responds to your call. Choose an animal from the follow-
ing list to be summoned in a free 5-foot space within the
spell’s range: bear, bobcat, crocodile, eagle, fox, python,
stag, wolf (consult the “Animal Companions” section in
“Chapter 10: Monsters”). Until the end of the spell, you gain
a bonus based on the “Nature’s Chosen” feature of your
animal companion. You establish a telepathic link with your
animal companion. Through it, the animal can understand
your telepathic messages to it, and it can telepathically
communicate simple emotions and concepts back to you.
You cannot have more than one animal companion at any
time. If your animal companion is reduced to 0 hit points or
the spell ends, it disappears back into the ether.

T E L L URIC C ONDUI T
Action: Combat action
Range: 10-foot circle
Ceridium: 2

Description: You channel the telluric powers coursing


through the earth. You and all friendly organic creatures
within 10 feet of you regain 2d6 + 4 hit points.

Entromancy: A Cyberpunk Fantasy RPG 39


Mateus Salles (Order #36391282)
TERRAMANCER
Player Name Character Name

Race Age Missions Completed

ABILITY SCORES COMBAT FEATS


Strength: +0 Initiative: +2
Agility: +2 HP: 24
Will: +2 Melee Attack: +2
Personality: +4 Melee Damage: 1d4
Ranged Attack: +4 SPELLS
SKILLS Ranged Damage: 1d6+2
Athletics: +0 Armor Class: 16
Awareness: +2 Spell Attack: +6
Discernment: +4 Spell DC: 14
Drama: +4
Grappling: +0 CERIDIUM
EQUIPMENT /
Hacking: +2 CYBERNETICS
Healing: +4
Knowledge: +4
DESTINY
Mancy: +4
Nature: +6
Negotiation: +6
FACTION POINTS
Stealth: +2 Aurichome:
Thievery: +2
NIGHTs:
Tumbling: +2
Vehicles: +2 Unaligned:

40Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
VA NG U A RD Vanguards thrive in the shadows, specializing in the arts
of stealth and subterfuge. As a Vanguard, your skills in
remaining unseen and getting the drop on your opponents
Tribe detached himself from the wall nearest to the are unparalleled.
caster, putting his hand on the gnome’s mouth and
cutting off the spell. The Vanguard withdrew a knife As a Vanguard, you have the following Class Features:
from some hidden place on his body, thrusting it in
between the pyromancer’s neck and shoulder. The Ceridium: A Vanguard begins each mission with 2 ceridium.
mancer convulsed as Tribe pulled away, melting back Class Skills: Drama, Hacking, Stealth, Thievery, Tumbling
into the shadows. Class Equipment: Dual Daggers, Ceridium Pistol, Light
Armor, Espionage Kit

F E AT S

C OMP R OMIS ING S T RIK E


Your ability to utilize distractions allows you to deal more
damage in melee combat. Add 1d8 damage to any melee
attack performed against a target that is already engaged
in melee combat with another character, or to any melee
attack for which you have advantage, including attacks
made from Stealth.

S C OUNDRE L’ S L UC K
At the start of a mission, roll three d20s and record each
result. Throughout the mission, you can replace any check
made by you or a creature that you can see with one of
these rolls. You must declare your intention to do so before
the roll occurs, and you can replace a roll in this way only
once per round. Each roll can only be used once.

S H A D O W DE A L E R
Your connections open doors that appear locked to others.
Treat your faction standing with each faction as one level
higher than your faction points would indicate, even if
doing so grants you Allied faction standing with more than
one faction.

S P RIN T AT TA C K
When opportunity strikes, you’re quick to comply. Once per
round, you can take a double move action and still take a
combat action.

Entromancy: A Cyberpunk Fantasy RPG 41


Mateus Salles (Order #36391282)
UNE NDING F L O W S TA RE D O W N
Requirement: Compromising Strike Requirement: Compromising Strike
Wounds you inflict bleed profusely. When you deal Description: If you reduce a creature to 0 hit points with
Compromising Strike damage to an organic creature, it a Compromising Strike, all hostile organic creatures that
starts taking 1d6 damage at the beginning of each of can see you must make a Will check with a DC equal to your
its turns. At the end of each of its turns, it can spend a attack roll. Each creature that fails the check cannot come
move action to attempt to staunch the flow by making a closer to you or target you with a spell or ranged attack
successful Healing check (DC 10). Multiple instances of until the beginning of your next turn.
Unending Flow are not cumulative.
S H A D O W S TA L K E R TA L E N T S
VA NG U A RD A R C HE T Y P E
HIGH WAY R OB B E R Y
Choose the Vanguard archetype that matches your training Description: Once per round, when you hit with a melee
in melee weapons. Your talents must come from either the attack, you can make a Stealth check, contested against
Assassin or Shadowstalker talent lists. the target’s Awareness check. If you succeed, you have
advantage on attack rolls against that target until the end
A S S A S S IN TA L E N T S of your next turn.

A S S A S S IN’ S QU A RR Y HI T A ND RUN
Description: You’ve trained yourself to block out all distrac- Description: Once per round, when you reduce a creature
tions as you close in on your prey. Once per encounter, to 0 hit points, you can take an extra move action. If you
choose one creature that you can see within 60 feet of finish this move action within 5 feet of a hostile creature,
you. The first time each turn that you hit that target with you can make a melee attack.
a melee attack, it takes an extra 1d6 damage from the
attack. If you reduce your quarry to 0 hit points, you can S A ND IN T HE E Y E S
immediately take an extra move and combat action, even if Description: If you have advantage on a melee attack,
you’ve already taken a move and combat action this turn. you can forgo the advantage and make a regular attack
roll to attempt to stun an organic creature. If you hit, you
BL O OD IN T HE WAT E R deal damage as you normally would, and the target must
Requirement: Compromising Strike succeed on a Will check with a DC equal to your attack roll.
On a failure, the target cannot take combat actions until
Description: You’re able to sense weakness and exploit it the beginning of your next turn.
to your advantage. If you hit with a melee attack against a
creature that has fewer than its maximum hit points, add S MOK E A ND MIRR OR S
your Compromising Strike damage. Description: When you make a Stealth check in obscured
terrain, such as smoke, mist, rain, or snow, you gain a +5
F A C E IN T HE C RO W D circumstantial bonus to the check.
Description: You’ve learned that the best way to remain
unseen is by blending in. You gain a +6 bonus on all Drama VA NIS H
checks when attempting to appear inconspicuous, imper- Description: Once per encounter, if an attack would reduce
sonate someone, or utilize a disguise. you to 0 hit points, make a Stealth check. If the result is
greater than or equal to the attack roll that hit you, you can
K IL L OR B E K IL L E D negate all of the incoming damage and immediately take a
Description: You leave nothing to chance. If you’re able to move action.
observe a creature for 1 round before engaging in combat,
your first melee attack against that creature automatically
hits for critical damage.

42Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
VANGUARD
Player Name Character Name

Race Age Missions Completed

ABILITY SCORES COMBAT FEATS


Strength: +0 Initiative: +4
Agility: +4 HP: 24
Will: +2 Melee Attack: +6
Personality: +2 Melee Damage: 2d6+4
Ranged Attack: +2 SPELLS
SKILLS Ranged Damage: 1d4
Athletics: +0 Armor Class: 18
Awareness: +2 Spell Attack: +4
Discernment: +2 Spell DC: 12
Drama: +4
Grappling: +0 CERIDIUM
EQUIPMENT /
Hacking: +4 CYBERNETICS
Healing: +2
Knowledge: +2
DESTINY
Mancy: +2
Nature: +2
Negotiation: +2
FACTION POINTS
Stealth: +6 Aurichome:
Thievery: +6
NIGHTs:
Tumbling: +6
Vehicles: +4 Unaligned:

Entromancy: A Cyberpunk Fantasy RPG 43


Mateus Salles (Order #36391282)
C OMP L E T ING A MIS S ION A D VA NC E D C H A R A C T E R C RE AT ION

After successfully completing a mission, you can choose If you prefer to create your character from scratch, or
to either keep your character’s feats and talents or spells, are familiar with using ABILITY SCORES instead of ability
or to attempt your next mission with a new character and a bonuses, you can use the following rules for advanced
different race, feat, and/or talents or spells. character creation.

If you decide to keep your character’s feats and talents or 1. Assign ability bonuses using either the SPREAD or
spells, you can select one additional feat or an additional D6 METHOD. With the spread, you can assign your character
talent or spell for the next mission. After completing a ability bonuses in Strength, Agility, Will, and Personality
progressive number of missions and/or achieving new from the following: +4, +2, +2, +0.
levels of faction status with one of the game’s factions,
your character will be able to utilize different types of With the d6 method, roll 4d6, discard the lowest result, and
MISSION EQUIPMENT, such as gear and cybernetics (see add the remaining values together. Repeat this process 3
“Table 2: Mission Progression”). Additionally, if you have more times and consult “Table 3: Advanced Ability Scores”
completed 5 or more missions with the same character, to determine your ability bonuses or penalties.
you can begin training in a destiny, provided that your
character meets the requirement(s) for that destiny. See
“Chapter 4: Destinies” for more information on desti-
nies and “Chapter 6: Equipment” for more information
on equipment.

Table 2: Mission Progression


Mission Completed Character Unlock
Mission 0 Pick one feat and two talents or spells.
Campaign Start Access to 1 Standard Gear (interchangeable between missions).
Mission 1 Pick an extra feat, talent, or spell from your class.

Mission 2 Pick an extra feat, talent, or spell from your class. Access to 1 Standard Cybernetic.

Mission 3 Pick an extra feat, talent, or spell from your class.


Pick an extra feat, talent, or spell from your class.
Mission 4
Access to 1 Advanced Gear (interchangeable between missions).
Pick an extra feat, talent, or spell from your class, or a destiny and a talent
Mission 5
or spell from it.

Mission 6 Pick an extra feat, talent, or spell from your class or destiny. Access to 1 Advanced Cybernetic.

Mission 7 Pick an extra feat, talent, or spell from your class or destiny.

Mission 8 Pick an extra feat, talent, or spell from your class or destiny.

Mission 9 Pick an extra feat, talent, or spell from your class or destiny.

Mission 10+ Pick an extra feat, talent, or spell from your class or destiny.
Friendly Faction Access to 1 Standard Faction Gear (interchangeable between missions).
Standing Access to 1 additional Standard Cybernetic. Access to Friendly Faction Perk.
Access to 1 Advanced Faction Gear (interchangeable between missions).
Allied Faction Standing
Access to 1 additional Advanced Cybernetic. Access to Allied Faction Perk.

44Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
Table 3: Advanced Ability Scores Example: Striker has rolled a total of 18 for
one of his ability scores using the d6 method,
Ability Score Ability Bonus/Penalty
and decides to assign it to his Strength, for an
ability bonus of +4. He wants to be exceptional
3 -4
at Grappling, and decides to make it a class
skill, adding +2 to its base value of +4, which
4-5 -3
corresponds to his Strength ability bonus. Striker
now has a Grappling skill value of +6.
6-7 -2

8-9 -1
3. Assign remaining stats. Utilize your ability bonuses to
determine the following stats for your character:
10-11 0

INITIATIVE – Your Initiative is equal to your Agility ability


12-13 +1
bonus or penalty.
14-15 +2
HIT POINTS – Your hit points are equal to 24 plus your
Strength ability bonus or penalty. If you are a NIGHT Agent,
16-17 +3
your hit points are equal to 26 plus your Strength ability
bonus or penalty.
18 +4

MELEE ATTACK/DAMAGE – Your melee attack value is equal


After determining your four ability bonuses or penalties, to 2 plus your Strength ability bonus or penalty. If your
assign them to your character’s Strength, Agility, Will, and character is a Vanguard, your melee attack value is instead
Personality as you see fit. equal to 2 plus your Agility ability bonus or penalty. Your
melee damage is dependent upon your chosen class, based
2. Assign skills based on your ability bonuses or penal- on “Table 4: Melee Damage.”
ties. Each skill corresponds to one of your four ability
bonuses in Strength, Agility, Will, or Personality (see Table 4: Melee Damage
“Chapter 3: Skills”). If your character has no training in a
particular skill, that skill’s value is equal to your character’s Class Melee Damage
corresponding ability bonus or penalty.
NIGHT Agent 1d12 + Strength Ability Bonus
You can choose up to five skills for which your character is
considered to have some amount of expertise; these are Revolutionary 1d4 + Strength Ability Bonus
your character’s class skills. Add +2 to the value of each of
your character’s class skills in addition to your character’s Technomancer 1d4 + Strength Ability Bonus
corresponding ability bonus or penalty, with the exception
of Awareness, which cannot be a class skill. Terramancer 1d4 + Strength Ability Bonus

Vanguard 2d6 + Agility Ability Bonus

Entromancy: A Cyberpunk Fantasy RPG 45


Mateus Salles (Order #36391282)
RANGED ATTACK/DAMAGE – Your ranged attack value is Example: Damara wants to play a NIGHT Agent,
equal to 2 plus your Agility ability bonus or penalty. If your and decides to use the spread to assign ability
character is a Vanguard, your ranged attack value is instead bonuses of +2, +0, +2, and +4 to Strength,
equal to 2 plus your Strength ability bonus or penalty. Your Agility, Will, and Personality, respectively. She
ranged damage is dependent upon your chosen class, based chooses Athletics, Discernment, Knowledge,
on “Table 5: Ranged Damage.” Mancy, and Negotiation as her trained skills,
adding +2 to the values each skill already
Table 5: Ranged Damage receives from her ability bonuses for a total of
+4, +6, +4, +4, and +6. She then assigns her
Class Ranged Damage remaining stats, receiving +0 for Initiative, 28
hit points, +4/1d12+2 for melee attack/damage,
NIGHT Agent 1d6 + Agility Ability Bonus +2/1d6 for ranged attack/damage, an AC of 14,
and a spell attack/DC of +4/12.
Revolutionary 1d8 + Agility Ability Bonus

Technomancer 1d6 + Agility Ability Bonus Once you have assigned ability bonuses, skills, and stats,
continue creating your character by selecting your race,
Terramancer 1d6 + Agility Ability Bonus class feat, and talents or spells. Your character’s class
equipment and starting ceridium are the same as those of
Vanguard 1d4 + Strength Ability Bonus your base class.

ARMOR CLASS – Your armor class is equal to 14 plus your


Agility ability bonus or penalty.

SPELL ATTACK/DC – Your spell attack and DC are


based upon your class’ primary ability bonus (see
“Chapter 5: Combat & Magic”). The primary ability bonus
for NIGHT Agents, Technomancers, Revolutionaries, and
Vanguards is Will, while the primary ability bonus for
Terramancers is Personality. Your character’s spell attack
is equal to 2 plus your primary ability bonus or penalty,
and your character’s spell DC is equal to 10 plus your primary
ability bonus or penalty.

46Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
ch a p t er

3
skills
The gnome stopped and looked at me keenly. “Try to look like you belong?”

I looked around at the rest of the party, who nodded knowingly. “What’s all this?” I protested.

“You look like a secret agent,” Tribe said as Gloric turned and resumed walking.

I glanced down at my outfit, tight-fitting black trousers and shirt under my large overcoat,
then at Alina, who snickered not unkindly. I resolved to keep my mouth shut for the encounter.

Entromancy: A Cyberpunk Fantasy RPG 47


Mateus Salles (Order #36391282)
U S ING S K IL L S When utilizing a skill, you’ll perform a skill check, attempt-
ing to achieve a target DC determined by the GM. Roll a d20
Each skill corresponds to the four core abilities according to and add the value of your skill bonus (or ability bonus if your
“Table 6: Skills.” character isn’t proficient in that skill) to see if you succeed.

Table 6: Skills
Example: Eskander is trying to sneak past a
Skill Ability pair of guards who are patrolling in front of an
Oxidium dispensary. As a NIGHT Agent, he has a
Athletics Strength +4 bonus to his Stealth skill. The GM informs him
that he needs to hit a DC of 20 with his Stealth
Awareness Will check to ensure that the guards do not become
aware of his presence. He rolls an 18, adding it
Discernment Personality to his skill bonus for a total of 22, and sneaks
unseen past the guards.
Drama Personality

Grappling Strength
AWA RE NE S S
Hacking Will
Awareness signifies your perceptiveness when it comes
Healing Will to making skill checks that rely on your senses. If you’re
trying to spot a camouflaged animal in a group of bushes,
Knowledge Will or listen for a potential ambush by hidden assassins, you’ll
have to roll an Awareness check against a creature’s Stealth.
Mancy Will
SEARCH – You can use a move action to attempt to locate
Nature Personality a creature hiding within your line of sight by making an
Awareness check contested by the target’s Stealth check.
Negotiation Personality If you succeed, you spot the target.

Stealth Agility
AT HL E T IC S
Thievery Agility
Certain physical endeavors, like sprinting, climbing, and
Tumbling Agility jumping, rely on Athletics. Your ability to perform feats
such as long-distance running and swimming rely upon
Vehicles Agility this skill.

The skills for which your character is proficient are deter- DIS C E RNME N T
mined by their class. If your character isn’t proficient with
a skill, that doesn’t mean that they can’t use it – it just Some people are born with an innate judge of character;
indicates that they’re not as well-trained in it as are others have to train to gain this insight. Discernment
other classes. allows you to read along the lines and discover the subtext
in between. When attempting to see through a creature’s
disguise or prevarication, roll a Discernment check.

48Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
DR A M A In general, a Hacking check takes 1 minute (10 rounds) or
longer, at the GM’s discretion. To attempt to hack a device
Your ability to perform, disguise yourself, and entertain is or artificial creature, make a Hacking check contested by
represented by Drama. This skill allows you to make even the target’s own Hacking check. If you succeed, you are in
the most innocuous social situations a potential stage for control of the device for the remainder of the encounter.
you to play a role to your advantage. When attempting Conversely, if the device wins the Hacking check by 5 or
to utilize a disguise, you’ll need to roll a Drama check, more, its lockdown protocol kicks in, alerting its owner,
contested by a target’s Discernment. and any Hacking attempt made against it automatically
fails until the device resets at the end of the encounter.
If the device wins the Hacking check by 4 or less, nothing
GR A P P L ING happens. You can simultaneously control a maximum
number of hacked devices or artificial creatures equal
Wrestling, “soft” martial arts, and brawling are all to your Will ability bonus. If you exceed that limit at any
considered to be different types of Grappling. When you time, you must immediately release one of the devices or
attempt to grapple a target, use your combat action to roll creatures under your control.
a Grappling check, contested by the target’s own Grappling
check. If you succeed, the target cannot move until they CONTROLLING HACKED DEVICES AND CREATURES – As a
use a combat action to roll another Grappling check. When combat action on each of your turns, you can command any
they do, you may make another contested Grappling check device or creature that you’ve hacked if it is within range,
to attempt to keep them within your grip. If you succeed, based on the device’s accessibility. If you control multiple
they remained grappled; otherwise, they elude your grasp. devices, you can command any or all of them at the same
time, issuing the same command to each one. You can
issue a general command, such as to patrol a particular
H A C K ING hallway or attack a specific target. Once given an order,
the device or creature continues to comply until its task
In the digital age of Entromancy, your proficiency with is complete or you no longer control it, in which case it
imposing your will on the network is represented by your reverts to its previous activity.
Hacking skill.
COUNTER-HACKING – If another creature attempts to
Some hacking-related actions, like obtaining encrypted take control of a device or artificial creature that you
information from the network, require a simple Hacking have hacked, make a contested Hacking check. Whoever
check, using your digitab, to complete, with a DC wins the Hacking check is now in control of the device or
determined by the GM. Other actions, such as attempting artificial creature. If you both have the same result on
to take control of a turret or break into a bank vault, are your Hacking check, whoever has the higher Will modifier
more complex. wins. If you both have the same Will modifier, attempt your
contested Hacking check again.
When you want to hack a device, such as an object or
artificial creature, you must first determine its accessi-
bility and be in possession of a digitab. The three levels of
accessibility are:

OPEN – You can attempt to hack the device from anywhere


in the world, as long as it is net-enabled.

LIMITED – You must be within 30 feet of the device to


attempt to hack it.

CLOSED – You must physically plug your digitab into the


device to attempt to hack it.

Entromancy: A Cyberpunk Fantasy RPG 49


Mateus Salles (Order #36391282)
HACKING IN COMBAT – If you attempt a Hacking check HE A L ING
during combat, you must first make a successful
contested Hacking check, and then dedicate a combat Your ability to bandage wounds, attend to injuries, and
action each round to successfully continue the attempt. understand medicine is dependent on your Healing skill.
You can still take a move action on your turn, but if you try Reviving your companions from incapacitation also relies
to do anything other than continue your Hacking attempt upon your Healing skill.
for your combat action, you must make another successful
contested Hacking check, otherwise the attempt fails. The REANIMATE – You can use a combat action to administer
hack also fails if the target is ever outside your hacking’s first aid to an incapacitated organic creature that you
range, based on the device’s accessibility. At the end of can reach and attempt to reanimate it, which requires
the required number of rounds, if all of your Hacking checks a successful Healing check (DC 10). If you succeed, the
have been successful and you are still within range of the creature regains 1 hit point and is no longer incapacitated.
device’s accessibility, you are in control of the device until
the end of the encounter. At the GM’s discretion, more
sophisticated devices or complex combat scenarios could K NO W L E D GE
take longer to hack.
Text is meaningless without context. Your understanding of
The GM is able to use or modify the Hacking DC based on lore, history, and philosophy all derive from your Knowledge,
“Table 7: Hacking.” An artificial creature, such as a drone, or “book smarts.”
uses the Hacking skill provided in its statblock for its
Hacking checks.
M A NC Y
Table 7: Hacking
Security Hacking Suggested With the discovery of ceridium, and more importantly, its
Device Example potential to power millennia-old forms of arcane magic,
Grade Modifier Accessibility
dozens if not hundreds of quasi-formal mancy schools
have rapidly developed into the arts they are today.
Soda machine, Shadowmancy, pyromancy, terramancy, technomancy,
None +0 Open photomancy, and of course, entromancy, represent merely
toaster, television
a sample of the types of magical schools that have become
household names in most major city centers. Your Mancy
skill represents your training in the arcane arts, as well
as your ability to understand the usage of ceridium in its
Digilock, car,
myriad forms and contexts.
Civilian +5 Open phone, digitab,
computer terminal
N AT URE

Despite population explosion, receding habitats, and the


Secured digilock, technological saturation of most nations, the natural world
Military +10 Limited
cerujet, ATM still exists, albeit far away from most city centers. Your
Nature skill allows you to understand nature in its purest
forms, whether that means attempting to interact with
animals, tracking targets through the wilderness,
Bank vault, govern- or otherwise.
Ace +15 Closed ment database,
supercomputer

50Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
NE G O T I AT ION T UMB L ING

Silvered words and brute force both rely on Negotiation for From front flips to combat rolls, Tumbling allows you to
success. Whether you’re attempting to persuade a vendor perform feats of acrobatics and parkour. Use your Tumbling
or intimidate a bouncer, you’ll attempt a Negotiation check, skill whenever you attempt to contort your body in a way
which will be contested by the target’s Discernment. that only a gymnast - or ninja - could hope to replicate.

S T E A LT H V E HIC L E S

Some say that the art of staying hidden is merely a matter Most vehicles interface with their owners’ digitabs to
of patience and timing. Your training in the shadows and operate. Your Vehicles skill allows you to make an automo-
ability to hide and move silently is represented by Stealth, bile, train, boat, cerujet, or similar do what you want it to,
which is contested by a creature’s Awareness. within reason.

HIDE – You can use a move action to hide, making a Stealth


check contested by an Awareness check of the creature(s)
from which you are attempting to hide. If you attempt to
hide in combat, you must first be in cover or completely out
of sight. If your check succeeds, you are hidden and cannot
be targeted by attacks or spells. If you make an attack, or
are outside of cover within the line of sight of an enemy at
the end of your turn, you are automatically spotted. Your
attacks from Stealth are made with advantage.

T HIE V E R Y

In an age of digitabs, drone-based security, and cyberware,


it would seem as though an aptitude for good old-fashioned
burglary would be obsolete. It just so happens that the
doors and windows of old, overcrowded metropoles tend to
still favor tried, true, and less costly methods of security.
Your Thievery skill allows you to pick locks, pick pockets,
and pick your way through potentially threatening, non-dig-
ital traps with ease.

Entromancy: A Cyberpunk Fantasy RPG 51


Mateus Salles (Order #36391282)
ch a p t er

destinies
4
After completing 5 or more missions with one character, you can expand their repertoire by
unlocking a destiny, which symbolizes a deeper level of specialization in your chosen craft.

A single character can only have one destiny, provided they meet the prerequisites of that
destiny, and can choose to gain the benefits of that destiny after each successive mission
(see “Table 2: Mission Progression” in “Chapter 2: Characters” for a full list of character
unlocks per mission).

52Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
A URIK A R E L I T E Requirement: Friendly or higher faction standing
with Aurichome

A tall half-auric to my right hooked a beer bottle Guns and spells have their places, but you prefer to get
towards my head, and I moved with the motion, your hands dirty. You’ve mastered the art of hand-to-
punching him in the jaw with my fist as I caught the hand combat through training with King Thog’run’s special
inside of his wrist with my free hand. I continued forces, and have sworn fealty to the crown as one of
my punch over his bicep, folding his arm behind his Aurichome’s elite defenders.
shoulder and grabbing my own wrist in a two-way
lock. Turning my hips, I sent him crashing into a After each mission, you can add 1 talent from the Aurikar
nearby table, using my spin to connect my boot with Elite talent list to your repertoire.
the chest of another advancing human.
A URIK A R E L I T E TA L E N T S

DE F T S T RIK E S
Description: Replace your melee attacks with unarmed
strikes, keeping your attack modifier, but adding 1d6 to
your melee damage when you hit.

MAES TRO
Description: Choose one of your known spells. Once per
encounter, you can cast this spell at no cost, even if you
are out of ceridium.

P R ODIG Y
Description: Add +4 to one skill of your choosing. In
addition, once per encounter, you can gain advantage on a
check involving that skill.

S P E E D RUNNE R
Description: Your speed increases by 20 feet. You can move
up sheer walls or other vertical surfaces as long as you end
your movement on an horizontal surface.

T UMB L E DR Y
Description: Any time you’re required to roll an Agility
check, you can roll a Tumbling skill check instead. If the
check allows you to take half damage, you instead take
no damage on a successful check, or half damage on a
failed check.

Entromancy: A Cyberpunk Fantasy RPG 53


Mateus Salles (Order #36391282)
E N T R OM A NC E R Requirement: Friendly or higher faction standing
with Unaligned

The auric put two fingers out to his side, slicing them You’ve spent time, energy, and no small amount of personal
through the air in an oval shape. With his other sacrifice chipping away at the mysteries of the universe.
hand, he threw a handful of what looked like seeds Ever so slowly, entropy begins to respond to your will.
on the ground in front of him, letting out a sharp,
barking whistle through his tusked mouth. The practice of entromancy is not as exact a science as
other forms of magic, and the consequences of most spells
The result was catastrophic. A gash opened in the are commensurate with their power.
air where the seeds had fallen, a tear in the fabric of
the universe. From within, a roar could be heard, and Each entromancy spell has an ENTROPY cost. Whenever you
the building rumbled in response. The crack widened, cast an entromancy spell, keep track of its entropy cost
and an orange fire began to spill forth. on your character sheet. The cumulative cost of entropy is
your ENTROPY POOL. At the start of each of your turns until
the end of the encounter, roll a d20 and add your entropy
pool to the roll’s result. If the total reaches 25, roll on
“Table 8: Entropic Backlash” and reset your entropy pool to
0. If you reach the end of the encounter and your entropy
pool is below 25, reset it to 0.

After rolling on the Entropic Backlash table and seeing


the result, you can decide to MITIGATE it by immediately
taking 1d6 points of damage and rolling again. You can then
choose which of your roll results to use.

After each mission, you can add 1 spell from the


Entromancer spell list to your repertoire.

54Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
Table 8: Entropic Backlash

d20 Result Effect

1 You instantly fall to 0 hit points. You cannot mitigate this result.

A tear in reality appears at random within 6d10 feet of you. All creatures and items are pulled 30 feet
2
toward it. A creature that reaches the tear suffers 3d10 points of damage.

3 A hostile greater entropic beast appears within 2d10 feet of you, disappearing after 1 minute.

You take 1d8 damage as a tremor shakes the ground. All creatures with 30 feet of you must succeed on
4
an Agility check (DC 12) or take 4d6 damage.

You take 1d8 damage as bolts of lightning appear. All creatures within 30 feet of you must succeed on
5
an Agility check (DC 14) or take 2d12 damage.

You take 1d8 damage as your eyes begin to bleed. You cannot take actions until the end of your
6
next turn.

7 Each of your allies takes 1d6 points of damage and you regain an equivalent amount of hit points.

8 A hostile entropic beast appears within 2d10 feet of you, disappearing after 1 minute.

You take 1d8 damage as a flock of ravens swarms the area. Ranged and spell attacks within 60 feet of
9
you automatically fail until the end of your next turn.

You take 1d8 damage as gravity ceases to exist until the end of your next turn. All creatures can move
10
horizontally or vertically, while objects float aimlessly.

You take 1d8 damage as time slows. Until the end of your next turn, a creature can use either a combat
11
action or a move action on its turn, not both.

Lose 1d4 ceridium. For each ceridium lost, a hostile lesser entropic beast appears within 2d10 feet of
12
you, disappearing after 1 minute.

You take 2d6 points of damage, and one of the creatures closest to your location at random regains an
13
equivalent amount of hit points.

14 You take 2d6 damage. You cannot mitigate this result.

15 – 19 You cannot cast Entromancy spells until the end of the encounter.

20 Nothing happens. Reset your entropy pool to 0.

Entromancy: A Cyberpunk Fantasy RPG 55


Mateus Salles (Order #36391282)
E N T R OM A NC E R S P E L L S E N T R OM A NC E R ’ S B URDE N
Action: Move action
B L O OD A RR O W S T ORM Range: Self
Action: Combat action Duration: 1 encounter
Range: 30 feet Entropy: 1d4
Entropy: 1
Description: You call out in the voice of a raven, stomping
Description: Cast droplets of blood at your target, on a raw egg. Hexagonal quicksilver covers your body,
stamping and growling in unison. Crimson bolts emerge shielding you with chaos. When you are targeted by a
to damage your target. Make a spell attack, dealing 2d12 ranged attack or a spell that requires an attack roll,
damage if it hits. the attack or spell has no effect on you. When your
Entromancer’s Burden stops a spell or an attack this way,
make a Mancy check, where the DC is equal to the ranged
BL O OD W E L L
or spell attack attempt. If your Mancy check fails, your
Action: Combat action
Entromancer’s Burden evaporates.
Range: 30 feet
Duration: 1 encounter
Entropy: 1d6 S UNDE R T HE V OID
Action: Combat action
Description: An organic target that you can see within
Range: 30-foot line
range begins pouring blood as wounds appear on its body. At
Duration: 1 round, until the beginning of your next turn
the beginning of each of its turns, it takes 1d6 damage, and
Entropy: 1d6
every organic creature within 10 feet of it is healed by an
equal amount of hit points. At the end of each of its turns, Description: You put two fingers out to the side, slicing
the target can make a Will check against your spell DC to them in an oval. With your other hand, you throw seeds to
attempt to end the effect. the earth, letting a sharp whistle escape your lips. A tear
in the universe appears in a 10-foot wide, 30-foot long line
before you, dealing 4d6 damage to anyone within its path
B U T T E RF LY E F F E C T
until the beginning of your next turn.
Action: Combat action
Range: Self
Duration: 1 encounter
Entropy: 1d4

Description: You manipulate the tides of fate with unfore-


seen consequences. Once per round, when a creature that
you can see - including yourself - makes a check of any
kind, before the outcome of the check is determined, you
may roll a d20, and choose whether the creature uses its
roll or yours. If you do so, a creature of the GM’s choosing
can do the same, once before the beginning of your
next turn.

56Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
INF ILT R AT OR TA C T IC A L GE NIU S
Description: As a move action, you can choose a willing
ally within 60 feet of you that can hear you. Your ally can
Several NIGHT cruisers and police cars raced past us immediately take a move action.
in the opposite direction. I turned in my seat to give
Gloric a look. UNF A IR A D VA N TA GE
Description: If you’re able to study the layout of a location,
“That you?” I asked. either physically or through the network, for 1 hour, each
creature of your choice that remains within 30 feet of you
The gnome nodded happily. “They seem to think (including yourself) gains a +5 bonus to Stealth checks and
there’s been an incursion on our side of the Bay.” can’t be tracked through the network within the confines of
that location for the following 24 hours.
I snickered, glad he was on our side.

Requirement: None

When a job requires subtlety, they call for an assassin.


When it requires a ghost, they call you.

After each mission, you can add 1 talent from the Infiltrator
talent list to your repertoire.

INF ILT R AT OR TA L E N T S

GHO S T IN T HE M A C HINE
Description: You cannot be tracked through the network,
except by other Infiltrators who have the Hide and Seek
talent. Additionally, you can take 1 minute to create
an alternative digital identity on the network that can
withstand scrutiny for the length of 1 encounter, assigning
it features such as history, professions, known locations,
faction standing, and so on.

H AT T RIC K
Description: All of your Hacking checks can be made with
advantage, and you can hack a device or artificial creature
in half the time usually required. This feature stacks with
the spell effects of Black Hat and White Hat.

HIDE A ND S E E K
Description: You’re able to locate anyone on the network,
at any time, if you’ve been within 30 feet of them and
physically seen them with your own eyes. Additionally,
if you suspect a creature is hidden within 60 feet of you,
you can make an Awareness check, with advantage. If the
result is higher than the target’s Stealth bonus, you discern
their exact location.

Entromancy: A Cyberpunk Fantasy RPG 57


Mateus Salles (Order #36391282)
INQUI S I T OR Requirement: Friendly or higher faction standing with NIGHT

You’ve entered the elite ranks of NIGHT leadership, empow-


Expertly, Damara pierced a small blue stone set ered with some of the most devastating – and manipulative
within her earring with a finger, allowing a tiny gasp – spells known to humankind.
of azure vapor to escape from within, unnoticed by
the oblivious man in front of her. She allowed the After each mission, you can add 1 spell from the Inquisitor
silence to stretch between them uncomfortably as spell list to your repertoire. When you choose Inquisitor
the ceridium vapor snuck its way through her nostrils as your destiny, you begin each mission with an additional
and into her body, silently empowering her with the 4 ceridium, and, having learned to control the element’s
means to work her craft. When she spoke next, it was volatility, can now be in possession of up to 18 ceridium at
with power. a time.

INQUIS I T OR S P E L L S

C ON T R OL P E R S ON
Action: Combat action
Range: 30 feet
Duration: 1 encounter
Ceridium: 2

Description: Choose an organic creature that you can see


within range. If the target fails a Will check against your
spell DC, it becomes under your control and you create
a telepathic link with it. Until the end of the spell, the
creature takes only the actions you choose, and doesn’t do
anything that you don’t allow it to do. At the end of each of
its turns, the creature can attempt its Will check again, and
a successful check negates this effect.

F IRE B A L L
Action: Combat action
Range: 60 feet
Ceridium: 2

Description: A flaming orb travels to a point you choose


within range, exploding on impact. Each creature in a
30-foot-radius sphere centered on that point must make
an Agility check against your spell DC. A target takes 6d6
damage on a failed check, or half as much damage on a
successful one.

58Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
ME S ME RI Z E
Action: Move action
Range: 30 feet
Ceridium: 1
Duration: 1 round, until the end of your next turn

Description: You focus your magic on the mind of an oppo-


nent, confusing its thoughts. An organic creature that you
can see within range must succeed on a Personality check
against your spell DC. On a failure, it incurs disadvantage
on attack rolls, ability and skill checks for the duration of
the spell.

P HOE NI X RIS ING


Range: Self
Ceridium: 2

Description: As you fall, flames engulf you as you return


to the fray. When you are reduced to 0 hit points, you can
instantly activate this spell. You regain half of your total
amount of hit points, are immune to all damage until the
beginning of your next turn, and all creatures within 10
feet of you must make an Agility check against your spell
DC, taking 4d8 damage on a failed check or half as much
damage on a successful one.

RE A D T HOUGH T S
Action: Combat action
Range: 60 feet
Duration: 1 encounter
Ceridium: 2

Description: Choose a target within range that can speak at


least one language. For the duration of the spell, you gain
advantage on Personality checks made against the target,
and can hear the target’s thoughts. You initially learn the
surface thoughts of the creature, such as what is most
on its mind at that moment, and then gain insight into
something that looms large in its mind – what it worries
over, loves, or hates. A successful Will check against your
spell DC allows the target to know that you’re listening.

Entromancy: A Cyberpunk Fantasy RPG 59


Mateus Salles (Order #36391282)
W E A P ON M A S T E R S M A S H & GR A B
Description: When you have advantage on an attack roll,
you can forgo the advantage to attempt to disarm your
I let the pistol fall and gripped my nightblade’s target as part of your attack. The target must make a
hilt with two hands, driving it towards his sizeable Strength check, with a DC equal to your attack roll. On a
midsection. The motion was too quick for the brute failed check, it drops an object of your choosing.
to parry, and he smacked at the blade with his bare The object lands at its feet and the target is unable to
hand, slicing off two fingers the size of sausages. use it until it takes a move action to pick it back up. Your
He grunted but advanced towards me, swinging his attack hits or misses the target’s AC and deals damage
horned head and slashing wildly with his dirk. I as it normally would.
moved to catch the dagger on my nightblade, then
shifted my weight to bring the sword in a diagonal V IR T UO S O
slash. The troll’s arm and dagger fell to the floor. Description: Your critical range extends to 19-20 for one
ranged or melee weapon of your choice. If your critical
range has already been extended by another bonus, it
Requirement: None increases again by two points (from 19-20 to 17-20, 17-20
to 15-20, and so on). Additionally, whenever you roll a 1 on a
Some heroes are born; others are forged through discipline damage die for an attack you make with that weapon, you
and forbearance. You have become a master of arms, can reroll the die, but must use the new result, even if it is
dedicating your life to the study of weaponry. another 1.

After each mission, you can add 1 talent from the Weapon
Master talent list to your repertoire.

W E A P ON M A S T E R TA L E N T S

C IR C L E S L A S H
Description: Once per round, if you successfully hit with a
melee or ranged attack against a target, you can attempt
an additional melee or ranged attack against a separate
target that is adjacent to the first.

DE F E ND T HE W E A K
Description: Your ability to bolster morale in the thick of
battle is unparalleled. Once per round, when an ally within 5
feet of you that you can see is reduced to 0 hit points, they
are instead reduced to 1 hit point.

QUIC K RIP O S T E
Description: As a move action, you adopt a defensive
posture until the beginning of your next turn. You gain a
+4 bonus to your AC against all melee and ranged attacks
made against you. If an attack misses you, you wound your
opponent, inflicting your choice of either your base melee
or ranged weapon damage, not including any bonuses.

60Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
ch a p t er

combat &
5
magic
I nodded absently, reaching for another ceridium capsule. Prying off a glove with my teeth,
I reached out towards the device.

The auric’s hand shot up and grabbed weakly at my wrist.

“You’re going to kill us, man!” he protested.

“Probably!”

Entromancy: A Cyberpunk Fantasy RPG 61


Mateus Salles (Order #36391282)
C OMB AT P H A S E S, INI T I AT I V E & MO V E ME N T As a general rule, a character’s AC is equal to 14 + their
Agility bonus + any talent or spell bonuses or penalties.
Each ROUND of combat is comprised of the turns of each Character classes may have modified armor classes due to
character and/or creature involved in that round. Each extra-mechanical bonuses such as items or armor.
round is considered to be 6 seconds of real time, with 10
rounds equaling 1 minute of combat. When engaged in combat, a character may make a melee or
ranged attack roll to attempt to hit another creature’s AC.
The order of turns is based on a character’s Initiative. To If the attack is successful, the character then rolls for the
determine your character’s Initiative, roll a d20 at the appropriate damage according to the attack, adding any
beginning of the combat encounter and add your Initiative damage bonuses, which is subtracted from the creature’s
bonus, which is itself based on your class’ Agility bonus. A hit point total.
character with a higher Initiative is allowed to take their
turn first. If two characters have the same Initiative, the
character with the higher Agility bonus is allowed to take Example: Vasshka is attempting to fire her
their turn first. If both characters have the same Agility ceridium pistols at a target, and has a ranged
bonus, roll Initiative for them again. attack bonus of +6. She rolls an 11 on her attack
roll, for a total of 11 + 6 = 17.
Your character can take a MOVE ACTION and/or
COMBAT ACTION during each of your turns, unless there is a The target has an AC of 14. Vasshka’s attack
spell or some other factor preventing them from doing so. hits, and she rolls 1d8+4 based on her ranged
attack damage. She gets a 4 and adds 4, dealing
Your character has a SPEED which determines the distance 8 damage to her target.
they can traverse during one round of combat. Traversing
this distance during combat is considered to be a move
action. Your character can take two move actions during
combat by forgoing a combat action. DUR AT ION

In general, your character can ATTACK, cast a spell or use Some feats, spells, and talents in Entromancy are either
a talent, or DEFEND as a combat action - although some instantaneous or considered to be passive abilities that
spells and talents may instead require a move action or exist in perpetuity. Others have a DURATION of either a
no action at all. If your character defends, they cannot ROUND, ENCOUNTER, or MISSION.
make an attack during their turn, even if they have the
ability to make multiple attacks each turn. Instead, they For information on rounds, refer to the “Combat Phases,
impose disadvantage against all melee and ranged attacks Initiative, and Movement” section of this chapter.
made against them by targets that they can see until the
beginning of their next turn. Encounters are discrete phases of your adventure, where
the first encounter begins at the very start of your mission.
An encounter ends when your characters leave a location
C OMB AT where a dramatic event has occurred, and sometimes, when
combat begins or has ended. The encounter evolves in one
In Entromancy, each character, creature, and object has location and usually encompasses a single, specific event
an armor class (AC) that is a composite of their Agility determined by the GM.
score and any bonuses or penalties from talents, spells,
or other factors. Your characters might, for example, spend some time
scoping out a cadre of sentries, quietly preparing for a
surprise attack with talents and spells, and successfully
ambushing and dispatching the group, all of which would
be encompassed in one encounter. Other times, the GM

62Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
may determine that your prep work, which was completed COVER
in a separate location or required certain objectives to be
fulfilled, will necessitate the beginning of a new encounter COVER can play a vital role in a firefight, potentially
when combat commences. When one encounter ends, the protecting you from ceridium bullets and deadly spells.
next encounter begins. Trees, walls or other hard surfaces shielding at least two
thirds of your body from an attacker are fit for cover. Your
The flow of time within an encounter may vary greatly. It character can enter cover as part of a move action, moving
may be played out in turns of combat, it may run parallel to at half your speed. While in cover, you continue to move at
real time, or your GM may choose to fast-forward through half your speed, and gain a +2 bonus to your AC.
parts of it, as long as the location and general events do
not change.
INC A P A C I TAT ION
Feats, spells, and talents that have the “mission” duration
are generally persistent, but must be activated during the If, during the course of a mission, your character is reduced
mission to take effect. to 0 hit points, they are considered to be INCAPACITATED.
An incapacitated character can be revived by a successful
Healing check (DC 10) made by another creature. After a
R A NGE successful Healing check, your character returns to 1 hit
point. Some items, such as an Oxadrenalthaline syringe,
Some feats, spells, and talents have a RANGE requirement, can also revive incapacitated characters.
including SELF, TOUCH, or a specific distance and/or shape.
If your character becomes incapacitated three or more
Feats, spells, and talents with the self requirement can times within one mission, they are considered to have
only be applied to your character. taken too many injuries to proceed as normal and must
take a penalty of -1 on all rolls until they receive medical
Feats, spells, and talents with the touch requirement can attention or are able to use a rejuvenative item, such as
be applied to any character or target whom you can touch. a medkit. Each successive time your character becomes
incapacitated after this point, subtract an additional -1
Feats, spells, and talents with a specific distance and/ from all of your rolls for the remainder of the mission.
or shape requirement can only be applied to characters or
creatures within that range and shape of your character.
If your talent requires a 5-foot circle for its range, for
example, its effect encompasses a circle around you, with a
radius of 5 feet. If, on the other hand, your talent requires
a 10-foot cone for its range, its effect emanates from an
apex directly in front of you, with the base of the cone - its
widest region - 10 feet away from you.

Melee weapons ordinarily have a range of up to 5 feet.


Short-ranged weapons, such as ceridium shotguns and
ceridium throwing orbs, can reach up to 30 feet, while
medium-ranged weapons, like ceridium pistols, can reach
up to 120 feet, and long-ranged weapons, such as ceridium
rifles, can reach up to 500 feet.

Entromancy: A Cyberpunk Fantasy RPG 63


Mateus Salles (Order #36391282)
M A GIC Each spell is presented as follows:

Prerequisite: If this spell has another spell, talent, or feat


In the fifty or so years since ceridium’s discovery, as a prerequisite, it will be listed here.
the racial makeup of the world had changed, and Action: Designates whether the spell requires a move
entire schools of magic developed, ranging from the action, combat action, or neither. If this section is absent,
life-affirming arts of terramancy and hydromancy it signifies that the spell doesn’t take an action to cast and
to the destructive forces of pyromancy and is most likely triggered under specific conditions.
necromancy. Range: The range of the spell. If this section is absent, the
spell has no range limitation.
Duration: The duration of the spell. If this section is absent,
Many spells require a SPELL ATTACK, or have a SPELL DC. the spell has an instantaneous effect.
Both are based on the spellcasting character’s primary Ceridium: The ceridium cost of the spell.
spell ability bonus. The primary ability bonus for NIGHT Description: A description of how to use the spell, and
Agent, Technomancer, and Entromancer spells is Will, while its effects.
the primary ability bonus for Terramancer and Inquisitor
spells is Personality. The default primary ability bonus
for non-spellcasting classes is Will. If your character has Example: Damara’s spell DC is 12 (based on
two spellcasting classes — for example, NIGHT Agent and her Will ability bonus) for Daypath spells, and
Inquisitor - use the relevant primary ability bonus for the 14 (based on her Personality ability bonus) for
spell being cast. Inquisitor spells. She attempts to cast Fireball,
an Inquisitor spell, against two targets within
Most spells require an action to be cast. Each individual a 30-foot sphere, 60 feet in front of her. Both
spell that does so will indicate the type of action it takes targets must make individual Agility checks,
to cast. Most offensive and healing spells will require a and have Agility bonuses of +2 and +4. The first
combat action, while spells that temporarily enhance a rolls a 5, for a total of 7, while the second rolls
character’s abilities in some way will usually require a an 11, for a total of 15. Damara’s spell connects
move action. fully with the first target, but only partially with
the second target. She rolls 6d6, and receives
A spell attack targets a creature’s armor class in the same a total of 25 damage. The first target takes the
way that a normal melee or ranged attack would, whereas full 25 damage, while the second target takes
some spells require the creature to succeed at an ability 12 damage, which is half of 25, rounded down.
bonus check against a spell DC to avoid - or in some cases, Damara deducts 2 from her ceridium total as the
mitigate - the effects of the spell. cost of the spell.

In general, a character’s spell attack is equal to 2 +


their primary ability bonus for a spell, and a character’s
spell DC is equal to 10 + their primary ability bonus for a
spell. Character classes may have modified spell attacks
or spell DCs due to extra-mechanical bonuses such as
items or armor.

64Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
ch a p t er

equipment
6
The door unlocked and swung ajar. On a hunch, I enabled my lenses’ nonvisible spectrum
analysis, and could see a grid of beams criss-crossing the entryway. An alarm sounded
ridiculously as we each entered the building, cataloging each of us as being armed and
chiming for each registered weapon. I counted eleven beeps.

“Ignore that,” the voice on the digitab offered. “Outdated system; next version will just kill
intruders on sight.”

Entromancy: A Cyberpunk Fantasy RPG 65


Mateus Salles (Order #36391282)
U S ING E QUIP ME N T C L A S S E QUIP ME N T

At the beginning of your first mission, your character is CERIDIUM ARMOR – Reinforced ceridium plating, standard
considered to be equipped with certain weapons, armor, issue for all NIGHT Agents. DNA tagged to each individual
and items that are hallmarks of their class. This equipment NIGHT Agent.
represents prior training with, and in some cases,
exclusive access to, the tools of your class’ trade, and CERIDIUM ORB – Molded with the appropriate stitching to
is not exchangeable between characters or with other mimic off-speed pitches and breaking balls. Ceruchip-
creatures. Your character’s melee attack and damage, enabled for immediate return to the point of release. Allows
ranged attack and damage, and armor class already take Terramancers to make ranged attacks, and is DNA tagged to
into account extra-mechanical bonuses provided by your each individual Terramancer.
weapons and armor.
CERIDIUM PISTOL – Silent, sleek, and accurate. Allows
Access to all other equipment is dependent upon the your character to make ranged attacks. DNA tagged
number of missions your character has completed and/ to your character.
or your faction standing with one of Entromancy’s three
factions, as specified in “Table 2: Mission Progression” in DAGGER – Portable, even fashionable. Allows your character
“Chapter 2: Characters” and “Table 10: Faction Rewards” in to make melee attacks.
“Chapter 7: Factions.”
DIGITAB – Handheld digital tablet that enables your charac-
ter to access the network and make Hacking checks.

ESPIONAGE KIT – Includes a digitab and all of the accesso-


ries your character needs to excel at Drama, Hacking, and
Thievery checks.

LIGHT ARMOR – Provides the slimmest of protection but the


maximum amount of breathing room for movement.

MANCY KIT – Includes a digitab and all of the accessories


your character needs to excel at Healing, Mancy, and
Nature checks.

MEDIUM ARMOR – Not quite ballistic-level protection, but


it’ll do.

NIGHTBLADE – Single-bladed curved sword reinforced with


ceridium plating, and retractable to dagger size. Allows
NIGHT Agents to make melee attacks, and DNA tagged to
each individual NIGHT Agent.

VEHICLES KIT – Includes a digitab and all of the accessories


your character needs to excel at Negotiation, Thievery, and
Vehicles checks.

66Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
MI S S ION E QUIP ME N T GRENADE BELT – As a combat action, you can make a ranged
attack to throw a grenade up to 30 feet. Choose the type
At the start of each mission, select one piece of mission of grenade you want to throw, expending a use. The grenade
equipment among those which are available to you. explodes upon impact. The grenade belt has two uses.

Gear Categories: Mission equipment is broken down EMP: Each artificial creature within a 20-foot radius of
into 5 categories: STANDARD GEAR, ADVANCED GEAR, the grenade’s detonation must make a Strength check (DC
STANDARD FACTION GEAR, ADVANCED FACTION GEAR, 13), taking 4d6 damage on a failed check, or half as much
and CYBERNETICS. damage on a successful one.

Choosing Gear: At the start of a mission, you can choose Fragmentation: Each creature within a 20-foot radius of
one piece of gear in each category you have access to, the grenade’s detonation must make an Agility check (DC
based on each category’s AVAILABILITY. Cybernetics, on the 13), taking 4d6 damage on a failed check, or half as much
other hand, are not interchangeable once chosen. damage on a successful one.

Availability: Not all mission equipment is readily available Thermal Smoke: Thermal smoke fills a 20-foot-radius
from the beginning of the game. Some options become sphere for the remainder of the encounter. Each creature
available as your character completes missions, while in the area gains cover, and ranged attacks have disadvan-
others are more rare and require a certain faction stand- tage against targets within the area. A strong or supernat-
ing to be utilized. Each category of mission equipment ural wind can disperse the smoke after 1 round.
indicates what prerequisites are needed to select it (see
“Table 2: Mission Progression” in “Chapter 2: Characters” MEDKIT – As a combat action, you can expend one use of
for a full list of character unlocks per mission and the medkit to make a Healing check, with advantage if
“Table 10: Faction Rewards” in “Chapter 7: Factions” for Healing is one of your class skills. The result is the number
faction unlocks). All characters have access to Standard of hit points regained, which you can distribute between
Gear, and you might come into possession of additional yourself and each creature within your reach. The medkit
types or quantities of equipment mid-mission or under has two uses.
other circumstances, at the GM’s discretion.
OXADRENALTHALINE SYRINGE – As a move action, you can
Number of uses: Some types of mission equipment have a use the Oxadrenalthaline syringe to revive a creature that
limited number of uses, indicated in their description. Once you can touch that has 0 hit points, bringing it instantly
a piece of equipment is out of uses, it is no longer available back to half of its total hit points. The Oxadrenalthaline
to use. syringe has one use.

S TA ND A RD GE A R RED OXIDIUM INJECTOR – Once per round, even if it’s not


your turn, you can expend one use of the Red Oxidium
Availability: Available for selection to all characters. injector to instantly gain a move action and advantage on
your next melee attack roll. The Red Oxidium injector has
CERIDIUM CAPSULE – You have extra capsules of three uses.
ceridium at your disposal. You start your mission with
4 additional ceridium.

67 Entromancy: A Cyberpunk Fantasy RPG 67


Mateus Salles (Order #36391282)
S TA ND A RD F A C T ION GE A R As a move action, you can inject yourself with ceratoxin.
(FR IENDLY FACTION STANDING) Until the end of the encounter, you can take an extra move
or combat action on each of your turns. When the encoun-
Availability: If your character has the faction standing ter ends, you must make a Strength check (DC 14). On a
required for a specific piece of gear, it is available to them. failure, you drop to 0 hit points. On a success, you take 3d6
damage. The ceratoxin has one use.
AURICHOME – CERIDIUM CAPACITOR
Requirement: Friendly faction standing with Aurichome S TA ND A RD C Y B E RNE T IC S

As a move action, you can activate the capacitor. The next Availability: One Standard Cybernetic is available for
spell you cast does not cost you any ceridium. The capaci- selection to characters that have completed 2 or more
tor has four uses. missions. You also gain one Standard Cybernetic when you
reach Friendly faction standing with one faction. Unlike
AURICHOME – KING’S VOICE BROADCASTER other equipment, the choice of cybernetics is permanent
Requirement: Friendly faction standing with Aurichome and cannot be changed once made.

As a move action, you can activate or deactivate this AUDIO SENSORS – Your eardrums are equipped with sensors
device to broadcast AR recordings of King Thog’run II. capable of perceiving a wide range of high or low frequency,
While in range, all net-enabled display and communication such as ultrasound and infrasound. You have advantage on
devices within 30 feet of the broadcaster emit Aurikar Awareness checks based on hearing.
propaganda and cannot be used for other purposes.
BABEL-UNITY CHIP – A translation software chip is
NIGHT – CERBERUS LENSES implanted into your cranium, allowing you to understand all
Requirement: Friendly faction standing with NIGHT languages known to humankind. You can identify, under-
stand, and speak any language you hear or read.
If you observe a creature for at least 1 minute, you gain a
+5 bonus to Discernment checks, with advantage, against BIOLUMINESCENT GLAND – Bioengineered subdermal glands
them for the remainder of the encounter. You also learn the allow you to emit light directly from your body. You can
creature’s identity and criminal background, if any. decide to shed light in a 30-foot radius (no action required).
The light can be colored as you like.
NIGHT – VPEN VISOR
Requirement: Friendly faction standing with NIGHT BIOMONITORING – Internal implants constantly monitor
your physical condition, administering synthetic drugs to
As a combat action, you can place the VPen visor on a fortify your health. Your maximum number of hit points
grappled or incapacitated organic creature. Expend a use increases by 3 and Healing checks to revive you are made
to subject the target to virtual penitentiary, preventing the with advantage.
creature from taking any actions. The target can make a
Will check (DC 14) at the end of each of its turns, ending the COSMETIC SURGERY – Beauty may be in the eye of the
effect on itself on a success. The visor has two uses. beholder, but you’ve gone all in, however exotic or conven-
tional that might be, spending many hours under the scal-
UNALIGNED – BLACK MARKET GOODS pel. You gain advantage on Personality checks where your
Requirement: Friendly faction standing with Unaligned physical attraction would matter, at the GM’s discretion.

You can equip an extra piece of Standard Gear per mission. HOLO-WEAVING HAND – This cyberhand allows you to
You cannot equip two types of the same Standard Gear. project a simple holographic display thanks to embedded
micro-projectors. As a move action, you can create an
UNALIGNED – CERATOXIN animated hologram of an object, a creature, or some other
Requirement: Friendly faction standing with Unaligned visible phenomenon in a space that you can see within 30

68Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
feet of you. The hologram can be no larger than a 10-foot SMUGGLING CACHE – You have a hidden compartment in
cube. The hologram lasts as you long as you dedicate a a part of your body that has been hollowed out. You can
move action to maintain it on your turn. The hologram is retrieve or store an item from it as a move action. The
purely visual; it isn’t accompanied by sound, smell, or other cache can hold up to 5 pounds of material, not exceeding a
sensory effects. volume of 1 cubic foot. Awareness checks made by others
to find the cache are made with disadvantage.
LARYNX MODULATOR – This module allows you to change the
sound of your voice, even mimicking a voice that you have A D VA NC E D GE A R
heard. A creature or device that hears the voice you make
can tell it is an imitation with a successful Discernment Availability: Available for selection to all characters that
check opposed by your Drama check, for which you have completed 4 missions.
have advantage.
ADVANCED WEAPONRY – You wield a lethal weapon made by a
NANOGRAFT – Your skin, hair, and eyes are covered with monomolecular forge or with an experimental firing system.
synthetic grafts, allowing you to change your look on a Choose one of your weapons for the mission. Whenever you
whim. You can make yourself look different, altering your roll for damage with it, you can reroll the damage dice and
skin, hair or eye color at will (no action required). If you use either result.
wish, you can design colors and patterns, like tattoos,
beyond the natural. You have advantage on Drama checks BALLISTIC ARMOR – When you take damage from a ranged
when attempting to disguise yourself. attack, you can roll a d8 and subtract the result from the
damage. In addition, your maximum number of hit points
PHENOTYPE REDUCTION – You’ve undergone extensive increases by 5.
surgery and chemical treatment to physically appear like
one other race of your choice. This change is cosmetic only, EXO-SUIT – While wearing this exoskeleton, your gain an
as you keep the benefits of your own race. An Awareness AC of 19 and have advantage on all Strength-based skill
check (DC 15) is required to determine your true race. checks. Your Stealth checks have disadvantage and you
cannot gain advantage on Stealth checks.

Entromancy: A Cyberpunk Fantasy RPG 69


Mateus Salles (Order #36391282)
PERSONAL ANTI-GRAV SYSTEM – You gain a flying speed of Stun: Each organic creature within a 30-foot radius of
30 feet. the charge’s explosion must succeed on a Strength check
(DC 15) or become unable to take any actions until the end
TARGETING SYSTEM – You can spend a move action to gain of the encounter. A creature can repeat the check at the
advantage on your next attack roll against a creature that end of each of its turns, ending the effect on itself with
you can see within 30 feet of you. Additionally, you deal an a success.
extra 1d4 damage to the target if your attack hits.
Wizard Buster: Until the end of the encounter, each organic
A D VA NC E D F A C T ION GE A R creature that attempts to cast a spell within a 30-foot
(ALLIED FACTION STANDING) radius of the charge’s explosion suffers from intense
neural pain. If a creature tries to cast a spell, it must first
Availability: If your character has the faction standing succeed on a Will check (DC 15), else the spell fails and its
required for a specific piece of gear, it is available to them. requisite ceridium is wasted. A target suffering pain from
the charge can make a Will check (DC 15) at the end of each
AURICHOME – AURIKAR STASH of its turns. On a successful check, the pain ends.
Requirement: Allied faction standing with Aurichome
NIGHT – MIND-JACK
Choose any Advanced Gear or Standard Gear. The equipment Requirement: Allied faction standing with NIGHT
is hidden in a location of the GM’s choice somewhere in
the mission. You know what the location is - such as “in a As a combat action, you can place the mind-jack on a grap-
locker on basement level 3” or “in a trashcan next to the pled or incapacitated organic creature, forcing it to carry
main entrance” - but you must still find it on your own. out some service or refrain from some action or course of
activity as you command. The creature must be able to
AURICHOME – ORICHALCHITE STAFF understand you. While mind-jacked, the creature takes
Requirement: Allied faction standing with Aurichome 3d10 damage each time it acts in a manner directly counter
to your instructions, but no more than once per encounter.
Your spell DC increases by 1. Once per encounter, when you You can issue any command you choose, short of an activ-
see a creature within 60 feet of you casting a spell, if you ity that would result in certain death, self-harm, or similar.
succeed on a Mancy check contested by the creature’s Should you issue a suicidal command, the creature is free
Mancy check, the spell fails, and an amount of ceridium to ignore it without consequences. The mind-jack can be
equal to the ceridium cost of the spell (if any) is temporar- removed as a combat action with a successful Healing or
ily stored in the staff. Before the end of the encounter, a Hacking (DC 15) check. If the check fails by 5 or more, the
creature holding the staff can use the stored ceridium. mind-jacked creature takes 3d10 damage.

NIGHT – BLASTING CHARGE UNALIGNED – HOLO-CLOAK


Requirement: Allied faction standing with NIGHT Requirement: Allied faction standing with the Unaligned

As a move action, you can stick this explosive on a surface At the beginning of each encounter, you gain advantage
that you can touch. Choose the desired type of charge, on Stealth checks, and all melee and ranged attacks made
expending a use. If you are within 150 feet of the charge, against you incur disadvantage. If you take damage, the
you can detonate it as a move action. The blasting charge cloak ceases to function until the end of the encounter.
has one use.
UNALIGNED – TOXIN CANISTER
Breach: Each creature within a 30-foot radius of the Requirement: Allied faction standing with the Unaligned
charge’s explosion must make an Agility check (DC 15),
taking 6d10 damage on a failed check, or half as much When you hit an organic creature with a melee or ranged
damage on a successful one. The breach charge deals attack, you can expend a use of the canister to poison
double damage to objects and structures.

70Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
the creature, choosing the effect of the toxin. The toxin for a spell you cast, you can reroll any damage die that has
canister has four uses. a result of 1.

Obscura: You are automatically hidden from the target Enhanced: Until the beginning of your next turn, all
and it cannot attempt to locate you until the end of its checks to resists the effect of your spells are made
next turn. with disadvantage.

Reaper: Your attack is a critical hit. [ARMS] OMNI-ARMS – Your arms are implanted with
cybernetic muscles and microtools. You have advantage on
Slug: The target incurs disadvantage on attack rolls and its Grappling and Thievery checks.
speed is halved until the end of its next turn.
Enhanced: Your touch emits an electric charge, frying
A D VA NC E D C Y B E RNE T IC S instantly any device with a Security Grade of Military or
below. The device cannot be used until repaired. Artificial
Availability: One Advanced Cybernetic is available for and organic creatures are unaffected.
selection to characters that have completed 6 or more
missions. You also gain one Advanced Cybernetic when you [BODY-SKELETAL] BIOMETABOLISM – Several of your internal
reach Allied faction standing with one faction. Unlike other organs have been replaced by bio-implants, increasing your
gear, the choice of cybernetics is permanent and cannot be endurance and recovery. Your hit point maximum increases
changed once made. by 15.

BODY MOD – Each Advanced Cybernetic is installed into a Enhanced: You instantly regain 1d8 hit points. You can
specific part of the body: Arms, Body-Skeletal, Cranial, enhance this cybernetic while incapacitated.
Eye, or Legs. A character cannot have more than one
cybernetic in this specific body part (i.e. a character that [BODY-SKELETAL] GHOSTWALKER – Through complex and
has equipped Atlas-Model Arms could not also equip Magus’ lengthy surgical procedures, your skin has been implanted
Hands, given that they are both [Arms] cybernetics). with light-reflecting nanites. Awareness checks made to
see you have disadvantage, and you gain advantage on
Enhanced: All Advanced Cybernetics confer a passive bonus Stealth checks when attempting to hide.
which is always engaged. By activating the secondary
system of an Advanced Cybernetic, at the cost of using 1 Enhanced: Until the beginning of your next turn, any
ceridium, the cybernetic can become enhanced, granting creature who targets you with an attack or a harmful spell
improved powers for a limited time. The activation of a must first succeed on an Awareness check (DC 14). On a
secondary system requires no action and can be completed failure, the creature must choose a new target or forgo the
even outside of your own turn. attack or spell.

[ARMS] ATLAS-MODEL ARMS – Your arms are replaced [BODY-SKELETAL] TITAN SKIN – Armor plates have
with intimidating robotic arms. When you hit with a melee been grafted to your skeleton, and energy-dissipative
attack, add 1d6 to the attack’s damage. membranes have been surgically implanted into your skin.
You gain a +1 bonus to your AC, and any critical hit against
Enhanced: Until the beginning of your next turn, your melee you becomes a normal hit.
attack deals one extra die of its damage, in addition to the
Atlas-Model Arms’ 1d6, when you hit with it. Enhanced: Until the beginning of your next turn, you gain
immunity against all attacks or effects that deal 10 or less
[ARMS] MAGUS’ HANDS – Your arms are replaced with slick damage. You take damage as normal from single attacks or
cyberarms that incorporate ceridium-laced spell conduits. effects that deal more than 10 damage.
Add +2 to the DCs of your spells, and when you roll damage

Entromancy: A Cyberpunk Fantasy RPG 71


Mateus Salles (Order #36391282)
[CRANIAL] ASCLEPIUS CORTEX – A cortex of microchips Enhanced: Choose a creature within your line of sight. You
and neural implants guide you through complex medical divine the first action it will take on its next turn, based on
procedures. You gain advantage on Healing checks and can the current circumstances.
reanimate a creature as a move action. When you success-
fully reanimate a creature, it regains 1d6 hit points. [EYE] WAYFARER SYSTEM – You are equipped with cyber-
eyes that have bleeding edge sensors. You gain advantage
Enhanced: Until the end of your next turn, when you would on Awareness checks and can see in the dark within 60 feet
normally roll one or more dice to restore hit points to a of you.
creature that has 0 hit points, you instead use the highest
number possible for each die. Enhanced: You can see into and through solid matter
for 1 minute. This vision has a radius of 60 feet. To you,
[CRANIAL] CYBERSERKER CHIP – You are implanted with solid objects within that radius appear transparent and
adrenaline injectors and an aggression-enhancing chip. do not prevent light from passing through them. Lead-
During the first round of each combat, you can take an and ceridium-laced materials block your vision as they
extra combat action. normally would.

Enhanced: When you drop to 0 hit points, you can make a [LEGS] CONDOR CYBERLEGS – These cyberlegs can generate
Will check (DC 5). If you succeed, you drop to 1 hit point their own energy fields, propelling their owner and absorbing
instead. Each time you use the cybernetic in this way, the impact from falling. You can long jump up to 40 feet and
DC increases by 5 for the remainder of the mission. high jump up to 30 feet, with or without a running start,
and without needing to make a skill check.
[CRANIAL] NEURAL TRANSMITTER – Implanted transmitters
and a neural cybernetic interface allow you to communicate Enhanced: Until the beginning of your next turn, you gain
with machines. You can attempt to hack or interact with immunity to damage from falling.
any device or artificial creature within 60 feet of you,
regardless of its accessibility. [LEGS] JUPITER’S PILLARS – These cyberlegs are equipped
with ceridium conductors and reflective plating, deflecting
Enhanced: When you trigger the lockdown protocol of a magical energies. You halve all damage from spells.
device or an artificial creature during a Hacking attempt,
you can enhance your cybernetic to prevent the lockdown Enhanced: When you are the only target of a spell, you can
protocol. redirect its energy. Choose a creature within 30 feet of you
that you can see. It becomes the new target of the spell.
[EYE] BALOR CYBERSENSE – One of your eyes is replaced by
this intimidating cybereye. You gain a +2 bonus to ranged [LEGS] TRAILBLAZER PROSTHESIS – Light and powerful
attack rolls and you cannot have disadvantage on ranged mechanical variants replace your natural legs. You gain
attack rolls. advantage on Tumbling checks and Initiative.

Enhanced: Until the beginning of your next turn, your Enhanced: Until the beginning of your next turn, your speed
ranged attacks ignore damage reduction. Damage immunity is doubled.
still applies.

[EYE] SIGIL-SIGHT – Your eyes are replaced with these


experimental cybereyes, displaying an augmented reality
overlay of the most likely immediate outcome. Once per
round, you can roll a d4 and add the result to your attack
roll, ability check, or skill check.

72Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
ch a p t er

factions
7
Most of the world was not ready for the implications of ceridium’s connection to genetic
mutation. It meant that the long-eared, tusked, horned, or pig-snouted aurics that had begun
to be born were just as human as the humans who birthed them. And because of the vast
population burst at the turn of the twenty-first century, there was no place to put them,
save underground, where most of the poorer human communities had moved. The “underrace”
moniker was created, and it stuck, mostly because of the implied double meaning of inferiority.

Entromancy: A Cyberpunk Fantasy RPG 73


Mateus Salles (Order #36391282)
F A C T ION P OIN T S Table 9: Faction Standing
Faction Points (FP) Faction Standing
Entromancy includes a number of different FACTIONS, each -6 or Lower Hostile
vying against the others for political control of the element -1 to -5 Unfriendly
ceridium and the power to unlock new forms of magic.
0 to 5 Neutral
Your party can attempt to align itself with any number of
6 to 10 Friendly
factions, but irrespective of your intentions, your actions
11 or Higher Allied
will undoubtedly draw the interest – or ire – of other
factions throughout the course of the game.
Your standing with a certain faction governs your char-
The three factions of Entromancy are AURICHOME, NIGHT, acter’s access to that faction’s equipment, cybernetics,
and the UNALIGNED (see “Chapter 1: The World” for more FACTION PERKS, and whether your character can begin
info about their histories and notable members). When you training in their chosen destiny.
complete tasks for and/or interact with members from one
of the game’s factions, you can earn FACTION POINTS (FP)
with that faction at the GM’s discretion. Depending on the F A C T ION P E RK S
nature of the task, you might also lose faction points with
one or more of the other factions. Increasing your faction When you reach Friendly faction standing with a faction,
points with a faction can elevate your standing among you gain +2 to all Personality-based skill checks, includ-
that organization, eventually leading to exclusive mission ing Discernment, Drama, Nature, and Negotiation, with
equipment, cybernetics, and even destinies specific to members of that faction. At Allied faction standing, that
that faction. Decreased faction points with a faction, on bonus increases to +5.
the other hand, can lead to up-charged prices when dealing
with merchants of that faction, difficulty negotiating with Faction perks are cumulative across but not within
members of that faction, or outright hostility. factions, meaning that if you have Allied faction standing
with one faction, you no longer gain the Friendly perk for
that faction, but if you also have Friendly faction standing
F A C T ION S TA NDING with a different faction, you gain perks for both factions.

The world of Entromancy is one of techno-magical


intrigue, where you might quickly find yourself embroiled RE WA RD S B Y F A C T ION S TA NDING
in inter-faction politics beginning with your very first
mission. Each mission has a GLOBAL OBJECTIVE that must “Table 10: Faction Rewards” provides a summary of all of
be completed for that mission to be considered a success, the rewards that you receive upon achieving Friendly and
as well as one or more FACTION OBJECTIVES that can be Allied standing with a faction.
completed by any character. Faction objectives - and
sometimes, even the global objective - will often result See “Chapter 4: Destinies” and “Chapter 6: Equipment” to
in the earning of faction points for the responsible char- determine what destinies, equipment, and cybernetics are
acters, but beware: their completion can also lead to the available to you based on your faction standing.
depletion of your faction points with other factions that
may be at odds with those objectives. In special cases,
certain actions within a mission can lead to an increase or
decrease in faction points with a particular faction, as well.

Your character’s FACTION STANDING corresponds


to their number of faction points based on
“Table 9: Faction Standing.”

74Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
Table 10: Faction Rewards

Faction Standing Friendly Allied

Faction Perk +2 to all Personality-based skill checks with +5 to all Personality-based skill checks with
members of your faction members of your faction

Equipment Access to Standard Faction Gear Access to Advanced Faction Gear

Cybernetics Access to 1 additional Standard Cybernetic Access to 1 additional Advanced Cybernetic

Access to Aurikar Elite (Aurichome),


Destiny Entromancer (Unaligned), or Inquisitor (NIGHT) N/A
after having completed 5 or more missions

L O S ING F A C T ION P OIN T S F A C T ION S TA NDING W I T H MULT IP L E


F A C T ION S
If your character loses faction points with a given faction,
and the result is that your character’s faction standing You can only attain Allied faction standing with one faction
with that faction decreases as well, then your character at a time. You can concurrently attain Friendly faction
is considered to no longer have access to that faction’s standing with the other two factions, but will not be able to
equipment, cybernetics, or perks. The effects of that reach Allied faction standing with either of them unless you
faction’s perks end immediately, and you must return any lose Allied faction standing with your current faction.
faction equipment that you no longer have access to at the
end of your current mission. You can keep any faction-spe-
cific cybernetics that you already have installed and
continue to progress along your chosen destiny, but
cannot install new cybernetics from that faction until you
regain access.

Entromancy: A Cyberpunk Fantasy RPG 75


Mateus Salles (Order #36391282)
ch a p t er

GMing
8
Entromancy
Whether you’ve chosen to be the guide for your group’s journey through the Entromancy world
or your group has decided for you, welcome! Becoming a game master adds a new layer of
fun that will allow you to make your mark on the setting even more formatively than as a
player. It can require some planning and a little patience, but we find it to always be reward-
ing several times over the investment!

If you’ve ever led a campaign for a tabletop roleplaying game, you’ll find GMing Entromancy
fairly familiar. If you’ve never GMed anything at all, here we go!

76Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
T HE T HRE E RUL E S OF GMING Unfortunately, for players that are enjoying exploring the
world and poking at things, this approach can make them
Your task as the GM is to provide a backdrop for all of the feel like they’re being railroaded to the mission’s inevitable
players at the table, enabling their PLAYER CHARACTERS (PCS) conclusion, which is not as fun. Try to be flexible and get
to participate in the world through conversations, comfortable with changing direction on the fly, particularly
combat, skill checks, and other activities. This role if your players have interesting ideas about how to move
means that you’re the one setting up the encounters, the story forward.
populating them with monsters, playing all of the
NON-PLAYER CHARACTERS (NPCS), and generally helping
the players get out of their own way so that they can Example: (GM) - “You’re standing in front of the
accomplish their mission objectives. By and large, a lot safehouse, which is a non-descript two-story
of the heavy lifting will be done for your first mission if deal just off of New Castro. Faint light from
you use “Chapter 9: The Presidio Heist” included with this digads on the main thoroughfare paints the
handbook, but if you decide to create your missions — and alleyway in soft neon hues. The front door to the
we recommend that you do! — you’ll also be doing a lot of building is slightly - and strangely - ajar.”
the pre-game planning.
(Eskander) - “I climb to the second story to see if
Across all missions and your entire campaign, there are I can get through one of the windows.”
three rules to keep in mind while you’re GMing:
(GM) - “Climb to the windows? Even though the
»» EMPOWER your players by demonstrating that front door is open?”
they have agency in the world
»» PROVIDE STRUCTURE for your players by illustrating (Eskander) - “Yeah, it smells like a trap. I want
the consequences of their actions to see if I can sneak through the second level and
»» CO-CREATE the world with all of the players surprise whoever’s waiting for us.”
at your table
(GM) - “OK...make an Athletics check!”
Let’s take a look at each of these rules in turn.

At the center of most roleplaying games is a core Having the flexibility to empower your players takes time,
mechanic, surrounded by a bunch of rules that provide practice, and some preparation to think through different
structure, background, and flavor for how the game is options for the scenarios that you’ll be sharing with them,
meant to be played. Our core mechanic, as described in but it’s a skill that can be learned. Some of the most
the “Introduction,” is fairly simple: roll a d20 and add to or memorable encounters can arise from situations that have
subtract numbers from it to determine whether someone or been created on the spot!
something succeeds at a particular action. All of the other
rules provide a framework for who can do what actions, You might be wondering, “if I empower my players, how
when and how they can do them, where they can do them, do I make sure they’re still following the general flow of
and so on. the story?” We’d suggest PROVIDING STRUCTURE for your
players by illustrating the consequences of their actions.
Your goal as the GM should be to EMPOWER your players As much as your players won’t want to feel railroaded by
to try to accomplish their objectives in creative and the plot of the mission or their faction objectives, they’ll
interesting ways, even if their methods are different than still appreciate having a framework for what they’re trying
what you’d expected. If you’re new to GMing, this might to accomplish. As the GM, you can facilitate the commu-
seem to be a daunting task, particularly if you’ve worked nication of this framework by providing soft boundaries for
for hours setting up an encounter that would be really cool their actions, gently - or sometimes brutally - guiding your
if your players would only walk through the front door of the players back to the mission objective while still empowering
building they’ve been casing. their creativity in the game world.

Entromancy: A Cyberpunk Fantasy RPG 77


Mateus Salles (Order #36391282)
Example: (Eskander) - “I get a 21 on my Athletics (GM) - “Awesome thinking. Make your Hacking
check.” check, and gain a point of momentum for
creativity.”
(GM) - “Awesome. You climb up to the second story
of the safehouse, and see two ancient, single-paned
windows that, strangely, have state-of-the-art
digilocks attached to them, which makes no sense, Y OUR F IR S T MIS S ION
given that you could probably just punch through the
decaying glass with your fist.” After your players select their characters’ races and
classes, spend some time working with them to describe
(Eskander) - “Hmm. That smells even fishier. I’ll their backstories and discuss how they fit into the world
take my chances with the front door.” you’ll be creating together. They’ll also need to deter-
mine how to interact with rest of the party’s characters.
These relationships and backgrounds can be created
At the core of your campaign, there should be a willingness collaboratively with the other players or privately, at the
among everyone at your table to CO-CREATE the world by GM’s discretion.
collaboratively telling your group’s story. If there isn’t, you
should be willing to have a conversation with one or more You, as the GM, will determine, based on the overall narra-
of your players, away from the game table or group chat, tive of the game world, a starting mission through which
about their expectations for the campaign and whether your players can become accustomed to their characters’
they align with yours. Otherwise, make it a point to encour- skills and each other’s playstyles. We recommend starting
age your players to take an active part in the storytelling by with “Chapter 9: The Presidio Heist” as we’ve done a lot
creating backstories and motivations for their characters, of the up-front work for you. From then on, it’s up to you
describing their actions through roleplaying, and explaining to develop further missions and storylines for the players
how they fit into the world around them. As the GM, you’ll to tackle, but you can be sure to keep an eye out for more
be painting the backdrop for their activities and adven- missions and supplemental material from us as well.
tures, prompting your players to do epic stuff with the
promise of glory and reward. Keep track of your players’ completed missions, global
objectives, and faction objectives, too, so that you can
remind them when new mission equipment, cybernetics,
Example: (GM) - “OK, well, the front door is - how did destinies, and faction perks become available to them (you
you describe it? - still trap-smellingly ajar.” might want to bookmark “Table 2: Mission Progression” in
“Chapter 2: Characters” and “Table 10: Faction Rewards” in
(Eskander) - “Haha, alright. Before I go in there “Chapter 7: Factions” to make your job that much easier).
blindly, I’m going to check the network to see if the You’re also the key person at the table when it comes to
place has a security system that can be hacked.” distributing - or decreasing - faction points when players
complete objectives or interact with NPCs.
(GM) - “Great idea. Tell me exactly what you’re
looking for.”
M A K ING T HE W ORL D Y OUR O W N
(Eskander) - “Um, well, when I was a beat cop, I’d
do some patrols along New Castro, and we knew that As you can probably tell by now, the world of Entromancy is
some of these safehouses were rigged with interior a futuristic, magic-rich cyberpunk world that is tech-for-
security systems that could be tripped from the ward and dystopian, but it is not without humor and hope.
inside. I want to see if there’s anything like that in In this handbook, we’re providing you, as the GM, and your
this building - maybe I can trip an alarm remotely players with the framework for how the setting around you
and create a diversion or something.” should look and feel, as well as rules for combat, magic,
gear, factions, and so forth...but it’s up to you and your
gaming group to make the world feel lived in.

78Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
If there are ideas that you have for making the world MONSTER NAME – What’s your monster’s name, or how
more interesting, or that are tailored more closely to the should your players refer to it? Is it a new variant of an
needs of your table, go for it! At the heart of Entromancy existing monster name or something different entirely?
is the opportunity for cloak-and-dagger adventure in
a cyberpunk fantasy world that is beset on all sides by MONSTER TYPE – Is your monster an organic or
themes of surveillance, societal struggles, technology, and artificial creature?
magic. There are already locations, characters, items, and
missions waiting for you and your group in this world. The ARMOR CLASS – What’s your monster’s armor class? Is
details and stories therein are up to you to create. your monster slow and easy to hit, heavily armored, or quick
and dexterous?

C RE AT ING NP C S A ND MON S T E R S HIT POINTS – How many hit points does your monster
have? Will it be easy for one of your players to take down
In “Chapter 1: The World” and “Chapter 10: Monsters,” you’ll in combat, or will it take a concerted effort by the entire
find more non-player characters and monsters than you’ll group for several rounds to do so?
likely need for your first few missions, so feel free to draw
upon them to build out your own encounters and roleplaying SPEED – How fast is your monster, given that “average”
scenarios. Still, you’ll undoubtedly run into situations speed is 30 feet?
where a completely new character or monster will just make
more sense for your game session. ABILITY BONUSES – What are your monster’s ability
bonuses in the categories of Strength, Agility, Will,
When creating an NPC, it can be helpful to think through and Personality?
the character’s description as well as their motivation.
You’ll want to create a sketch of their place in the world SKILLS – What are the two primary skills in which your
and their appearance. What’s their name? Are they human? monster excels? And should your monster receive any
Gnomish? Low auric? Tall, short, or average? Skinny? bonuses for these skills based on its training and/or
Stocky? Do they have any affectations, like a stutter or ability bonuses?
twitchy eyebrow?
LANGUAGES – Does your monster speak English or any
After figuring out who they are and what they look like, special languages?
you’ll also want to think about what role they’ll play in your
group’s adventure. Is your NPC a Revolutionary that’s THREAT LEVEL – Your monster’s Threat Level is a cumulative
motivated by doing what they perceive as being morally stat that represents the overall difficulty an average group
correct? A Vanguard that will take on pretty much any of new characters will experience while engaged in combat
job if the pay is right? A fixer that can’t be bought, but with it. Is your monster’s Threat Level Light, Medium,
can be intimidated? Your NPC’s motivation(s) will likely or High?
determine how - or when - they’ll be willing to engage with
your players. SPECIAL FEATURES – Does your monster have any special
features, like the ability to absorb magic or gain advantage
You never know when combat might be on the horizon, so on Stealth checks?
it might also be helpful to think through your NPC’s stats,
either by pulling them from an existing monster description ACTIONS – What are your monster’s standard combat and/
or creating them yourself. The same goes for monsters: if or move actions? Does it have multiple attacks? Can
you have an idea about an adversary for your players that it shoot lasers from its eyes? Cast spells? Teleport?
doesn’t currently exist, take some time to think through Use items?
the description and motivation for your monster concept,
paying particular attention to the stats below.

Entromancy: A Cyberpunk Fantasy RPG 79


Mateus Salles (Order #36391282)
Once you’ve created a sketch of these stats for your monster We’ve put together some guidelines for your encounter
or NPC, you might want to take them for a test run by rolling creation based on an average party of 3-4 player charac-
some dice with one of your own characters before throwing ters. These guidelines are meant to provide a framework
them at your players. Your players will thank you for doing so! and are likely to be heavily dependent on your party’s
actual composition, destinies, gear, faction standing,
and so on:
C RE AT ING E NC OUN T E R S, MIS S ION S, A ND
C A MP A IGN S VERY EASY – A very easy encounter should tax very little or
none of the PCs’ resources. They should be able to over-
The ultimate goal for any GM - aside from doing their best come it with minor injuries.
to make sure everyone at the table is having fun and feels
welcome, of course - is to create scenarios that feel fresh, Suggested opposition: 1 Light Threat monster per PC or 1
exciting, and epic for their players. Sometimes, that means Medium Threat monster
running a pre-made mission with very few alterations to the
way it’s been written, while other times require experiences EASY – An easy encounter will wound some PCs but should
that are more tailored to your specific group’s needs. not cost them more than one-third of their resources in
gear or ceridium.
When coming up with encounters, missions, or even entire
campaigns, you’re tasked with taking on the role of a game Suggested opposition: 2 Light Threat monsters per PC or 1
designer, which is a super cool opportunity. Think about Medium Threat monster per PC
your players, what they like about roleplaying games, and
what types of strengths and weaknesses their characters MEDIUM – A medium encounter will reduce at least 1 PC to
have. Build your encounters with these concepts in mind - 0 hit points or gravely wound several PCs. It might exhaust
do they like conversing with NPCs? Discovering more about one-third to two-thirds of the PCs’ resources.
the world? Engaging in intrigue or combat? - and try to tie
them back to the mission and faction objectives. Don’t Suggested opposition: 3 Light Threat monsters per PC or 2
be afraid to implement scenarios in which some players’ Medium Threat monsters per PC or 1 High Threat monster
faction objectives are at odds with others’ - in fact, lean
into them! You’ll find that the intrigue provided by the HARD – A hard encounter is likely to result in 1 or more PCs
faction system can make for some very unique player being reduced to 0 hit points and will potentially exhaust
interactions and epic “aha!” moments over the course of most of the PCs’ resources.
a campaign.
Suggested opposition: 3 Medium Threat monsters per PC or
Depending on how your creative process works, it may be 1 High Threat monster per 2 PCs or 1 Deadly Threat monster
helpful to either start with a mission objective and some
faction objectives and then build out your encounters, VERY HARD – (for 5+ Mission characters) A very hard
populating them with NPCs, monsters, gear drops, and so encounter will likely leave most of the party incapacitated
forth, tying them back to an overarching campaign plot or and exhaust all of the PCs’ resources.
narrative. Alternatively, you might be more comfortable
starting from the ground up, creating a map of locations Suggested opposition: 4 Medium Threat monsters per PC or
and characters and deciding on motivations that lead up 1 High Threat monster per PC or 2 Deadly Threat monsters
to mission and faction objectives. The choice is yours, and
there’s no “right” or “wrong” way of building encounters. If Of course, we’d also encourage you to take a look at
you run into issues or find that your missions are turning “Chapter 9: The Presidio Heist” for an example of what your
out too easy or too challenging, you can always tweak the missions could look like. And you can keep an eye out for
process for the next game session. more missions and content from us, as well!

80Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
U S ING T HE S RD

If you’re familiar with the SYSTEM REFERENCE DOCUMENT (SRD),


you’ve probably noticed that there are a lot of similarities,
and as many differences, between Entromancy and other
available FIFTH EDITION (5E) content. The Entromancy
handbook represents a complete game that can be played
without any other 5E content, but if you like something
that’s 5E compatible, feel free to bring it into your game!

Of course, you’ll find that most, if not all, 5E compat-


ible content will take a little configuration to fit into
your Entromancy campaign. Monsters and NPCs in
Entromancy, for example, have four ability bonuses rather
than the six standard ability scores. In this case, we’d
recommend thinking about the power and constitution
of your desired monster or NPC and representing them
in Strength, and doing the same for their intelligence
and wisdom and representing that in Will. Additionally,
you can use the “Advanced Character Creation” section
in “Chapter 2: Characters” to get more granular about
creating ability bonuses for your monsters and NPCs.

If you’re thinking about power levels for 5E content, we’d


recommend looking at levels 2-4 for character class spells
and talents and 5-7 for destiny spells and talents. For
equipment, take a look at uncommon items to inspire your
creation of Standard Gear and Cybernetics, rare items
for Advanced Gear and Standard Faction Gear, and very
rare and legendary items for Advanced Cybernetics and
Advanced Faction Gear. For monsters, check out CR 0-2 for
Light Threat monsters, CR 3-5 for Medium Threat monsters,
CR 6-7 for High Threat monsters, and CR 8+ for Deadly
Threat monsters.

Of course, some additional configuration will still apply


as you’ll want to consider the ceridium cost of spells, the
accurate transposition of talent-like abilities with our
streamlined combat rules that don’t require things like
free actions, and the presence of new or updated systems
in Entromancy like momentum, factions, equipment, and
cybernetics. And remember, none of this is required! You
can play Entromancy without ever cracking open the SRD,
but if there’s something there that you like, make it work
for your game!

Entromancy: A Cyberpunk Fantasy RPG 81


Mateus Salles (Order #36391282)
82Entromancy: A Cyberpunk Fantasy RPG
Mateus Salles (Order #36391282)
Entromancy: A Cyberpunk Fantasy RPG 83
Mateus Salles (Order #36391282)
ch a p t er

The Presidio
9
Heist
Welcome to the first official Entromancy mission, The Presidio Heist! This mission is meant to walk you, as the GM, and your players, through
an adventure with brand new characters, while also introducing some of the themes and mechanics in the Entromancy world.

Throughout the course of this chapter, you’ll encounter GM tips in italics that may be helpful when you’re running the mission. You’ll also
find text blurbs in gray boxes which are meant to be read out loud to all of the players.

Additionally, we recommend that you read through the entire mission before you attempt to run it for the first time. You’ll find that there are
quite a few opportunities to encourage your players to co-create the world together with you while learning the ropes. Encourage them to use
their skills to their advantage - whether it be Stealthing past guards, using Athletics to achieve acts of derring-do, employing Knowledge to
learn more about the world, Hacking their way through the facility, or being Dramatic to attempt to impersonate others.

If you’re GMing for the first time or are already a pro, be sure to check out “Chapter 8: GMing Entromancy” for more tools and advice as you
prepare to run The Presidio Heist.

Above all, have fun!

84Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
MI S S ION B RIE F F A C T ION OB JE C T I V E S

As the GM, you’ll want to read the below mission brief aloud After taking some time to discuss Entromancy’s three
to your players. This bit of backstory should provide them factions with your players, request each of them to provide
with enough primary motivation to investigate what’s inside you with a sense for which faction they might consider
the Presidio. However, you can fit the narrative to suit your aligning their interests with, at least initially. Communicate
adventure. Are you already dreaming of a larger campaign the following faction objectives accordingly, preferably
and just want to use the maps contained within? Feel free in private.
to pick and choose the best parts as you go along and throw
out the rest. This is your and your players’ mission. Modify it Each faction objective has a faction point reward and/or
as you see fit. penalty based on its completion. If one or more of your
players completes a faction objective throughout the course
The Presidio has been a military installation for of the mission, assign them faction points accordingly.
hundreds of years, under a handful of different
regimes. During the latter half of the 20th century, AURICHOME – The Aurichome missive is to destroy the base
the United States government converted it to a at all costs. Ansler is reported to have been conducting
park and museum. By the year 2050, NIGHT had research on aurics, and Aurichome cannot abide for that
commandeered most of the buildings and turned one experimentation to continue. The faction can likewise not
of them into a research facility. Yet, in recent years, afford to allow NIGHT to obtain Ansler’s data and potentially
it has largely been overrun by ragers — bloodthirsty continue the auric-related research.
aurics affected by a plague of unknown origin — and
worse. Faction Point Reward: +2 Aurichome, -1 NIGHT, -1 Unaligned

What NIGHT was researching is classified, but three NIGHT – NIGHT Agents are tasked with learning what type of
years ago, they lost control of the lab. The NIGHT research is being conducted at this facility. They are to not
Inquisitor in charge was Brigadier Whitward, a destroy the base or its research under any circumstance,
hardliner whom we believe has initiated a splinter as NIGHT intends to recommission the base in the future.
organization known as the Northern California Human They’d also love to use any of the knowledge gleaned from
Rights Group (NCHRG). The NCHRG places extra Ansler’s research for themselves.
emphasis on the human part of their moniker...i.e.,
aurics need not apply. Faction Point Reward: +2 NIGHT, -1 Aurichome, -1 Unaligned

UNALIGNED – The Unaligned are concerned less with the


GL OB A L OB JE C T I V E socio-political repercussions of Ansler’s work, and are
instead interested in establishing a military and research
Read the following aloud to all players: foothold on the West Coast. The Unaligned missive is to
take over the base in as covert a manner as is possible.
Whitward’s chief research lieutenant is Doctor
Carlton Ansler. Ansler did some time in NIGHT but Faction Point Reward: +3 Unaligned, -1 Aurichome, -1 NIGHT
turned civilian when his research was considered too
extreme for government sanctioning. We have it on
good authority that these two goons are definitely up
to no good. We need you to recon the building, find
out what they’re working on, steal their research,
and get a good lay of the land. While we can’t
stomach the thought of not controlling this facility
ourselves, we need to find out what these two
whackos are working on before it’s too late.

Entromancy: A Cyberpunk Fantasy RPG 85


Mateus Salles (Order #36391282)
M A IN F L O OR OF T HE NIGH T C OMP L E X 1. E N T R Y WAY:

Refer to the map above for the main floor of the NIGHT
complex, a 20th century Spanish-style military building that This brightly lit entryway looks like your run-
has been reinforced with 21st century security. The squat, of-the-mill reception area except for the high
well-kept facility stands out against the overgrown foliage security glass that separates you from the
of the Presidio, which has become too dangerous for public receptionist.
access. Feel free to describe how the players have made
their way to the NIGHT complex, emphasizing how they’ve
had to fight their way to it while attempting to discern its See the names in BOLD text below? They’re to let you
exact location. know that you can find the stats for those creatures in
“Chapter 10: Monsters.”
The grid represents 5x5-foot squares (with walls that are
not quite as thick as the map would suggest). When your This is a secure entryway. During normal business hours,
players are in combat, you can use miniatures on a grid- there is a receptionist (STREET MANCER) posted at the front
based playmat and navigate them through the locations. desk, who will check people in and out of the building. As
Or, you can choose to use a “theater of the mind” approach far as anyone knows, this is likely the only entrance to the
and describe the situation to the players and allow them to building. (It really isn’t. There is a rear entrance that leads
visualize the scenario without the same level of granularity to the break room (room 5), a secret entrance on the roof,
that’s indicated on the map. It’s up to you! and another a fair distance from the complex that leads into
the underground level.)

86Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
The front desk is located in the middle of the room with 3. C ON T R OL R OOM:
high-security glass splitting the room horizontally.
On either side of the front desk is a door that can be
opened from the inside by a switch on the desk. In the This large room has a number of monitors on a
far corners of the room are hard points that support desk against the wall across from the door.
SECURITY TURRETS.

It’s clear that whoever is operating this building is ready If the players enter this room during the day, they will
for trouble. If someone busts the exterior door down encounter 3 scientists (FIELD SUPPORTS). If they enter the
instead of hacking or pressing the security switch, the room after normal business hours, they will have a 50%
turrets will attack. This will also signal a silent alarm and chance to encounter 2 HEAVY PATROLLERS. The terminal
notify the security personnel on the second floor. Each in this room controls access to the research lab (room 4).
round that the alarm continues, two security personnel The players must hack this terminal or persuade a guard or
(HEAVY PATROLLERS) will move to engage the targets in this scientist to open the door to gain access to the research
room. It will take a security team 2 rounds to get from the lab. The terminal has a Security Grade of Military, with
second floor to the entry room. Limited accessibility.

After hours, there are no guards in this room. Once the players Don’t have a player who can hack? Killed all the scientists
reach the reception desk, they can turn off the alarm. or NIGHT agents? No problem. Have a group of your players
team up and try to force the door. Remember that this is
In front of the building, there are two FIELD SUPPORTS your adventure and that you can change anything you like to
standing guard, with one ROTODRONE patrolling the grassy fit your group’s style.
area. There’s a small SURVEILLANCE CAMERA attached to
the front wall that overlooks the main entrance and feeds 4 . RE S E A RC H L A B:
live footage into the control room (room 3).

If the players attempt to breach the entryway at night This spacious room contains 3 large tanks of
when there is no receptionist present, they can attempt to fluid. Two of them are empty, and the third
hack the door with a successful Hacking check through use contains a large monstrosity. Two heavy turrets
of their digitabs. The door has a Security Grade of Military, point menacingly at you from mounts on the
with Open accessibility. ceiling, and a white-haired, unhinged-looking
scientist clucks in irritation as you disturb his
2 . C UB IC L E F A RM: workstation.

Welcome to cubicle hell. Even in the late 21st This is Dr. Ansler’s research lab. In addition to the
century, people can be found working in cubicle monstrosity (a CHIMERA) there are several rows of
farms. computer research stations and two HEAVY TURRETS.
Dr. Ansler, who is wiry, shifty-eyed, and more concerned
about continuing his work than the safety of anyone in
This room contains ten 5x5-foot cubicles which each his facility, is located in the lab and can be played as an
include a desk with a docking station for a portable APPRENTICE ENTROMANCER.
computer terminal setup. If the players enter this
room during the day, they will encounter 1d10 scientists If Ansler reads the way the winds are blowing and deter-
(FIELD SUPPORTS). These are non-combatants and will mines that the players intend to kill him, he will release the
attempt to flee or bargain with the players for their lives. monstrosity and the turrets will attack.
They can provide the players with the knowledge that
genetic experimentation is being performed in the facility,
but are unaware of the specifics.

Entromancy: A Cyberpunk Fantasy RPG 87


Mateus Salles (Order #36391282)
If Ansler is pressed to reveal more about his work, he The break room has a set of mechanized double doors that
attempts to avoid further questioning, repeatedly warning open onto a small landing behind the facility that is over-
about calling for security and referring to the facility’s looked by a SURVEILLANCE CAMERA, which feeds live foot-
“guests” downstairs. age into the control room (room 3). At any given time, there
are 1d2 FIELD SUPPORTS patrolling the rear of the building
If Ansler discovers — or believes — that one or more of the or taking a break. There is also a MERLIN-CLASS WALKER in
players is allied or intends to ally with the Unaligned, he the forest behind the building that can be called if neces-
deduces that he may be able to rationalize his motives sary, and is observable with a successful Nature (DC 12) or
with them and bring them into the fold of the NCHRG. The Awareness (DC 17) check.
player(s) involved have advantage when making Negotiation
checks with or Discernment checks against him. If any of the security personnel, who are of a hired merce-
nary detachment, discover - or believe - that the players
Ansler cares nothing for the cause of the NCHRG. Ansler are NIGHT Agents or in service of Aurichome, they become
only wants to further his research and will say anything he visibly distressed at the potential repercussions of crossing
can to escape. Allowing him to do so provides each involved NIGHT or King Thog’run, and will incur disadvantage on any
character -1 FP with Aurichome. Negotiation or Discernment checks made in conversation
with the player(s) involved.
Roleplaying as Ansler: Not every encounter has to end in
combat. That’s one the great things about roleplaying - 6. H A L L WAY:
sometimes a character just wants to survive when faced
with impossible odds. Dr. Ansler, for example, lost his pet
gerbil at a very young age. Having always had an inquisitive Sometimes a hallway is just a hallway. The door
mind, he performed some experiments on the gerbil that to the north is locked with no obvious sign of how
led to the animal’s untimely demise, leaving a horrific to open it.
(and self-inflicted) impression upon the young scientist
throughout his formative years. Ansler became determined
to apply his intelligence to find a way to “cheat” death, The door on the north side of this hallway can only be
partially succeeding in creating a string of ceridium-altered, manually opened from the terminal in the control room
near-indestructible monsters. Ansler continued a cycle of (room 3). It can also be forced by two or more players that
preying on the weak while attempting genetic experiments have a combined Strength ability bonus of +6 or higher.
on all kinds of creatures, including humans and aurics, and The door to the south can be opened manually provided
most recently, sufferers of the rage plague. that the players have the appropriate access credentials
on their digitab...which they can obtain by hacking another
5 . B RE A K R O OM: digitab or drone within the facility or convincing one of
the facility’s inhabitants to enable their digitab with the
access credentials.
This lounge area has three couches, vending
machines, a pool table, and a large ARTV against the A SPIDER DRONE is crawling on the west wall and can be
back wall. spotted with a successful Awareness check (DC 15).

All of the facility’s inhabitants are in possession of their


There are 2-3 off-duty guards (HEAVY PATROLLERS) in this own digitabs, with varying levels of access to the facility’s
area. If the front door of the facility is breached, these rooms. In general, the facility personnel’s digitabs have a
off-duty guards will continue to protect this area, relying Security Grade of Civilian or Military and Closed accessibil-
on the second floor react squad to handle the situation. ity, but feel free to modify them as you see fit.

The maps in this mission have been created to appear as


if displayed on a field-ready digitab in the possession of
a character.

88Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
7. S TA IR W E L L : 1. B A C K UP P O W E R ROOM:

This is a clean stairwell with a set of stairs going up A bevy of consoles with archaic solar power
to the second floor and a set of stairs headed down controls whirs quietly against the northern wall,
to the subfloor. interrupted only by a dark chute that delves
further into the building.

These stairs lead up to a barracks and down to a dark base-


ment that is locked with an electrified gate and inaccessi- This is the only room on the second floor that is not a
ble with all but Ansler’s digitab’s access credentials. barracks, and is secured behind a hidden door that can
be perceived by a successful Awareness check (DC 20),
or by securing a full blueprint of the building through a
S E C OND F L OOR OF T HE NIGH T C OMP L E X successful Hacking check on the network (DC 23). Housed
inside this room are control units for a backup solar power
Refer to the map below for the second floor of the system that will provide energy to the complex if the
NIGHT complex. primary ceridium power supply is interrupted. The north wall
contains an access chute that leads from the roof to the
The second floor of the NIGHT facility acts as a barracks for basement of the building.
the security forces. While the facility features a lounge on
the main floor, the second floor houses bunks and storage Your players could potentially use the roof to access the
for personal effects. building by attempting a Thievery check (DC 15) on the
chute’s release hatch. If they do, this room contains
the chute they could use to scurry down all the way to
the basement.

Entromancy: A Cyberpunk Fantasy RPG 89


Mateus Salles (Order #36391282)
2- 9. S E C URI T Y B A RR A C K S: 10. OF F IC E R OF T HE MON T H
(O OM) B A RR A C K S:

This is your standard barracks room. It’s been kept


neat and orderly as if someone were to inspect it This room is more spacious than the standard
each day for cleanliness. barracks rooms and isn’t quite as tidy. It is
occupied by a single bunk, a small corner table
and a larger wall locker.
These rooms are 15 feet x 20 feet wide, each featuring a
double rack of bunk beds, two wall lockers, and a small
night stand. This barracks is reserved for the complex’s head of secu-
rity. There is a 50% chance that your players will encounter
If the players enter the Presidio in the evening and manage the OOM in this room during the day, or 100% at night. The
to evade the facility’s alarms, there is a 90% chance that OOM can be played with the BRIGHT INQUISITOR stat block.
each room will be occupied by 2 rogue NIGHT AGENTS (one
DAYPATH and one NIGHTPATH). If the players have already The OOM barracks has a 50% chance of containing
encountered resistance on the main floor, there is a 25% an item that your players can collect. If one of your
chance that they will encounter 2 rogue NIGHT AGENTS (one players enters the OOM barracks and attempts to
DAYPATH and one NIGHTPATH) waiting in reserve in search it with an Awareness check (DC 15), roll a d20
each room. and determine if the room has any items, based on
“Table M2: OOM Barracks Items.”
If your players are mowing through NIGHT Agents like night-
blades through hot butter, feel free to bring more monsters Table M2: OOM Barracks Items
into the mix. The numbers presented in this mission d20 Result Item(s) Contained in OOM Wall Locker
represent suggestions for completely new characters.
1-10 No Items
11-12 Ceridium Capsule
Alternatively, if your group consists of only 1 or 2 very new
players, it’s possible that the NIGHT Agents are presenting 13-14 Red Oxidium Injector
too much of a challenge. If that’s the case, you can either 15-16 Oxadrenalthaline Syringe
reduce the number of NIGHT Agents to one per room, have 17-18 Medkit
your players encounter them less frequently, or simply 19-20 Advanced Gear
replace them with TRAINEES instead.

Each room has a 50% chance of containing an item that


your players can collect. If one of your players enters a
room and attempts to search it with an Awareness check
(DC 15), roll a d20 and determine if the room has any items,
based on “Table M1: Security Barracks Items.”

Table M1: Security Barracks Items


d20 Result Item(s) Contained in Barracks Lockers
1-10 No Items
11-13 Ceridium Capsule
14-15 Red Oxidium Injector
16-17 Oxadrenalthaline Syringe
18-19 Medkit
20 Two Medkits

90Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
UNDE R GR OUND L E V E L OF The drone repair bay has a depth of 30 feet, and there is
T HE NIGH T C OMP L E X an access panel on the northern wall for the solar array
located on the roof. The panel conceals a chute that can
Refer to the map above for the underground level of the be perceived by a successful Awareness check (DC 15) and
NIGHT complex. opened with a successful Thievery check (DC 10). The chute
leads all the way up to the second floor of the complex.
1. DR ONE RE P A IR B AY:
The drone repair bay is connected to the rest of the under-
ground facilities but is not readily accessible, as there are
A large catwalk runs north-to-south along the ladder hooks hanging from the catwalk along the eastern
eastern wall, flush with the entrance from the wall but no ladders. There is a MERLIN-CLASS WALKER
underground level’s lone hallway and overlooking a and an OCELOT-CLASS WALKER standing in repair bays,
large drone repair day. There doesn’t appear to be which appear to be in disrepair but are fully functional.
a way down into the bay from the catwalk or vice- There are also 1d4 K-9 DRONES patrolling the bay. Players
versa. can attempt to climb up to or down from the catwalk by
using the drone repair apparatuses as handholds with a
successful Athletics check (DC 14), but doing so activates
A recent addition, the drone repair bay was not part of the the walkers.
complex when NIGHT was still in control of it. As such, the
faction has no knowledge of its existence, and it does not If your players decide to tango with the walkers and are
appear on any official blueprints unless obtained directly up for a challenge, you can let them have at it. If you’re
from one of the facility personnel’s digitabs. concerned that the walkers may pose too much of a
challenge, you can instead decide that one or both of them

Entromancy: A Cyberpunk Fantasy RPG 91


Mateus Salles (Order #36391282)
are not yet fully repaired and are either not at full power or DE B RIE F ING
completely out of commission.
Once your players have completed The Presidio Heist’s main
2 . R A GE R P I T A L P H A : objective by investigating the NIGHT facility, getting a
sense of what Whitward and Ansler are up to, and exploring
all three levels of the complex, give them some time to
This large room smells overwhelmingly of body address their faction objectives before encouraging them
odor, and large piles of straw are matted down to report back to their superiors.
along the walls for bedding. Disconcerting moans
and rasps emanate from the dimness of flickering The question might arise: where is Whitward?
overhead lights.
After the mission has been successfully completed, if
the players make a successful Hacking check (DC 16) on
2d4 + 1 FRENZIED RAGERS are located here, behind an the network with the new information they’ve obtained or
electrified fence that can be disabled with a successful decide to bring Ansler along for questioning and make a
Hacking check (DC 14). successful Negotiation check (DC 18) with him, they learn
the following:
Releasing and/or temporarily Healing the ragers (DC 12)
in both rager pits, without subsequently harming them,
provides each involved character +1 FP with Aurichome. Brigadier Whitward was most recently located
in an Unaligned base not far from the Pacific
3. R A GE R P I T BE TA : North NIGHT Headquarters in Seattle. He uses an
underground security bay to travel to and from
the Presidio NIGHT facility without outsiders
This large room smells like rotten meat and death, being able to keep tabs on him. Rumors abound
and large piles of straw are matted down along the that there is a separate access point deep in the
wall for bedding. It is eerily quiet. Presidio that connects with another such facility,
where a naturally-occurring source of ceridium is
being contained for examination…
1d4 + 1 RAGERS are located here in a pit that is designated
for ragers that have been tranquilized with high doses
of Oxidium. As such, they will not engage in combat Whitward, who can be played as an INQUISITOR GENERAL,
unless attacked. can alternatively be located in the drone repair bay if you’d
prefer to set up a climactic showdown for your players.
4 . HIDDE N UNDE RGROUND E N T R A NC E: If the players defeat him, they receive +1 FP with NIGHT.
Otherwise, you have the option of utilizing his absence as a
hook to build out the next mission surrounding the machi-
This tunnel is tall and wide enough to march the nations of the NCHRG and the allure of a naturally-occurring
largest of Atlas-class walkers through. It appears source of ceridium, once known many centuries ago as
as if an entire battalion could pass through blue orichalcum.
here at once.

This tunnel is the main access point for the drone repair
bay, and travels underground for half a mile before reaching
a separate access point to the surface, deep in the hostile
Presidio. 1 SPIDER DRONE, 1 TROJAN DRONE, 1 ROTODRONE,
and 3 K-9 DRONES patrol the tunnel.

92Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
ch a p t er

monsters
10
AND OTHER LESS MONSTROUS
BUT EQUALLY DANGEROUS ADVERSARIES

Entromancy: A Cyberpunk Fantasy RPG 93


Mateus Salles (Order #36391282)
A NC IE N T B E A S T S MO V E A C T ION S
HYPNOTIC GAZE – (Recharge 4-6) The basilisk targets
Strange Beasts in a Strange World. Many had thought one organic creature that it can see within 30 feet of
that the beasts and monsters of legends were just it. The target must succeed on a Will check (DC 14) or be
that: legends. However, with the mass synthetization controlled until the start of the basilisk’s next turn. While
and availability of ceridium, exposure to the element controlled, the target takes only the actions the basilisk
had for some species tremendous impact, revealing, chooses, and doesn’t do anything that the basilisk
just like in humans, dormant magical genes. Born doesn’t allow it to do.
from either experimentation or the revelation of their
ancestral magical heritage, some common animals
turned into these terrifying and majestic beasts. C HIME R A  O R G A N I C C R E ATU R E
These creatures are by no means common, but
reports have confirmed their existence in Armor Class: 13 Hit Points: 82Speed: 40 ft.
ceridium-rich environs.
STR AGI WILL PER
+6 +3 +1 +0
B A S IL I S K  O R G A N I C C R E ATU R E
Skills: Athletics +8, Awareness +5
Armor Class: 17 Hit Points: 65Speed: 60 ft. Languages: None Threat Level: Deadly
 swim 60 ft.
CERIDIUM SCENT – The chimera can pinpoint, by scent,
STR AGI WILL PER the location of ceridium up to 1 mile away.
+3 +6 +6 +0 MUTABLE BODY – The chimera can move through a space
as narrow as 4 inches wide without squeezing.
Skills: Grappling +5, Awareness +8 THREATENING – Any creature that attempts to move
Languages: the languages it hears Threat Level: High closer to the chimera must first succeed on a Will check
(DC 10) or be unable to willingly move closer to the
CONSTRICT – When the basilisk hits a creature with a bite chimera until the start of its next turn.
attack, the target must make a Grappling or Tumbling
check (creature’s choice) contested by the basilisk’s C OMB AT A C T ION S
Grappling check. If the basilisk succeeds, the target has a MULTIATTACK – The chimera makes two melee attacks:
Speed of 0 until the end of its next turn and if the basilisk one with its bite, one with its claws.
moves, the target moves with it. BITE – Melee Attack: +8 to hit, reach 5ft., one target.
MIMICRY – The basilisk can mimic simple sounds of Hit: 11 (1d10 + 6) damage.
speech it has heard, in any language. A creature that CLAWS – Melee Attack: +8 to hit, reach 5ft., one target.
hears the sounds can tell they are imitations with a Hit: 9 (1d6 + 6) damage.
successful Discernment check (DC 10). MULTI-HEADED – The chimera makes a bite attack against
each creature within 5 feet of it.
C OMB AT A C T ION S
BITE – Melee Attack: +5 to hit, reach 5ft., one target. MO V E A C T ION S
Hit: 10 (2d6 + 3) damage. LEAP – The chimera leaps 60 feet. If it lands within 5 feet
SPIT VENOM – Ranged Attack: +8 to hit, one target within of a creature, it can immediately make a claw attack
60 feet. Hit: 19 (3d8 + 6) damage. If the target is an against it.
organic creature, it can’t regain hit points until the end of SIPHON CERIDIUM – (Recharge 4-6) The chimera targets
the encounter. Any creature can take an action to clean one creature which has at least 1 ceridium within 5 feet of
the venom and end the effect with a successful Healing it. The target loses 1 ceridium and the chimera regains 10
check (DC 14). (3d6) hit points.

94Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
D A RK C U T T L E  O R G A N I C C R E ATU R E H A RP Y O R G A N I C C R E ATU R E
 BY M A R C O C A S TA N ED A
Armor Class: 12 Hit Points: 12Speed: 30 ft.
Armor Class: 14 Hit Points: 110Speed: 10 ft.  fly 60 ft.
 swim 80 ft.
STR AGI WILL PER
STR AGI WILL PER +2 +2 +0 +0
+8 +2 +2 +0
Languages: None Threat Level: Light
Skills: Grappling +8, Stealth +4
Languages: None Threat Level: Deadly PACK TACTICS – The harpy has advantage on an attack
roll against a creature if at least one of the harpy’s
OVERWHELMING SADNESS – When it reduces a creature to allies is within 5 feet of the creature and the ally
0 hit points, the cuttle has disadvantage on attack rolls isn’t incapacitated.
until the end of its next turn.
C OMB AT A C T ION S
C OMB AT A C T ION S TALONS – Melee Attack: +4 to hit, reach 5ft., one target.
MULTIATTACK – The cuttle makes four attacks with its Hit: 5 (1d6 + 2) damage.
tentacles, and uses Crushing Hug.
TENTACLE – Melee Attack: +10 to hit, reach 25 ft., one
target. Hit: The target must make a Grappling or Tumbling L E MURE O R G A N I C C R E ATU R E
check (creature’s choice) contested by the cuttle’s
Grappling check. If the cuttle succeeds, the target has a Armor Class: 16 Hit Points: 36Speed: 40
speed of 0 and disadvantage on attack rolls until the end
of its next turn. If the cuttle moves, the target moves STR AGI WILL PER
with it. +0 +6 +2 +0
CRUSHING HUG – The cuttle crushes each creature against
which it won a contested Grappling check on its turn, Skills: Stealth +8
dealing 17 (2d8 + 8) damage. Languages: None Threat Level: Medium

MO V E A C T ION S AVERSION TO MAGIC – If the lemure takes damage from a


CHARMING INK – (Recharge 5-6) While under water, the spell, it has disadvantage on attack rolls until the end of
cuttle expels an ink cloud in a 60-foot radius. The ink its next turn.
cloud lasts until the end of the encounter. Each creature
in the ink cloud gains cover. An organic creature that C OMB AT A C T ION S
starts its turn in the ink cloud must succeed on a Will MULTIATTACK – The lemure makes two melee attacks.
check (DC 14) or can’t attack the cuttle or target the CLAWS – Melee Attack: +8 to hit, reach 5 ft. Hit: 13 (2d6
cuttle with harmful abilities or magical effects until + 6) damage. The lemure regains hit points equal to half
the start of the creature’s next turn. A strong current the damage it deals.
disperses the cloud after 1 round.
MO V E A C T ION S
SHADOW FIEND – (Recharge 4-6) Until the start of its
next turn, the lemure is non-material. While in this form it
cannot make attacks, but is immune to damage and can
pass through cracks big enough for its two-dimensional
form. If it reforms in a space too narrow for its body,
it reappears instead in the nearest unoccupied space,
taking 1d6 damage per 5 feet travelled.

Entromancy: A Cyberpunk Fantasy RPG 95


Mateus Salles (Order #36391282)
M A NDR A G OR A O R G A N I C C R E ATU R E PHOENIX RISING – (1/Day) When the phoenix is reduced
to 0 hit points, it instantly regains half of its total hit
Armor Class: 10 Hit Points: 58Speed: 10 ft. points, is immune to all damage until the start of its next
turn and all creatures within 10 feet of it must make an
STR AGI WILL PER Agility check (DC 12), taking 18 (4d8) damage on a failed
+5 +0 +0 +0 check or half as much damage on a successful one.

Languages: None Threat Level: High C OMB AT A C T ION S


MULTIATTACK – The phoenix makes two melee attacks:
INNOCUOUS PRESENCE – While the mandragora remains one with its beak, one with its talons.
motionless, it is indistinguishable from a normal patch BEAK – Melee Attack: +5 to hit, reach 5 ft., one target.
of mandrakes. Hit: 10 (2d6 + 3) damage.
POISONOUS SPORES – At the start of each of the TALONS – Melee Attack: +5 to hit, reach 5 ft., one target.
mandragora’s turns, each organic creature within 20 feet Hit: 7 (2d4 + 3) damage. The attack ignores any damage
of it takes 3 (1d6) damage. reduction or immunity of the target.

C OMB AT A C T ION S
MULTIATTACK – The mandragora makes thre melee attacks. P OME R A NI A N S P IRI T  O R G A N I C C R E ATU R E
ENTANGLING ROOTS – Melee Attack: +7 to hit, reach 20 ft.,  BY FLEI D
one target. Hit: 7 (1d4 + 5) damage and the target’s speed
is reduced by 20 feet until the end of its next turn. Armor Class: 13 Hit Points: 6Speed: 40 ft.
SCREAM – (1/Day) The mandragora releases a terrible
scream. This scream has no effect on artificial creatures. STR AGI WILL PER
All other creatures within 30 feet of it that can hear it +0 +3 +3 +0
must make a Will check (DC 14). On a failure, a creature
drops to 0 hit points. On a success, a creature takes 10 Skills: Awareness +5, Grappling +2
(3d6) damage. Languages:None Threat Level: Light

INCORPOREAL MOVEMENT – The spirit can move through


P HOE NI X O R G A N I C C R E ATU R E other creatures and objects. It takes 5 (1d10) damage if it
ends its turn inside an object.
Armor Class: 14 Hit Points: 34Speed: 30 ft. LATCH – When the spirit hits a creature with a bite attack,
 fly 80 ft. the target must make a Grappling or Tumbling check
(creature’s choice) contested by the spirit’s Grappling
STR AGI WILL PER check. If the spirit succeeds, whenever the target moves,
+3 +4 +0 +2 the spirit moves with it, ending its movement in a square
of its choice adjacent to the target. The spirit can be
Languages: None Threat Level: Medium latched onto no more than one creature at a time.

FIRE BODY – At the start of each of the phoenix’s turns, C OMB AT A C T ION S
each creature and object within 5 feet of it takes 7 BITE – Melee Attack: +5 to hit, reach 5 ft., one target.
(2d6) damage. A creature that touches the phoenix Hit: 6 (1d6 + 3) damage.
or hits it with a melee attack while within 5 feet of it
takes 7 (2d6) damage. MO V E A C T ION S
GNAW – Melee Attack: automatic hit, reach 5 ft., one creature
that is latched by the spirit. Hit: 6 (1d6 + 3) damage.

96Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
W E NDIG O  O R G A N I C C R E ATU R E A NIM A L C OMP A NION

Armor Class: 15 Hit Points: 73Speed: 50 ft.


BE A R  O R G A N I C C R E ATU R E
STR AGI WILL PER
+5 +4 +0 +0 Armor Class: 12 Hit Points: 12Speed: 30 ft.

Skills: Awareness +2, Stealth +6, Tumbling +6 STR AGI WILL PER
Languages: None Threat Level: High +2 +0 +2 +0

SCENT – The wendigo can pinpoint, by scent, the location Skills: Athletics +6
of organic creatures within 60 feet of it. It can sense the Languages: None Threat Level: Light
general direction of organic creatures up to 1 mile away.
WOUNDED FRENZY – If the wendigo has fewer than half of NATURE’S CHOSEN – You may halve the damage you take;
its hit points remaining, it gains 1 extra combat action on your bear takes the remaining half.
its turn. ENDURING – If damage reduces the bear to 0 hit points,
it can make a Will check (DC of 5 + the damage taken
C OMB AT A C T ION S from the attack). On a success, the bear drops to 1 hit
MULTIATTACK – The wendigo makes two melee attacks: point instead.
one with its claws, one with its bite.
BITE – Melee Attack: +7 to hit, reach 5 ft., one target. C OMB AT A C T ION S
Hit: 11 (1d12 + 5) damage. If the attack reduces a creature CLAWS – Melee Attack: +4 to hit, reach 5 ft., one target.
to 0 hit points, the wendigo regains hit points equal to the Hit: 7 (2d6) damage.
damage dealt.
CLAWS – Melee Attack: +7 to hit, reach 5 ft., one target.
Hit: 8 (1d6 + 5) damage plus 7 (2d6) if the wendigo is B OB C AT  O R G A N I C C R E ATU R E
within the Shadow Fog’s area.
Armor Class: 12 Hit Points: 12Speed: 40 ft.
MO V E A C T ION S  climb 30 ft.
SHADOW FOG – (Recharge 4-6) The wendigo releases
black fog around itself. Each creature in a 20-foot radius STR AGI WILL PER
sphere centered on the wendigo gains cover, and ranged +0 +2 +2 +0
and spell attacks made inside the fog or targeting a
creature inside it automatically miss until the end of the Skills: Stealth +6
wendigo’s next turn. Languages: None Threat Level: Light

NATURE’S CHOSEN – One creature of your choice within 5


feet of your bobcat has advantage on Stealth checks.
LACERATE – When the bobcat hits an organic creature with
a claw attack, the creature begins taking 1d4 damage
at the beginning of its turn. On its turn, it can take a
move action to attempt to stop the bleeding by making
a successful Healing (DC 10) check. Multiple instances of
Lacerate are not cumulative.

C OMB AT A C T ION S
CLAW – Melee Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d6) damage.

Entromancy: A Cyberpunk Fantasy RPG 97


Mateus Salles (Order #36391282)
C R O C ODIL E  O R G A N I C C R E ATU R E FOX O R G A N I C C R E ATU R E

Armor Class: 12 Hit Points: 12Speed: 30 ft. Armor Class: 12 Hit Points: 12Speed: 30 ft.
 swim 30 ft.
STR AGI WILL PER
STR AGI WILL PER +0 +2 +0 +2
+0 +2 +2 +0
Skills: Drama +4, Tumbling +4
Skills: Grappling +4, Stealth +4 Languages: None Threat Level: Light
Languages: None Threat Level: Light
NATURE’S CHOSEN – You have advantage on Drama
NATURE’S CHOSEN – When your crocodile reduces a hostile checks. Additionally, any attempt by a spell or device to
creature to 0 hit points, you regain 2d6 hit points. determine whether you’re telling the truth results in your
DEATH ROLL – Once per round, when the crocodile rolls a favor, whether or not you’re being truthful.
5 or 6 on a damage die for a bite attack, it deals an extra DODGE – Once per round, when an attack hits the fox, it
1d6 damage. can make a Tumbling check (DC equal to the attack roll). If
the Tumbling check succeeds, the attack misses.
C OMB AT A C T ION S
BITE – Melee Attack: +4 to hit, reach 5 ft., one target. C OMB AT A C T ION S
Hit: 7 (2d6) damage. BITE – Melee Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d6) damage.

E A GL E  O R G A N I C C R E ATU R E
P Y T HON O R G A N I C C R E ATU R E
Armor Class: 12 Hit Points: 12Speed: 30 ft.
 fly 60 ft. Armor Class: 12 Hit Points: 12Speed: 30 ft.
 swim 30 ft.
STR AGI WILL PER
+0 +2 +2 +0 STR AGI WILL PER
+2 +2 +0 +0
Skills: Awareness +6
Languages: None Threat Level: Light Skills: Grappling +6
Languages: None Threat Level: Light
NATURE’S CHOSEN – When your eagle uses Sense
Weakness against a creature, you immediately learn the NATURE’S CHOSEN – When you hit a creature with a ranged
creature’s armor class and current hit points. attack, it can use either a combat action or a move action
on its turn, not both.
C OMB AT A C T ION S CONSTRICT – When the python hits a creature with a bite
TALONS – Melee Attack: +4 to hit, reach 5 ft., one target. attack, the target must make a Grappling or Tumbling
Hit: 7 (2d6) damage. check (creature’s choice) contested by the python’s
Grappling check. If the python succeeds, the target has a
MO V E A C T ION S speed of 0 until the end of its next turn and if the python
SENSE WEAKNESS – The eagle targets one creature it can moves, the target moves with it.
see. The eagle adds a +5 bonus to its next attack roll
made against the creature. C OMB AT A C T ION S
BITE – Melee Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d6) damage.

98Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
S TA G  O R G A N I C C R E ATU R E A URIC HOME

Armor Class: 12 Hit Points: 12Speed: 50 ft. One Nation, One King. Pockets of resistance
formed to combat the human rights violations
STR AGI WILL PER that came with the ghettoization and profiling
+2 +2 +0 +0 of the growing racial populations in the
already impacted urban centers. Some of the
Skills: Athletics +4, Tumbling +4 demonstrations were peaceful, others less so,
Languages: None Threat Level: Light but most were uncoordinated on a national scale
until Thog’run II claimed his throne in 2063,
NATURE’S CHOSEN – Your speed increases by 20 feet. proving the physical and philosophical space for
CHARGE – If the stag moves at least 30 feet straight an important identity that the disenfranchised
towards a target and then hits it with a ram attack on the underrace communities craved dearly: that
same turn, the target takes an extra 1d6 damage. of nationhood.

C OMB AT A C T ION S
RAM – Melee Attack: +4 to hit, reach 5 ft., one target. A RC A NE P I T C HE R  O R G A N I C C R E ATU R E
Hit: 7 (2d6) damage.
Armor Class: 13 Hit Points: 24Speed: 30 ft.
(light armor)
W OL F  O R G A N I C C R E ATU R E
STR AGI WILL PER
Armor Class: 12 Hit Points: 12Speed: 50 ft. +0 +2 +2 +4

STR AGI WILL PER Ceridium: 8 Skills: Mancy +4


+2 +0 +2 +0 Languages: English Threat Level: Medium

Skills: Awareness +4, Stealth +4 RELIEF PITCHER – When the pitcher makes an attack with
Languages: None Threat Level: Light its ceridium orb or a grenade, its range is doubled, and
it can decide to make a spell attack instead of a ranged
NATURE’S CHOSEN – If at least one of your allies is within attack. Its ceridium orb deals an extra +4 damage when
5 feet of a creature that you can see, you gain advantage it hits.
on attack rolls against that creature. SPECIAL EQUIPMENT – The pitcher carries a grenade belt.
SCENT – The wolf can pinpoint, by scent, the location of
organic creatures within 60 feet of it. It can sense the C OMB AT A C T ION S
general direction of organic creatures up to 1 mile away. CERIDIUM ORB – Spell Attack: +6 to hit, one target within
60 feet. Hit: 9 (1d6 + 6) damage.
C OMB AT A C T ION S KNUCKLEBALL – (Costs 1 Ceridium) Spell Attack: +6 to
BITE – Melee Attack: +4 to hit, reach 5 ft., one target. hit, one target within 60 feet. Hit: 16 (3d6 + 6) damage.
Hit: 7 (2d6) damage. If the target is a creature, must succeed on a Strength
check (DC 14) or it can’t take actions until the end of its
next turn.
7TH INNING STRETCH – (Costs 1 Ceridium). The pitcher
heals a total of 10 (3d6) hit points between itself and any
organic creatures within 5 feet of it.

Entromancy: A Cyberpunk Fantasy RPG 99


Mateus Salles (Order #36391282)
A URIK A R E L I T E  O R G A N I C C R E ATU R E C OMB AT A C T ION S
CERIDIUM RIFLE – Ranged Attack: +5 to hit, one target
Armor Class: 15 Hit Points: 48Speed: 50 ft. within line of sight. Hit: 7 (1d8 + 3) damage.
(light armor)
MO V E A C T ION S
STR AGI WILL PER COORDINATE – The tactician targets one allied organic
+0 +4 +2 +2 creature within 60 feet of it that it can see and that
can hear the tactician. The creature gains an additional
Skills: Stealth +6, Tumbling +6 combat action on its next turn.
Languages: English Threat Level: High

SPEED RUNNER – The aurikar can move up sheer walls or G UN S L INGE R  O R G A N I C C R E ATU R E
other vertical surfaces as long as it ends its movement
on an horizontal surface. Armor Class: 16 Hit Points: 26Speed: 30 ft.
TRAILBLAZER PROSTHESIS – The aurikar has advantage on (medium armor)
Tumbling checks and Initiative.
TUMBLE DRY – If the aurikar is subjected to an effect STR AGI WILL PER
that allows it to make an Agility check to take only half +2 +4 +0 +2
damage, it can roll a Tumbling check instead and takes no
damage on a successful check, and only half damage if Skills: Discernment +2, Tumbling +6
it fails. Languages: English Threat Level: Medium

C OMB AT A C T ION S DOUBLE SHOT – Once per round, when the gunslinger
MULTIATTACK – The aurikar makes two attacks. makes a ranged attack, it can roll a d6. If the result is a 5
DEFT STRIKES – Melee Attack: +6 to hit, reach 5 ft. or higher, it can make an additional ranged attack as part
Hit: 14 (3d6 + 4) damage. of its combat action.
CERIDIUM PISTOL – Ranged Attack: +6 to hit, one target QUICK DRAW – The gunslinger’s ranged attacks have
within 120 feet. Hit: 8 (1d8 + 4) damage. advantage against targets against which the gunslinger
has a higher Initiative.

G UE RIL L A TA C T IC I A N  O R G A N I C C R E ATU R E C OMB AT A C T ION S


CERIDIUM PISTOL – Ranged Attack: +6 to hit, one target
Armor Class: 14 Hit Points: 32Speed: 30 ft. within 120 feet. Hit: 7 (1d8 + 4) damage.
(light armor)

STR AGI WILL PER


+2 +3 +0 +2

Skills: Stealth +5
Languages: English Threat Level: Medium

SKIRMISHER – After making a successful ranged attack,


the tactician gains an additional move action.
SPECIAL EQUIPMENT – The tactician carries a blasting charge.

100Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
P R OP A G A ND A DR ONE A RTI FI C I A L C R E ATU R E WA L K E R DR ONE S

Armor Class: 13 Hit Points: 20Speed: 30 ft. War Drone. Walkers are war drone models.
 fly 30 ft. They are prominently used by police forces,
private security firms, and the military across
STR AGI WILL PER the globe. Due to the regulations controlling
+0 +2 +0 +4 their acquisition and deployment, and their
very prohibitive cost, few individuals are likely
Skills: Hacking +5 to possess one. In the most secure locations
Languages: English Threat Level: Light it is not uncommon to see these intimidating
guardians patrolling the grounds, deterring by
INCITE DEVOTION – Whenever an allied creature within 30 their mere presence any potential attempts at a
feet of the drone that the drone can see and that can frontal assault.
hear the drone makes an attack roll or ability check, the
creature can add a d4 to its roll. A creature can benefit
from only one Incite Devotion die at a time. AT L A S - C L A S S WA L K E R  A RTI FI C I A L C R E ATU R E

C OMB AT A C T ION S Armor Class: 19 Hit Points: 70Speed: 15 ft.


BROADCAST – The drone broadcasts AR recordings of
King Thog’run II. While in range, all net-enabled display STR AGI WILL PER
and communication devices within 30 feet of the drone +5 +3 +2 +0
emit Aurikar propaganda and cannot be used for other
purposes until the end of the drone’s next turn. Skills: Hacking +10
Languages: None Threat Level: High

RE C RUI T  O R G A N I C C R E ATU R E BALLISTIC PLATING – The walker halves the damage it


takes from ranged attacks.
Armor Class: 12 Hit Points: 10Speed: 30 ft. OVERHEAT – After using its Auxiliary Weapon, the walker
must make a Strength check (DC 14) or it cannot take
STR AGI WILL PER combat actions until the end of its next turn.
+2 +2 +0 +0
C OMB AT A C T ION S
Skills: Discernment +2, Tumbling +6 MULTIATTACK – The walker makes three ranged attacks.
Languages: English Threat Level: Medium GATLING GUN – Ranged Attack: +5 to hit, one target within
line of sight. Hit: 10 (2d6 + 3) damage.
SECOND CHANCE – (1/Day) If an attack reduces the recruit AUXILIARY WEAPON – (Recharge 4-6) The walker uses one
to 0 hit points, it drops to 1 hit point instead. of the following auxiliary weapons:
Heavy Flamethrower: The walker unleashes a stream
C OMB AT A C T ION S of fire. Each creature in a 60-foot cone must make an
CERIDIUM PISTOL – Ranged Attack: +4 to hit, one target Agility check (DC 14). A creature takes 13 (3d8) damage on
within 120 feet. Hit: 5 (1d6 + 2) damage. a failed check, or half as much damage on a successful
one. Until a creature takes a move action to douse the
flame, it takes 3 (1d6) fire damage at the start of each of
its turns.
Missile: The walker fires a missile at a point it can see
within 300 feet. Each creature in a 30-foot radius sphere
centered on that point must make an Agility check (DC
14), taking 17 (5d6) damage on a failed check, or half as
much damage on a successful one.

Entromancy: A Cyberpunk Fantasy RPG 101


Mateus Salles (Order #36391282)
C E N T URION- C L A S S WA L K E R A RTI FI C I A L C R E ATU R E MOBILE ASSEMBLY – The walker assembles 1 medium
threat drone or 1d4 light threat drones, which appear(s) in
Armor Class: 16 Hit Points: 40Speed: 40 ft. an unoccupied space within 10 feet of it. The drone acts
 climb 30 ft. on its own Initiative count. After Mobile Assembly is used,
roll a d6. On a roll of 1, the walker runs out of assembly
STR AGI WILL PER material and loses this trait.
+4 +2 +2 +0 NANO-SWARM – The walker unleashes a swarm of nano-
drones at a point on the ground it can see within 90 feet
Skills: Awareness +4, Hacking +10 of it. The swarm fills a 20-foot-radius sphere centered
Languages: None Threat Level: Medium on the point. The sphere remains until the start of the
walker’s next turn. When the nano-swarm appears, each
SEARCH AND DESTROY – The walker’s sensors can detect creature of the walker’s choice within it must make an
the presence of biological creatures up to 100 feet away. Agility check (DC 16). A creature takes 2d10 damage on
It discerns their exact locations, but the sensors can be a failed check, or half as much damage on a successful
blocked by 1 foot of stone, 1 inch of common metal, a thin one. A creature must also make this check when it
sheet of lead, or 3 feet of wood or dirt. enters the area for the first time on its turn or ends its
turn there.
C OMB AT A C T ION S
MULTIATTACK – The walker makes two melee attacks. MO V E A C T ION S
DEPLOYABLE CLAWS – Melee Attack: +6 to hit, reach 5 ft. EMERGENCY REPAIR – The walker touches one artificial
Hit: 9 (1d10 + 4) damage. creature or targets itself. The target regains 10 (3d6)
DEATH RAY – (Recharge 5-6) The walker targets a creature hit points.
that it can see within 120 feet of it. The target must make OPTIMIZATION – The walker targets one allied artificial
an Agility check (DC 12), taking 16 (3d10) damage on a creature that it can see within 60 feet of it. The target
failed save, or half as much damage on a successful one. takes 3 (1d6) damage but immediately recharges one of
If the check fails by 5 or more, the target instead takes its combat actions.
30 damage.

ME RL IN- C L A S S WA L K E R  A RTI FI C I A L C R E ATU R E


E C HIDN A - C L A S S WA L K E R A RTI FI C I A L C R E ATU R E
Armor Class: 17 Hit Points: 60Speed: 20 ft.
Armor Class: 18 Hit Points: 120Speed: 20 ft.  fly 20 ft. (hover)
 climb 20 ft.
STR AGI WILL PER
STR AGI WILL PER +2 +4 +2 +0
+5 +0 +4 +0
Skills: Hacking +10
Skills: Hacking +15 Languages: None Threat Level: High
Languages: None Threat Level: Deadly
ENCRYPTED – The walker has advantage on contested
CRAWLER – The walker can climb difficult surfaces, Hacking checks.
including upside down on ceilings, without needing to MERLIN SHIELD – The walker halves the damage it takes
make a skill check. from spells. If it is targeted by a spell, it immediately
recharges its Auxiliary Weapon.
C OMB AT A C T ION S
SLAM – Melee Attack: +7 to hit, reach 10 ft., one target.
Hit: 21 (3d10 + 5) damage.

102Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
C OMB AT A C T ION S organic creature, it must succeed on a Strength check
THERMIC LANCE – Ranged Attack: +6 to hit, one target (DC 14) or have disadvantage on its attack rolls until the
within line of sight. Hit: 17 (3d8 + 4) damage. end of its next turn.
AUXILIARY WEAPON – (Recharge 4-6) The walker uses one SERRATED BLADE – Melee Attack: +7 to hit, reach 5 feet.
of the following auxiliary weapons: Hit: 13 (2d8 + 5) damage, and if the target is an organic
Ceridium Beam: The walker fires a beam in a 120-foot line creature, it begins taking 1d4 damage at the beginning
that is 10 feet wide. Each creature in that line must make of its next turn. On its turn, it can take a move action
an Agility check (DC 14), taking 18 (4d8) damage on a to attempt to stop the bleeding by making a successful
failed check, or half as much damage on a successful one. Healing check (DC 10). Multiple instances of Serrated
Smoke Canister: The walker releases thermal smoke Blade are not cumulative.
around itself. Each creature in a 20-foot-radius sphere
centered on the walker gains cover and cannot be
targeted by ranged attacks until the end of the walker’s P AT RIO T- C L A S S WA L K E R  A RTI FI C I A L C R E ATU R E
next turn.
Pacifying Field: The walker releases a burst of electricity Armor Class: 17 Hit Points: 70Speed: 30 ft.
around itself. Each creature in a 10-foot radius sphere
centered on the walker must make an Agility check (DC STR AGI WILL PER
14), taking 14 (4d6) damage on a failed check, or half as +4 +3 +2 +0
much damage on a successful one.
Skills: Hacking +10
Languages: None Threat Level: High
O C E L O T- C L A S S WA L K E R  A RTI FI C I A L C R E ATU R E
NON-LETHAL ORDINANCE – A creature reduced to 0 hit
Armor Class: 15 Hit Points: 50Speed: 30 ft. points by the walker is stable but unconscious for 1
encounter, even after regaining hit points.
STR AGI WILL PER RIOT PLATING – The walker halves the damage it takes
+5 +5 +2 +0 from melee attacks.

Skills: Hacking +10, Stealth +7 C OMB AT A C T ION S


Languages: None Threat Level: High MULTIATTACK – The walker makes two melee attacks.
STUN FIST – Melee Attack: +6 to hit, reach 10 feet.
AUXILIARY SYSTEM – On its turn, the walker activates one Hit: 13 (2d8 + 4) damage.
of the following auxiliary systems until the start of its AUXILIARY WEAPON – (Recharge 4-6) The walker uses one
next turn: of the following auxiliary weapons:
Blurring Speed: The walker’s speed increases by 60 feet. Kinetic Pulse: The walker releases a blast of kinetic
Kinetic Shield: The walker halves the damage it takes energy in a 60-foot cone. Each creature in that area must
from attacks. A creature that hits the walker with a melee succeed on a Strength check (DC 14) or be unable to take
attack takes 5 (1d10) damage. actions until the end of its next turn and be pushed up to
Mimetic Alloy: The walker has advantage on Stealth 20 feet away from the drone.
checks and attack rolls made against the walker Knockout Gas: The walker shoots a gas grenade at a
have disadvantage. point on the ground it can see within 60 feet of it. A
cloud of knockout gas spreads, covering a 30 foot-radius
C OMB AT A C T ION S sphere centered on that point that lasts until the end
MULTIATTACK – The walker makes two melee attacks: of the encounter. An organic creature that starts its
one with its toxin-coated blade and one with its turn in that area must make a Strength check (DC 12),
serrated blade. taking 7 (2d6) damage on a failed check, or half as much
TOXIN-COATED BLADE – Melee Attack: +7 to hit, reach damage on a successful one. A strong wind disperses the
5 ft. Hit: 13 (2d8 + 5) damage, and if the target is an cloud after 1 round.

Entromancy: A Cyberpunk Fantasy RPG 103


Mateus Salles (Order #36391282)
DE V IOU S P R O T O T Y P E E X P L ORE R P R O T O T Y P E A RTI FI C I A L C R E ATU R E

Armor Class: 10 Hit Points: 10 Speed 40 ft.


A S S A ULT P R O T O T Y P E  A RTI FI C I A L C R E ATU R E
STR AGI WILL PER
Armor Class: 10 Hit Points: 10Speed: 30 ft. +0 +2 +2 +0

STR AGI WILL PER Skills: Awareness +6, Stealth +4, Thievery +4
+0 +2 +2 +0 Languages: None Threat Level: Light

Languages: None Threat Level: Light ENHANCED SENSORS – The prototype has advantage on
Awareness checks.
ADVANCED WEAPONRY – The prototype’s ranged attack
deals one extra damage die on all successful attacks. C OMB AT A C T ION S
INTEGRATED WEAPON – Ranged Attack: +4 to hit, one
C OMB AT A C T ION S target within 120 feet. Hit: 3 (1d4 + 1) damage.
INTEGRATED WEAPON – Ranged Attack: +4 to hit, one
target within 120 feet. Hit: 5 (2d4 + 1) damage. MO V E A C T ION S
All Terrain. The prototype gains a 40 feet burrow, climb,
MO V E A C T ION S fly or swim speed. The prototype can have only one
OVERCLOCK – The prototype takes 1d4 damage and can special speed at a time but can use this action again to
immediately make a ranged attack. change it.

DE F E NDE R P R O T O T Y P E  A RTI FI C I A L C R E ATU R E ME DIC A L P R O T O T Y P E  A RTI FI C I A L C R E ATU R E

Armor Class: 10 Hit Points: 10Speed: 30 ft. Armor Class: 10 Hit Points: 10Speed: 40 ft.
(14 against ranged attacks)
STR AGI WILL PER
STR AGI WILL PER +0 +2 +2 +0
+0 +2 +2 +0
Skills: Healing +6
Languages: None Threat Level: Light Languages: None Threat Level: Light

BULLET MAGNET – When an ally within 5 feet of the EMERGENCY STASH – Once per mission, the Technomancer
prototype is the target of a ranged attack, the prototype can gain 1d6 ceridium by spending a combat action when
can intervene, becoming the target of the attack instead. within 5 feet of the prototype.
EXPERIMENTAL PLATING – The prototype has a +4 bonus to
its AC against ranged attacks and halves the damage it C OMB AT A C T ION S
takes from ranged attacks. INTEGRATED WEAPON – Ranged Attack: +4 to hit, one
target within 120 feet. Hit: 3 (1d4 + 1) damage.
C OMB AT A C T ION S HEALING MIST – (Costs 1 Ceridium from the
INTEGRATED WEAPON – Ranged Attack: +4 to hit, one Technomancer). All organic creatures within 5 feet of the
target within 120 feet. Hit: 3 (1d4 + 1) damage. prototype regain 6 (3d4) hit points.

104Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
DR ONE S BREACH-APP – The drone has advantage on Hacking checks
against artificial creatures and net-enabled devices.
Swarm of Lights. It took a few minutes after crossing
the border for us to see the drones. Flitting like C OMB AT A C T ION S
fireflies, they zipped across the roadway in the [SIC] NULL-PROTOCOL – The drone targets a creature
distance, flying unerringly from the left to the right. within 120 feet of itself that it can see and that has a
There were only a few at first, but as we neared cybernetic equipped. The cybernetic cannot be enhanced
the exit to the city center, they grew in number, until the end of the encounter, or until the drone
gliding overhead in a swarm of lights. The city itself is destroyed.
stood like a bright beacon in the inky desert. The ALPHA FREQUENCY – (Recharge 5-6) The drone broadcasts
abandoned region was dark as far as the eye could an override order. All artificial creatures within 120 feet
see, save the central casino district, which was lit of it must succeed on a Hacking check (DC 20) or must
with a kaleidoscope of colors. The drones, almost obey the drone’s commands, taking only the actions it
invisible against the light, were indeed flying in the chooses, and doing nothing that it doesn’t allow them
same direction, but turned in their course when they to do until the end of the encounter, or until the drone
reached the outer limit of the city. is destroyed.

A U T O -D O C DRONE  A RTI FI C I A L C R E ATU R E C Y BE R - S E C DRONE  A RTI FI C I A L C R E ATU R E

Armor Class: 13 Hit Points: 15Speed: 0 ft. Armor Class: 13 Hit Points: 15Speed: 0 ft.
 fly 30 ft. (hover)  fly 30 ft. (hover)

STR AGI WILL PER STR AGI WILL PER


+0 +3 +3 +0 +0 +0 +6 +0

Ceridium: 4 Skills: Hacking +5, Healing +5 Skills: Awareness +8, Hacking +15
Languages: English Threat Level: Light Languages: None Threat Level: Light

MEDICAL DATABASE – The drone has advantage on MONITOR SIGNAL – The drone can sense any hacking
Healing checks. attempt made within 300 feet of itself. It knows the
general direction where the hacking attempt is taking
C OMB AT A C T ION S place but not its exact location.
CERIDIUM SPRAY – (Costs 1 Ceridium) The drone touches
another biological creature. The target regains 16 (3d8 + 3) C OMB AT A C T ION S
hit points. COUNTER-PROTOCOL – The drone targets an artificial
creature or a device it can see within 120 feet of it. The
targets gains a +5 bonus to Hacking checks until the end
B. A .S.I.C . DR ONE  A RTI FI C I A L C R E ATU R E of the encounter.
 BY @ DJ M I C H A ELB A S I C SIGNAL JAMMER – The drone jams network signals,
causing any Hacking check within 60 feet of it to fail until
Armor Class: 12 Hit Points: 15Speed: 0 ft. the start of the drone’s next turn.
 fly 50 ft. (hover)

STR AGI WILL PER


+0 +0 +4 +0

Skills: Hacking +10


Languages: None Threat Level Light

Entromancy: A Cyberpunk Fantasy RPG 105


Mateus Salles (Order #36391282)
INDU S T RI A L DR ONE A RTI FI C I A L C R E ATU R E MINE DR ONE  A RTI FI C I A L C R E ATU R E

Armor Class: 14 Hit Points: 31Speed: 0 ft. Armor Class: 13 Hit Points: 3Speed: 30 ft.
 fly 30 ft. (hover)
STR AGI WILL PER
STR AGI WILL PER +0 +3 +0 +0
+5 +1 +1 +0
Skills: Awareness +4, Hacking +5, Stealth +5
Skills: Grappling +7, Hacking +5 Languages: None Threat Level: Light
Languages: None Threat Level: Medium
EXPLOSIVE – When the drone is reduced to 0 hit points, it
POWERHOUSE – The drone has advantage on Strength- explodes. Each creature within 5 feet of it must make an
based checks to push, drag, or lift an object or creature. Agility check (DC 12), taking 7 (2d6) damage on a failed
check, or half as much damage on a successful one.
C OMB AT A C T ION S FALSE APPEARANCE – While the drone remains motionless,
MULTIATTACK – The drone makes two melee attacks: one it is indistinguishable from a blemish on the ground.
with its pincer, one with its power saw.
PINCER – Melee Attack: +7 to hit, reach 5 ft., one target. C OMB AT A C T ION S
Hit: 8 (1d6 + 5) damage. SELF-DESTRUCT – The drone reduces itself to 0 hit points,
POWER SAW – Melee Attack: +7 to hit, reach 5 ft., one triggering its Explosive trait.
target. Hit: 12 (2d6 + 5) damage.

R O T ODR ONE A RTI FI C I A L C R E ATU R E


K- 9 DR ONE  A RTI FI C I A L C R E ATU R E
Armor Class: 13 Hit Points: 12Speed: 0 ft.
Armor Class: 15 (plating) Hit Points: 26Speed: 50 ft.  fly 50 ft. (hover)

STR AGI WILL PER STR AGI WILL PER


+4 +3 +4 +0 +0 +3 +2 +0

Skills: Awareness +6, Hacking +5 Skills: Awareness +4, Hacking +5


Languages: None Threat Level: Medium Languages: None Threat Level: Light

ENHANCED SENSORS – The drone has advantage on ENHANCED SENSORS – The drone has advantage on
Awareness checks. Awareness checks.

C OMB AT A C T ION S C OMB AT A C T ION S


BITE – Melee Attack: +6 to hit, reach 5 ft., one target. MOUNTED GUN – Ranged Attack: +5 to hit, one target
Hit: 10 (1d12 + 4) damage. within 120 feet. Hit: 6 (1d6 + 3) damage.
TRACER MARK – The drone places a tracer mark on a crea-
ture within 30 feet of it. Until the end of the encounter,
the drone knows the most direct route to that creature if
the creature is within 1 mile of the drone.

106Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
S HO C K DR ONE  A RTI FI C I A L C R E ATU R E S P A M- 0 DRONE  A RTI FI C I A L C R E ATU R E

Armor Class: 12 Hit Points: 10Speed: 0 ft. Armor Class: 12 Hit Points: 5Speed: 0 ft.
 fly 30 ft. (hover)  fly 30 ft. (hover)

STR AGI WILL PER STR AGI WILL PER


+0 +2 +0 +0 +0 +2 +2 +4

Skills: Hacking +5 Skills: Drama +6, Hacking +0


Languages: None Threat Level: Light Languages: All Threat Level: Light

ELECTRIC FIELD – Any creature that starts its turn within SPAM-0 – Hacking checks made within 100 feet of the
5 feet of the drone takes 2 (1d4) damage. drone take an extra 2d10 minutes to complete.
NON-LETHAL ORDINANCE – A creature reduced to 0 hit
points by the drone is stable but unconscious for 1 C OMB AT A C T ION S
encounter, even after regaining hit points. AGGRESSIVE ADVERTISING – The drone targets a digitab
or a similar device within 60 feet of itself. The device is
C OMB AT A C T ION S unusable, riddled with advertisements until the start of
SHOCK BLAST – Any creature within 5 feet of the the drone’s next turn.
drone must succeed on an Agility check (DC 12) or
take 3 (1d6) damage.
T RO J A N DRONE  A RTI FI C I A L C R E ATU R E

S P IDE R DR ONE A RTI FI C I A L C R E ATU R E Armor Class: 18 Hit Points: 50Speed: 20 ft.

Armor Class: 13 Hit Points: 6Speed: 30 ft. STR AGI WILL PER
 climb 30 ft. +3 +0 +2 +0

STR AGI WILL PER Ceridium: 3 Skills: Hacking +5


+0 +3 +2 +0 Languages: None Threat Level: Medium

Ceridium: 2 Skills: Awareness +2, Hacking +5 REACTIVE DEFENSE – Once per round, when an ally the
Languages: None Threat Level: Light drone can see within 5 feet of it is the target of an
attack, the drone can deploy extra plating to protect the
CRAWLER – The drone can climb difficult surfaces, ally, and the drone becomes the target instead.
including upside down on ceilings, without needing to
make a skill check. C OMB AT A C T ION S
SMALL FRAME – The drone can pass through any space ASSISTED TARGETING – The drone targets an allied crea-
large enough to allow a 10-inch creature through it. ture that it can see within 5 feet of itself. The ally has a
+5 bonus to its next ranged attack roll.
C OMB AT A C T ION S EMERGENCY AID – (Costs 1 Ceridium) The drone touches
ZAP RAY – Ranged Attack: +5 to hit, one target within 30 a organic creature. The target regains 11 (2d8 + 2)
feet. Hit: 5 (1d4 + 3) damage. hit points.
REPAIR – (Costs 1 Ceridium) The drone touches another
artificial creature. The target regains 7 (2d4 + 3) MO V E A C T ION S
hit points. ENERGY SHIELD – The drone targets an allied creature
that it can see within 5 feet of itself. The ally halves the
damage it takes from ranged and spell attacks until the
start of the drone’s next turn.

Entromancy: A Cyberpunk Fantasy RPG 107


Mateus Salles (Order #36391282)
E N T R OM A NC Y 30 feet. Hit: 11 (2d10) damage, and the target takes 5
(1d10) damage whenever it spends ceridium until the end
Chaos of the Universe. “Entermancy?” Tribe asked. of its next turn.
“Entromancy,” Gloric clarified. “Uses the concept of
entropy as its foundation.” A dumb silence met the MO V E A C T ION S
gnome’s explanation. He looked up at us from his ENTROPIC WARD – The entromancer halves the next
chair, then shook his head in resignation. damage it takes.
FATALITY – The entromancer targets one creature it can
“I am so alone,” he said, tapping a button and see within 30 feet of it. The target must succeed on a Will
bringing a dictionary entry onscreen. “Entropy,” check (DC 12) or have disadvantage on attack rolls and
he continued. “One. Physics definition. ‘A skill checks until the end of its next turn.
thermodynamic quantity representing the
unavailability of a system’s thermal energy for
conversion into mechanical work, often interpreted C A B A L IS T E N T R OM A NC E R  O R G A N I C C R E ATU R E
as the degree of disorder or randomness in
the system.’” Armor Class: 14 Hit Points: 36Speed: 30 ft.
(medium armor)
I coughed moronically. My working knowledge
of physics was not great. The gnome sighed and STR AGI WILL PER
continued. “Two. ‘A lack of order or predictability, or +2 +0 +4 +0
gradual decline into disorder.’”
Skills: Mancy +6
“So, the assassin uses randomness to make stuff Languages: English Threat Level: High
happen?” Tribe asked slowly.
CHANNELING WEAPON – The entromancer adds its Will
“Precisely!” Gloric clapped his dark hands, excited bonus to its melee damage.
that someone was speaking his language. “He SHIELDED BY CHAOS – Any time the entromancer is
depends on the chaos of the universe to initiate targeted by a ranged attack or a spell that requires an
a chain reaction that ripples through time and attack roll, roll a d6. On a 1 to 3, the entromancer is
space to generate a desired outcome, in a kind unaffected by the attack or spell.
of deterministic butterfly effect.” We looked at
him blankly, our tenuous grip on his explanation C OMB AT A C T ION S
quickly slipping. MULTIATTACK – The entromancer makes two melee attacks.
CHANNELED WEAPON – Melee Attack: +4 to hit, reach 5 ft.,
one target. Hit: 10 (1d8 + 6) damage.
A P P RE N T IC E E N T R OM A NC E R O R G A N I C C R E ATU R E SAVAGE HORNS – Brutally curved horns erupt from a target
within 60 feet of the entromancer that it can see, forcing
Armor Class: 16 Hit Points: 24Speed: 30 ft. it to make an Agility check (DC 14). The creature takes 13
(magic shield) (2d12) damage on a failed check, or half as much damage
on a successful one.
STR AGI WILL PER
+0 +2 +4 +2 MO V E A C T ION S
BEND SPACE – The entromancer targets a creature it can
Skills: Mancy +6 see within 60 feet of itself. They both teleport, swapping
Languages: English Threat Level: Medium locations with one another.

C OMB AT A C T ION S
MULTIATTACK – The entromancer makes two spell attacks.
ENTROPIC BOLT – Spell Attack: +6 to hit, one target within

108Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
E N T R OP IC BE A S T  O R G A N I C C R E ATU R E GRE AT E R E N T ROP IC BE A S T  O R G A N I C C R E ATU R E

Armor Class: 14 Hit Points: 33Speed: 30 ft. Armor Class: 16 Hit Points: 75Speed: 30 ft.
 fly 30 ft. (hover)
STR AGI WILL PER
+4 +4 +4 +0 STR AGI WILL PER
+6 +6 +6 +0
Skills: Athletics +6, Awareness +6
Languages: None Threat Level: Medium Skills: Athletics +8, Awareness +8, Grappling +8
Languages: None Threat Level: High
MAGIC ABSORPTION – Whenever the beast is subjected
to damage from a spell, it takes no damage and instead UNSTABLE – Whenever the beast starts its turn with 30
regains a number of hit points equal to the damage dealt. hit points or fewer, roll a d6. On a roll of 5 or 6, the beast
thrashes between nightmarish forms and takes no action
C OMB AT A C T ION S this turn.
MULTIATTACK – The beast uses its Chaos Born and then MAGIC ABSORPTION – Whenever the beast is subjected
makes a bite attack. to damage from a spell, it takes no damage and instead
BITE – Melee Attack: +6 to hit, reach 5ft., one target. regains a number of hit points equal to the damage dealt.
Hit: 9 (1d10 + 4) damage and the target loses 1 ceridium.
CHAOS BORN – The beast unleashes at random (1d4) one C OMB AT A C T ION S
of the options below: MULTIATTACK – The beast uses its Chaos Born and makes
two melee attacks: one with its bite, one with its claws.
1. Until the start of the beast’s next turn, any BITE – Melee Attack: +8 to hit, reach 5ft., one target.
creature that hits the beast with a melee attack Hit: 14 (2d8 + 6) damage and the target loses 1 ceridium.
takes 5 (1d10) damage. CLAWS – Melee Attack: +8 to hit, reach 5ft., one target.
2. The beast targets a creature it can see within Hit: 9 (1d6 + 6) damage.
60 feet of itself. They both teleport, swapping CHAOS BORN – The beast unleashes at random (1d4) one
locations with one another. of the options below:
3. The beast’s speed increases by 60 feet until
the end of its next turn. If it ends its move- 1. Until the end of the turn, the beast can move
ment within 5 feet of a creature, it can make a through other creatures and objects. It takes 5
bite attack. (1d10) damage if it ends its turn inside an object
4. The beast targets a creature it can see within 60 or a creature and reappears instead in the nearest
feet of itself. The target loses 1d4 ceridium. For unoccupied space.
each ceridium lost, the target takes 1d4 damage. 2. The beast opens a tear in reality at a point it can
see within 60 feet of it. Each creature within 20
feet of that point must make a Strength check
(DC 14), taking 14 (4d6) damage on a failed check
and be pulled 20 feet toward that point. On a
successful check, a creature takes half as much
damage and isn’t pulled.
3. Each creature within 5 feet of the beast takes 7
(2d6) damage.
4. The beast regains 10 hit points.

Entromancy: A Cyberpunk Fantasy RPG 109


Mateus Salles (Order #36391282)
GRE AT E R E N T R OP H A GE  O R G A N I C C R E ATU R E CHAINS OF OBLIVION – The entrophage targets one
creature it can see within 30 feet of it. Mystical blood-
Armor Class: 18 Hit Points: 100Speed: 30 ft. stained chains bind the entrophage to the target. If an
 fly 30 ft. (hover) attack or spell will deal damage to the entrophage, the
target takes the damage instead, and the spell ends. An
STR AGI WILL PER entrophage can enchain only one creature at a time.
+8 +8 +6 +0 TIME WARP – The entrophage targets one creature it can
see within 30 feet of it. The target must succeed on a Will
Skills: Athletics +10, Awareness +10, Grappling +10 check (DC 16) or move 1 round forward in time. A target
Languages: None Threat Level: Deadly moved forward in time vanishes for the duration of the
spell. When the effect ends, the target reappears in the
MAGIC ABSORPTION – Whenever the entrophage is space it left or in an unoccupied space nearest to that
subjected to damage from a spell, it takes no damage space if it’s occupied.
and instead regains a number of hit points equal to the
damage dealt.
UNBRIDLED CHAOS – Each creature that starts its turn HE R A L D OF C H A O S  O R G A N I C C R E ATU R E
within 20 feet of the entrophage must succeed on a Will
check (DC 16). On a failure, the creature rolls a d4 to Armor Class: 14 Hit Points: 44Speed: 30 ft.
determine what it does during its next turn: (medium armor)

1. The creature does nothing. STR AGI WILL PER


2. The creature takes 2 move actions to move +2 +0 +4 +0
away from the entrophage using the safest and
shortest available route. Skills: Mancy +6
3. The creature automatically hits itself with its Languages: English Threat Level: High
melee attack, if it has one.
4. The creature can act and move normally. SHIELDED BY CHAOS – Any time the entromancer is
targeted by a ranged attack or a spell that requires an
C OMB AT A C T ION S attack roll, roll a d6. On a 1 to 3, the entromancer is
MULTIATTACK – The entrophage can use its Void Grasp and unaffected by the attack or spell.
makes a Void Maw attack.
VOID MAW – Melee Attack: +10 to hit, reach 10 ft., one C OMB AT A C T ION S
target. Hit: 17 (2d8 + 8) damage. MULTIATTACK – The entromancer makes two spell attacks.
VOID GRASP – The entrophage launches a void tentacle ENTROPIC BOLT – Spell Attack: +6 to hit, one target within
at one creature it can see within 60 feet of it. The target 30 feet. Hit: 11 (2d10) damage, and the target takes 5
must make a Strength check (DC 16). On a failed check, (1d10) damage whenever it spends ceridium until the end
it takes 12 (1d8 + 8) damage and is pulled up to 60 feet of its next turn.
toward the entrophage. On a successful check, it takes HUNGRY VOID – The entromancer opens a tear in reality
half as much damage and isn’t pulled. at a point it can see within 60 feet of it. Each creature
within 20 feet of that point must make a Strength check
MO V E A C T ION S (DC 14), taking 14 (4d6) damage on a failed check and be
BEND SPACE – The entrophage targets two creatures pulled 20 feet toward that point. On a successful check, a
it can see within 120 feet of itself. They both teleport, creature takes half as much damage and isn’t pulled.
swapping locations with one another. The entrophage can
decide to be one of the creatures.

110Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
INCITE CHAOS – Each creature that is within 30 feet of M A NC E R S
the entromancer and that can hear it must succeed on a
Will check (DC 14). On a failure, the creature rolls a d4 to Street Magic. Since the discovery of ceridium,
determine what it does during its next turn: magic and its dissemination have become
hot commodities. New schools of mancy were
1. The creature does nothing. founded, and ancient texts were delved with
2. The creature takes 2 move actions to move away renewed interest. As a result, occult cabals,
from the entromancer using the safest and sects and societies sprouted at alarming rates,
shortest available route. spiraling into chaos and even endangering
3. The creature automatically hits itself with its national security in some countries. Most
melee attack, if it has one. governments were quick to respond and began to
4. The creature can act and move normally. heavily regulate mancy use, forming their own
agencies to deal with rogue mancers. As with
MO V E A C T ION S other illegal goods and services, underground
FATALITY – The entromancer targets one creature it can markets were born for all types of magic, and
see within 30 feet of it. The target must succeed on a its regulation has not been anything more than
Will check (DC 14) or until the end of its next turn have superficially successful.
disadvantage on attack rolls and skill checks.

ONE IR OM A NC E R O R G A N I C C R E ATU R E
L E S S E R E N T ROP IC BE A S T  O R G A N I C C R E ATU R E
Armor Class: 13 Hit Points: 24Speed: 30 ft.
Armor Class: 12 Hit Points: 9Speed: 30 ft. (light armor)

STR AGI WILL PER STR AGI WILL PER


+2 +2 +2 +0 +0 +2 +4 +2

Languages: None Threat Level: Light Ceridium: 8 Skills: Mancy +6


Languages: English Threat Level: Medium
MAGIC ABSORPTION – Whenever the beast is subjected
to damage from a spell, it takes no damage and instead C OMB AT A C T ION S
regains a number of hit points equal to the damage dealt. LETHARGIC BOLT – Spell Attack: +6 to hit, one target
within 60 feet. Hit: 7 (1d6 + 4) damage and the target’s
C OMB AT A C T ION S speed is halved until the end of its next turn.
BITE – Melee Attack: +4 to hit, reach 5ft., one target. WAKING NIGHTMARE – (Costs 2 Ceridium) The mancer
Hit: 6 (1d8 + 2) damage and the target loses 1 ceridium. targets up to two organic creatures it can see within 60
feet of it. Each target must make a Will check (DC 14).
On a failed check, a target takes 9 (2d8) damage and
has disadvantage on attack rolls against the mancer and
can’t willingly move closer to it until the end of its next
turn. On a successful save, a target takes half as much
damage and isn’t further affected.

MO V E A C T ION S
LUCID DREAMER – (Costs 1 Ceridium) Until the end of its
next turn, the mancer can move through other creatures
and objects. When the spell ends, if it is inside an object
or a creature, it reappears instead in the nearest unoccu-
pied space, taking 1d6 damage per 5 feet traveled.

Entromancy: A Cyberpunk Fantasy RPG 111


Mateus Salles (Order #36391282)
P Y R OM A NC E R O R G A N I C C R E ATU R E MO V E A C T ION S
REFLECTIVE WARD – (Costs 2 Ceridium) The mancer halves
Armor Class: 13 Hit Points: 24Speed: 30 ft. the damage it takes from one of the following attack
types (mancer’s choice): melee, ranged, or spell until the
STR AGI WILL PER end of the encounter. Whenever a creature within 10 feet
+0 +2 +4 +0 of it hits it with an attack of the selected type, the ward
blasts back at that creature, dealing 4 (1d8) damage.
Ceridium: 8 Skills: Mancy +6 TELEPORT – (Costs 1-4 Ceridium) The mancer teleports up
Languages: English Threat Level: Medium to 30 feet per ceridium spent to an unoccupied space it
can see.
C OMB AT A C T ION S
FLAME BLAST – Spell Attack: +6 to hit, one creature or
two creatures within 60 feet that are within 5 feet of S T RE E T M A NC E R  O R G A N I C C R E ATU R E
each other. Hit: 7 (1d6 + 4) damage.
IGNITE – (Costs 1 Ceridium) The mancer targets one Armor Class: 13 Hit Points: 24Speed: 30 ft.
creature it can see within 60 feet of it. The target must
succeed on an Agility check (DC 14) or be set on fire. While STR AGI WILL PER
on fire, the target takes 7 (2d6) damage at the start of +0 +2 +2 +4
each of its turns until someone takes a combat action to
douse the fire. Ceridium: 8 Skills: Mancy +4
Languages: English Threat Level: Medium
MO V E A C T ION S
FLAME CLOAK – (Costs 1 Ceridium) The mancer is wrapped C OMB AT A C T ION S
in flames. Until the start of its next turn, when the TOXIC BOLT – Spell Attack: +6 to hit, one target within 60
mancer takes damage, each creature within 5 feet of the feet. Hit: 7 (1d6 + 4) damage and the target has disad-
mancer takes 7 (2d6) damage. vantage on its next attack roll.
RAT PLAGUE – (Costs 2 Ceridium) A swarm of hungry rats
spills out from cracks on the ground, covering a 10-foot
RE N T- A -M A GE  O R G A N I C C R E ATU R E square centered on a point within 30 feet of the mancer
until the end of the mancer’s next turn. When the swarm
Armor Class: 13 Hit Points: 24Speed: 30 ft. appears, each creature occupying a space within it must
make a Strength check (DC 14). A creature takes 11 (2d10)
STR AGI WILL PER damage on a failed check, or half as much damage on a
+0 +2 +4 +0 successful one. A creature must also make this check
when it enters the spell’s area for the first time on a turn
Ceridium: 8 Skills: Mancy +6 or ends its turn within it.
Languages: English Threat Level: Medium
MO V E A C T ION S
C OMB AT A C T ION S TRASH TREASURE – The mancer makes an Awareness
MAGIC MISSILE – Spell Attack: automatic hit, one target check (DC 10). If it succeeds, it gains a piece of Standard
within 30 feet. Hit: 6 (1d4 + 4) damage. Gear of its choice. If the gear normally has uses, it has
only 1 use left.

112Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
NIGH T MO V E A C T ION S
BRIGHT BEING – (Costs 1 Ceridium) Until the end of its next
National Intelligence Guard of Human Technology. turn the inquisitor irradiates cleansing light. It cannot be
Most countries with the political and military targeted by ranged attacks and spells. While the spell is
might to support it quickly developed a security active, it can take a combat action to end one spell on
organization to deal with this new threat, or hired itself or on one willing creature that it touches.
a third party to do it for them. The United States
spared neither expense nor time in creating the
National Intelligence Guard of Human Technology, a INQUIS I T OR GE NE R A L  O R G A N I C C R E ATU R E
paramilitary force built exclusively to identify and
protect against the influx of people that the nation’s Armor Class: 16 Hit Points: 80Speed: 30 ft.
cities could not handle, and for which its fragile (ceridium armor)
sense of ethnic identity could not make room. The
American public at large, exhausted from years at STR AGI WILL PER
war abroad, was only too happy to focus its military +4 +2 +2 +6
paranoia within.
Ceridium: 12 Skills: Discernment +8
Languages: English Threat Level: Deadly
B RIGH T INQUIS I T OR  O R G A N I C C R E ATU R E
CHANNELING WEAPON – The inquisitor adds its Personality
Armor Class: 16 Hit Points: 40Speed: 30 ft. bonus to its melee damage.
(ceridium armor) MAGICAL SECRET – Once per turn, the inquisitor can cast
a spell with a casting time of 1 combat action as a move
STR AGI WILL PER action, increasing its ceridium cost by 1.
+2 +2 +0 +4 MIND READER – The inquisitor can read the surface
thoughts of one creature within 60 feet of it that it
Ceridium: 10 Skills: Discernment +6 can see. While the target is in range, the inquisitor has
Languages: English Threat Level: High advantage on Personality checks against the target.
PHOENIX RISING – (Costs 3 Ceridium) When the inquisitor
DISCERN LIE – The inquisitor knows when it hears a is reduced to 0 hit points, it can instantly cast this spell.
creature speak a lie in a language it knows. It regains half of its total hit points, is immune to all
damage until the start of its next turn, and all creatures
C OMB AT A C T ION S within 10 feet of it must make an Agility check (DC 16),
NIGHTBLADE – Melee Attack: +4 to hit, reach 5 ft. taking 18 (4d8) damage on a failed check or half as much
Hit: 8 (1d12 + 2) damage. damage on a successful one.
BRIGHT BEAM – Spell Attack: + 6 to hit, one target within
30 feet. Hit: 9 (2d8) damage. Until the target takes a C OMB AT A C T ION S
move action to douse the flame, it takes 3 (1d6) damage MULTIATTACK – The inquisitor makes two melee attacks.
at the start of each of its turns. NIGHTBLADE – Melee Attack: +6 to hit, reach 5 ft.
FIREBALL – (Costs 3 Ceridium) The inquisitor unleashes Hit: 16 (1d12 + 10) damage. The attack ignores any damage
a flaming orb that travels to a point it can see within reduction or immunity of the target.
60 feet of it, exploding on impact. Each creature in a CONTROL PERSON – (Costs 1 Ceridium) The inquisitor
20-foot-radius sphere centered on that point must make targets one organic creature that it can see within 30
an Agility check (DC 14), taking 21 (6d6) damage on a feet of it. The target must succeed on a Will check (DC
failed check, or half as much damage on a successful one. 16) or be controlled until the start of the inquisitor’s next
turn. While controlled, the target takes only the actions
the inquisitor chooses, and doesn’t do anything that the
inquisitor doesn’t allow it to do.

Entromancy: A Cyberpunk Fantasy RPG 113


Mateus Salles (Order #36391282)
INFERNO – (Costs 2 Ceridium) The inquisitor chooses a NIGH T A GE N T (NIG HTPATH)  O R G A N I C C R E ATU R E
point on the ground that it can see within 100 feet of
itself. A cylinder of swirling flames 60 feet tall and with Armor Class: 16 Hit Points: 30Speed: 30 ft.
a 10-foot radius rises from that point. Creatures in that (ceridium armor)
area must make an Agility check (DC 16), taking 22 (5d8)
damage on a failed check, or half as much damage on a STR AGI WILL PER
successful one. +4 +2 +2 +0

Ceridium: 5 Skills: Athletics +4, Stealth +4


NIGH T A GE N T (DAYPATH)  O R G A N I C C R E ATU R E Languages: English Threat Level: Medium

Armor Class: 16 Hit Points: 30Speed: 30 ft. STUNNING DEFENSE – Once per round, when a creature hits
(ceridium armor) the agent with a melee or ranged attack, it can halve the
attack’s damage.
STR AGI WILL PER
+4 +2 +2 +0 C OMB AT A C T ION S
NIGHTBLADE – Melee Attack: +6 to hit, reach 5 ft.
Ceridium: 5 Skills: Athletics +4, Stealth +4 Hit: 10 (1d12 + 4) damage.
Languages: English Threat Level: Medium CERIDIUM PISTOL – Ranged Attack: +4 to hit, one target
within 120 feet. Hit: 5 (1d6 + 2) damage.
COUNTERATTACK – Once per round, if a creature misses SHADOW SIPHON – (Costs 2 Ceridium) Melee Attack: +6
the agent with an attack, it can immediately retaliate to hit, reach 5 ft. Hit: 10 (1d12 + 4) damage plus 7 (2d6)
with a melee attack. damage. The agent regains hit points equal to half the
damage it deals.
C OMB AT A C T ION S
NIGHTBLADE – Melee Attack: +6 to hit, reach 5 ft. MO V E A C T ION S
Hit: 10 (1d12 + 4) damage. DOUBLE TROUBLE – (Costs 2 Ceridium) The agent creates a
CERIDIUM PISTOL – Ranged Attack: +4 to hit, one target copy of itself that has 10 hit points and appears adjacent
within 120 feet. Hit: 5 (1d6 + 2) damage. to it until the end of the encounter. When an attack hits
HEALING TOUCH – (Costs 1 Ceridium) The agent touches the agent, the attacker must succeed at an Awareness
another creature or targets itself. The target regains 10 skill check (DC 15); on a failed check, the attack hits the
(3d6) hit points. copy. On a successful check, the attack hits the agent.

MO V E A C T ION S
BRIGHT BEING – (Costs 2 Ceridium) Until the end of its S H A D O W INQUIS I T OR  O R G A N I C C R E ATU R E
next turn the agent irradiates cleansing light. It cannot
be targeted by ranged attacks and spells. While the spell Armor Class: 16 Hit Points: 40Speed: 30 ft.
is active, it can take a combat action to end one spell on
itself or on one willing creature that it touches. STR AGI WILL PER
+2 +2 +0 +4

Ceridium: 10 Skills: Discernment +6


Languages: English Threat Level: High

DISCERN LIE – The inquisitor knows when it hears a


creature speak a lie in a language it knows.

114Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
C OMB AT A C T ION S T R A INE E (NIG HTPATH) O R G A N I C C R E ATU R E
NIGHTBLADE – Melee Attack: +4 to hit, reach 5 ft.
Hit: 8 (1d12 + 2) damage. Armor Class: 13 Hit Points: 14Speed: 30 ft.
SHADOW LANCE – Spell Attack: +6 to hit, one target (medium armor)
within line of sight. Hit: 10 (3d6) damage.
CONTROL PERSON – (Costs 1 Ceridium) The inquisitor STR AGI WILL PER
targets one organic creature that it can see within 30 +3 +1 +1 +0
feet of it. The target must succeed on a Will check (DC
14) or be controlled until the start of the inquisitor’s next Ceridium: 2 Skills: Athletics +5, Stealth +3
turn. While controlled, the target takes only the actions Languages: English Threat Level: Light
the inquisitor chooses, and doesn’t do anything that the
inquisitor doesn’t allow it to do. INTO THE FRAY – When the agent takes two move actions
during its turn, it can make a melee attack if it ends its
MO V E A C T ION S second move action within 5 feet of a creature.
ONE WITH SHADOWS – (Costs 1 Ceridium) Until the end of
its next turn the inquisitor is non-material. While in this C OMB AT A C T ION S
form it cannot make attacks, but is immune to damage NIGHTBLADE – Melee Attack: +5 to hit, reach 5 ft.
and can pass through cracks big enough for its two-di- Hit: 9 (1d12 + 3) damage.
mensional form. If it reforms in a space too narrow for CERIDIUM PISTOL – Ranged Attack: +3 to hit, one target
its body, it reappears instead in the nearest unoccupied within 120 feet. Hit: 4 (1d6 + 1) damage.
space, taking 1d6 damage per 5 feet traveled. SHADOW BOLT – (Costs 2 Ceridium) Spell Attack: +3 to hit,
MESMERIZE – (Costs 1 Ceridium) The inquisitor targets one one target within 120 feet. Hit: 7 (2d6) damage and the
organic creature it can see within 30 feet of it. The target trainee can teleport to an unoccupied space that it can
must succeed on a Personality check (DC 14). On a failure, see within 5 feet of the target.
the target has disadvantage on attack rolls, ability and
skill checks until the end of the inquisitor’s next turn.

T R A INE E (DAYPATH) O R G A N I C C R E ATU R E

Armor Class: 13 Hit Points: 14Speed: 30 ft.

STR AGI WILL PER


+3 +1 +1 +0

Ceridium: 2 Skills: Athletics +5, Stealth +3


Languages: English Threat Level: Light

C OMB AT A C T ION S
NIGHTBLADE – Melee Attack: +5 to hit, reach 5 ft.
Hit: 9 (1d12 + 3) damage. The attack ignores any damage
reduction or immunity of the target.
CERIDIUM PISTOL – Ranged Attack: +3 to hit, one target
within 120 feet. Hit: 4 (1d6 + 1) damage.
PRISMATIC ARROW – (Costs 1 Ceridium) Spell Attack: +3
to hit, one target within 30 feet. Hit: 9 (2d8) damage and
the target incurs disadvantage on all of its rolls until the
end of the trainee’s next turn.

Entromancy: A Cyberpunk Fantasy RPG 115


Mateus Salles (Order #36391282)
P OL IC E HE AV Y P AT ROL L E R  O R G A N I C C R E ATU R E

Red and Blue Lights. We didn’t get very far. Armor Class: 16 Hit Points: 28Speed: 30 ft.
Dozens of clubbers and pub crawlers milled about
in the middle of the street, being ushered away STR AGI WILL PER
from a hastily set up perimeter around one of the +3 +3 +2 +0
storefronts in question. A thin line of yellow police
tape cordoned off half of the block, and SFPD Skills: Awareness + 4, Discernment +2
officers directed traffic and spoke with passersby. Languages: English Threat Level: Medium
Two NIGHT vehicles sat placidly on the sidewalk on
the opposite side of the block behind the police C OMB AT A C T ION S
tape, riderless. MULTIATTACK – The officer makes two ranged attacks.
BATON – Melee Attack: +5 to hit, reach 5 ft.
Red and blue lights flashed on the bridge, local Hit: 6 (1d6 + 3) damage.
police and NIGHT vehicles blocking the roadway. CERIDIUM RIFLE – Ranged Attack: +5 to hit, one target
Alcatraz stood solemnly in the middle of the inky Bay within line of sight. Hit: 7 (1d8 + 3) damage.
to our right, its ivory towers bathed in emergency TACTICAL SHOTGUN – Ranged Attack: +5 to hit, one target
red lights. within 30 feet. Hit: 10 (2d6 + 3) damage.

E X O - S UI T P AT R OL L E R  O R G A N I C C R E ATU R E INF E RNO S QU A D  O R G A N I C C R E ATU R E

Armor Class: 19 Hit Points: 50Speed: 30 ft. Armor Class: 16 Hit Points: 22Speed: 30 ft.
(ceridium armor)
STR AGI WILL PER
+5 +3 +2 +0 STR AGI WILL PER
+2 +2 +2 +0
Skills: Awareness + 4, Discernment +2
Languages: English Threat Level: High Skills: Awareness + 4, Discernment +2
Languages: English Threat Level: Medium
ARMORED EXO-SUIT – The officer halves the damage it
takes from ranged attacks. C OMB AT A C T ION S
LASER TARGET ASSIST – The officer has advantage on CERIDIUM PISTOL – Ranged Attack: +4 to hit, one target
ranged attacks made against targets within 60 feet of it. within 120 feet. Hit: 5 (1d6 + 2) damage.
FLAMETHROWER – Each creature in a 30-foot cone must
C OMB AT A C T ION S make an Agility check (DC 12). A creature takes 10 (3d6)
MULTIATTACK – The officer makes two ranged attacks or damage on a failed check, or half as much damage on a
two melee attacks. successful one. Until a creature takes a combat action to
MOUNTED HEAVY GUN – Ranged Attack: +5 to hit, one douse the flame, it takes 3 (1d6) damage at the start of
target within line of sight. Hit: 12 (2d8 + 3) damage. each of its turns.
SHOCK FIST – Melee Attack: +7 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) damage and the target must
succeed on a Strength check (DC 12) or be unable to take
actions until the end of its next turn.

116Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
M A NC E R HUN T E R  O R G A N I C C R E ATU R E S.W. A .T.  O R G A N I C C R E ATU R E

Armor Class: 16 Hit Points: 35Speed: 30 ft. Armor Class: 18 Hit Points: 43Speed: 30 ft.
(ceridium armor)  fly 50 ft.
 (personal anti-grav)
STR AGI WILL PER
+2 +4 +2 +2 STR AGI WILL PER
+4 +4 +2 +0
Skills: Athletics +4, Awareness +4, Discernment +4
Languages: English Threat Level: Medium Skills: Athletics + 6, Awareness + 4, Discernment +2
Languages: English Threat Level: High
HUNTER’S CYBEREYES – The mancer hunter can see the
presence of magic within 120 feet of itself, including ADVANCED WEAPONRY – When the officer rolls damage for
creatures able to cast spells. its ranged attacks, it can reroll the damage dice and use
SPELL DEFLECTION – The mancer hunter halves the either total.
damage it takes from spell attacks, and any creature LOADED FOR BEAR – (1/Day) The officer gains one piece of
attempting to make a spell attack against the mancer Standard Gear of its choice. If the gear normally has uses,
hunter has disadvantage on its attack roll. it has only 1 use left.

C OMB AT A C T ION S C OMB AT A C T ION S


MULTIATTACK – The mancer hunter makes two MULTIATTACK – The officer makes two ranged attacks.
ranged attacks. COMBAT RIFLE – Ranged Attack: +6 to hit, one target
ANTICERIDIUM PISTOL – Ranged Attack: +6 to hit, one within line of sight. Hit: 8 (1d8 + 4) damage.
target within 120 feet. Hit: 9 (1d10 + 4) damage and the TACTICAL SHOTGUN – Ranged Attack: +6 to hit, one target
target loses 1 ceridium. within 30 feet. Hit: 11 (2d6 + 4) damage.

MO V E A C T ION S
DESTABILIZE CERIDIUM – (Recharge 4-6) The mancer
hunter targets one creature it can see within 30 feet of
it. The target takes 5 (1d10) damage for each ceridium it
spends until the end of the creature’s next turn.

P OL IC E OF F IC E R  O R G A N I C C R E ATU R E

Armor Class: 13 Hit Points: 15Speed: 30 ft.

STR AGI WILL PER


+2 +2 +2 +0

Skills: Awareness + 4, Discernment +2


Languages: English Threat Level: Light

C OMB AT A C T ION S
BATON – Melee Attack: +4 to hit, reach 5 ft.
Hit: 5 (1d6 + 2) damage.
CERIDIUM PISTOL – Ranged Attack: +4 to hit, one target
within 120 feet. Hit: 5 (1d6 + 2) damage.

Entromancy: A Cyberpunk Fantasy RPG 117


Mateus Salles (Order #36391282)
R A GE R S R A GE R  O R G A N I C C R E ATU R E

Rage Plague. The Oxidium, which was initially Armor Class: 10 Hit Points: SpecialSpeed: 30 ft.
marketed as a prescription against the effects (Relentless)
of ceridium exposure, turned out to be a double-
edged weapon against its intended consumers. STR AGI WILL PER
For humans, it had the addictive tendencies of a +1 +0 +0 +0
narcotic with performance enhancers. For those with
the auric gene, it had the same qualities, but with Languages: None Threat Level: Light
the unintended benefit of combating the rage plague
that had begun to appear in the second generation RELENTLESS – When the rager takes damage, it must
of underraces. Its addictive dependency had proven succeed at a Strength check (DC 10 or the damage it took,
to outweigh its usefulness, however. Over time, whichever is higher) or be killed. The check automatically
auric exposure to Oxidium usually still resulted in fails if the damage is from a critical hit.
the user devolving into a particular kind of psychosis
that could be set off by the slightest provocation, C OMB AT A C T ION S
bolstered by Oxidium-induced strength and reflexes. BITE – Melee Attack: +3 to hit, reach 5 ft., one target.
The rage plague’s root cause eluded even the most Hit: 3 (1d4 + 1) damage.
erudite of government scientists, and its symptoms
could only be mitigated, albeit temporarily,
by Oxidium. S WA RM OF R A GE R S  ORGANIC SWARM

Armor Class: 10 Hit Points: 120Speed: 30 ft.


F RE N Z IE D R A GE R  O R G A N I C C R E ATU R E
STR AGI WILL PER
Armor Class: 12 Hit Points: SpecialSpeed: 40 ft. +5 +0 +0 +0
(Relentless)
Skills: Grappling +5
STR AGI WILL PER Languages: None Threat Level: Deadly
+2 +2 +0 +0
SLOW – The swarm can take no more than one move
Languages: None Threat Level: Light action per round.
SWARM – The swarm cannot be targeted by spells that
BLOODFUELED – The rager has advantage on attacks would affect a single target in other ways than dealing
against creatures that have less than half of their total damage. Damage that the swarm takes from area effects
hit points remaining. is doubled.
RELENTLESS – When the rager takes damage, it must
succeed at a Strength check (DC 10 or the damage it took, C OMB AT A C T ION S
whichever is higher) or be killed. The check automatically MULTIATTACK – The swarm makes a bite attack against all
fails if the damage is from a critical hit. targets within its bite reach.
BITE – Melee Attack: +7 to hit, reach 5 ft., one target.
C OMB AT A C T ION S Hit: 9 (2d4 + 5) damage and the target must make a
BITE – Melee Attack: +4 to hit, reach 5 ft., one target. Grappling or Tumbling check (creature’s choice) contested
Hit: 4 (1d4 + 2) damage. by the swarm’s Grappling check. If the swarm succeeds,
the target has a speed of 0 until the end of its next turn
MO V E A C T ION S and if the swarm moves, the target moves with it.
FRENZIED CHARGE – The rager moves 40 feet. If it ends
its movement within 5 feet of a creature, it can make a
bite attack.

118Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
S E C URI T Y S Y S T E M S S E C URI T Y T URRE T  A RTI FI C I A L C R E ATU R E

Kill Intruders on Sight. “Very well,” the digitab said. Armor Class: 12 Hit Points: 10Speed: 0 ft.
“Come in.”
STR AGI WILL PER
The door unlocked and swung ajar. On a hunch, I +0 +2 +2 +0
enabled my lenses’ nonvisible spectrum analysis,
and could see a grid of beams criss-crossing the Skills: Awareness +4, Hacking +5
entryway. An alarm sounded ridiculously as we each Languages: None Threat Level: Light
entered the building, cataloging each of us as being
armed and chiming for each registered weapon. I C OMB AT A C T ION S
counted eleven beeps. MOUNTED GUN – Ranged Attack: +4 to hit, one target
within 120 feet. Hit: 6 (1d8 + 2) damage.
“Ignore that,” the voice on the digitab offered.
“Outdated system; next version will just kill
intruders on sight.” S UR V E IL L A NC E C A ME R A  A RTI FI C I A L C R E ATU R E

Armor Class: 10 Hit Points: 5Speed: 0 ft.


HE AV Y T URRE T  A RTI FI C I A L C R E ATU R E
STR AGI WILL PER
Armor Class: 15 Hit Points: 40Speed: 0 ft. +0 +0 +2 +0

STR AGI WILL PER Skills: Awareness +4, Hacking +5


+0 +4 +4 +0 Languages: None Threat Level: Light

Skills: Awareness +6, Hacking +10 ENHANCED SENSORS – The camera has advantage on
Languages: None Threat Level: High Awareness checks.

ENHANCED SENSORS – The heavy turret has advantage on C OMB AT A C T ION S


Awareness checks. SURVEILLANCE – The camera place a digitial mark on every
OVERHEAT – After using Rocket Barrage, the turret must creature that it can see. Until the end of the encounter,
make a Strength check (DC 14) or it cannot take actions contested Awareness checks to spot the creature benefit
until the end of its next turn. from a +5 bonus.

C OMB AT A C T ION S
AUTOCANNON – Ranged Attack: +6 to hit, one target
within line of sight. Hit: 15 (2d10 + 4) damage.
ROCKET BARRAGE – (Recharge 5-6) The turret fires
rockets at a point it can see within 120 feet of it. Each
creature in a 20-foot-radius sphere centered on that
point must make an Agility check (DC 12), taking 17 (5d6)
damage on a failed check, or half as much damage on a
successful one.

MO V E A C T ION S
ENERGY SHIELD – The turret halves the next damage
it takes.

Entromancy: A Cyberpunk Fantasy RPG 119


Mateus Salles (Order #36391282)
S E C URI T Y P E R S ONNE L C OMB AT A C T ION S
STUN PISTOL – Ranged Attack: +4 to hit, one target within
Security over Freedom. A lone guard was visible in 30 feet. Hit: 4 (1d4 + 2) damage.
the small building adjacent to the entrance. I used EMERGENCY REPAIR – (Costs 1 Ceridium) The engineer
the console to hail the guardhouse, indicating to touches one artificial creature. The target regains 10
Alina that she should do the talking. “NVC two zero (3d6) hit points.
eight one, you’re not scheduled to return from patrol
for another thirty minutes,” the guard said through MO V E A C T ION S
our console. OVERCLOCK – The engineer targets one allied artificial
creature that it can see within 60 feet of it. The target
takes 3 (1d6) damage but can immediately take a move or
C ORP OR AT E E NF OR C E R O R G A N I C C R E ATU R E combat action.

Armor Class: 16 Hit Points: 24Speed: 30 ft.


(ceridium armor) S E C URI T Y G U A RD  O R G A N I C C R E ATU R E

STR AGI WILL PER Armor Class: 12 Hit Points: 12Speed: 30 ft.
+3 +3 +1 +0 (light armor)

Languages: English Threat Level: Medium STR AGI WILL PER


+2 +1 +0 +0
C OMB AT A C T ION S
MULTIATTACK – The enforcer makes two ranged attacks. Languages: English Threat Level: Light
BATON – Melee Attack: +5 to hit, reach 5 ft.
Hit: 6 (1d6 + 3) damage. C OMB AT A C T ION S
SUBMACHINE GUN – Ranged Attack: +5 to hit, one target BATON – Melee Attack: +4 to hit, reach 5 ft.
within 120 feet. Hit: 7 (1d8 + 3) damage. Hit: 5 (1d6 + 2) damage.
CERIDIUM PISTOL – Ranged Attack: +3 to hit, one target
MO V E A C T ION S within 120 feet. Hit: 5 (1d6 + 1) damage.
BALLISTIC SHIELD – As part of its move action, the
enforcer can use half of its movement to gain cover.

S E C URI T Y E NGINE E R  O R G A N I C C R E ATU R E

Armor Class: 13 Hit Points: 17Speed: 30 ft.


(light armor)

STR AGI WILL PER


+0 +2 +4 +2

Ceridium: 3 Skills: Hacking +11


Languages: English Threat Level: Light

COUNTER-HACKING – The engineer has advantage on


contested Hacking checks and can hack devices in half
the time usually required.

120Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
UN A L IGNE D C Y B E R -ME R C E N A R Y O R G A N I C C R E ATU R E

Hidden Masters. Hidden in the shadows of Armor Class: 16 Hit Points: 33 Speed 30 ft.
corporations and crime syndicates, king- and (ceridium armor) fly 50 ft.
queen-makers trade their influence to shape the  (personal anti-grav)
world. Unaligned agents are moved like pawns on a
chessboard, often unaware of which team they’re STR AGI WILL PER
playing for, or if there are even other pieces on +4 +3 +2 +0
the board. Many would call them unscrupulous
puppets, but for the lot of them, it simply doesn’t Languages: English Threat Level: Medium
matter: money is a constant, regardless if it comes
from a pharmaceutical company with skeletons CYBER-ARMS – The mercenary’s melee attacks deal an
in their closets, a dictator that wants to change extra 5 damage.
the face of society, or a politician with a thirst for TITAN SKIN – Once per round, the mercenary reduces
power. The only bastion of order within the chaos the damage from a successful ranged or melee attack
of the Unaligned is that provided by the artificial against it to 0.
intelligence known as the Sigil of Sparks, or perhaps
the entromancer assassin, Agrid the Destroyer. C OMB AT A C T ION S
MULTIATTACK – The mercenary makes two ranged attacks.
CYBER-SPUR – Melee Attack: +6 to hit, reach 5 ft.
A S S A S S IN  O R G A N I C C R E ATU R E Hit: 13 (1d8 + 9) damage.
CERIDIUM PISTOL – Ranged Attack: +5 to hit, one target
Armor Class: 15 Hit Points: 26Speed: 30 ft. within 120 feet. Hit: 6 (1d6 + 3) damage.
(light armor)

STR AGI WILL PER F IE L D S UP P OR T  O R G A N I C C R E ATU R E


+0 +4 +2 +2
Armor Class: 13 Hit Points: 14Speed: 30 ft.
Skills: Drama +4, Stealth +6 (light armor)
Languages: English Threat Level: Medium
STR AGI WILL PER
C OMB AT A C T ION S +0 +2 +2 +0
DUAL DAGGERS – Melee Attack: +6 to hit, reach 5 ft.
Hit: 11 (2d6 + 4) damage, and if the attack roll is made Skills: Hacking +4, Healing +4
with advantage or is against a target that is already Languages: English Threat Level: Light
engaged in melee combat, the attack deals an extra 4
(1d8) damage. C OMB AT A C T ION S
CERIDIUM PISTOL – Ranged Attack: +4 to hit, one target
MO V E A C T ION S within 120 feet. Hit: 5 (1d6 + 2) damage.
CERATOXIN – (1/Day) Until the end of the encounter, the OVERLOAD – Spell Attack: +4 to hit, one target with a
assassin can take an extra move or combat action on its ranged weapon within 30 feet. Hit: the creature’s ranged
turn. When the encounter ends, it must make a Strength weapon cannot be used to attack until the end of the
check (DC 14). On a failure, it drops to 0 hit points. On a support’s next turn.
success, it takes 10 (3d6) damage. MEDKIT – (2/Day) The support makes a Healing check,
with advantage. The result is the number of hit points
regained, that it can distribute between itself and each
creature within its reach.

Entromancy: A Cyberpunk Fantasy RPG 121


Mateus Salles (Order #36391282)
ME R C E N A R Y O R G A N I C C R E ATU R E WA R L E A DE R  O R G A N I C C R E ATU R E

Armor Class: 14 Hit Points: 16Speed: 30 ft. Armor Class: 19 Hit Points: 50Speed: 30 ft.
(medium armor) (exo-suit)

STR AGI WILL PER STR AGI WILL PER


+2 +2 +2 +0 +4 +4 +2 +0

Languages: English Threat Level: Light Skills: Awareness +4


Languages: English Threat Level: High
C OMB AT A C T ION S
CERIDIUM RIFLE – Ranged Attack: +4 to hit, one target EXO-SUIT – The war leader halves the damage it takes
within line of sight. Hit: 6 (1d8 + 2) damage. from ranged attacks.
FRAGMENTATION GRENADE – (1/Day) Ranged Attack: +4 to
hit, one target within 30 feet. Hit: Each creature within C OMB AT A C T ION S
20 feet of the grenade’s explosion must make an Agility MULTIATTACK – The war leader makes three ranged attacks.
check (DC 12), taking 13 (4d6) piercing damage on a failed GATLING GUN – Ranged Attack: +6 to hit, one target within
check, or half as much damage on a successful one. line of sight. Hit: 9 (1d10 + 4) damage.
BULLET STORM – (Recharge 5-6) Each creature in a
60-foot cone must make an Agility check (DC 14), with
S NIP E R  O R G A N I C C R E ATU R E advantage if the creature is in cover. A creature takes 16
(3d10) damage on a failed save, or half as much damage
Armor Class: 15 Hit Points: 24Speed: 30 ft. on a successful one.
(light armor)
MO V E A C T ION S
STR AGI WILL PER TACTICAL GUIDANCE – One creature within 60 feet of the
+2 +4 +2 +0 mercenary that the mercenary can see and that can hear
the mercenary gains advantage on its next attack roll.
Skills: Stealth +6
Languages: English Threat Level: Medium

PIN DOWN – Once per round, when a creature that the


sniper can see takes a move action, the sniper can
immediately make a ranged attack against it.

C OMB AT A C T ION S
CERIDIUM RIFLE – Ranged Attack: +6 to hit, one target
within line of sight. Hit: 8 (1d8 + 4) damage.

MO V E A C T ION S
SHOOT TO KILL – The sniper targets a creature that it can
see. Until the start of the sniper’s next turn, the sniper
adds +4 to its ranged attack roll and damage against that
target, extending its own critical range to 17-20 against
that target.

122Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
A P P E NDI X A : OP E N G A ME L IC E N S E (O G L)

OP E N G A ME L IC E N S E V 1.0 A material including derivative works and translations


Permission to copy, modify and distribute the files (including into other computer languages), potation, modi-
collectively known as the System Reference Document fication, correction, addition, extension, upgrade, improve-
5.1 (“SRD5”) is granted solely through the use of the ment, compilation, abridgment or other form in which an
Open Gaming License, Version 1.0a. This material is being existing work may be recast, transformed or adapted; (c)
released using the Open Gaming License Version 1.0a and “Distribute” means to reproduce, License, rent, lease, sell,
you should read and understand the terms of that License broadcast, publicly display, transmit or otherwise distrib-
before using this material. ute; (d)”Open Game Content” means the game mechanic
and includes the methods, procedures, processes and
The text of the Open Gaming License itself is not Open routines to the extent such content does not embody the
Game Content. Instructions on using the License are Product Identity and is an enhancement over the prior art
provided within the License itself. The following items and any additional content clearly identified as Open Game
are designated Product Identity, as defined in Section Content by the Contributor, and means any work covered
1(e) of the Open Game License Version 1.0a, and are by this License, including translations and derivative works
subject to the Conditions set forth in Section 7 of the under copyright law, but specifically excludes Product
OGL, and are not Open Content: Dungeons & Dragons, D&D, Identity. (e) “Product Identity” means product and product
Player’s Handbook, Dungeon Master, Monster Manual, line names, logos and identifying marks including trade
d20 System, Wizards of the Coast, d20 (when used as dress; artifacts; creatures characters; stories, storylines,
a trademark), Forgotten Realms, Faerûn, proper names plots, thematic elements, dialogue, incidents, language,
(including those used in the names of Spells or items), artwork, symbols, designs, depictions, likenesses, formats,
places, Underdark, Red Wizard of Thay, the City of Union, poses, concepts, themes and graphic, photographic and
Heroic Domains of Ysgard, EverChanging Chaos of Limbo, other visual or audio representations; names and descrip-
Windswept Depths of Pandemonium, Infinite Layers of the tions of characters, Spells, enchantments, personalities,
Abyss, Tarterian Depths of Carceri, Gray Waste of Hades, teams, personas, likenesses and Special abilities; places,
Bleak Eternity of Gehenna, Nine Hells of Baator, Infernal locations, environments, creatures, Equipment, magical or
Battlefield of Acheron, Clockwork Nirvana of Mechanus, supernatural Abilities or Effects, logos, symbols, or graphic
Peaceable Kingdoms of Arcadia, Seven Mounting Heavens designs; and any other trademark or registered trademark
of Celestia, Twin Paradises of Bytopia, Blessed Fields of clearly identified as Product identity by the owner of the
Elysium, Wilderness of the Beastlands, Olympian Glades Product Identity, and which specifically excludes the OPEN
of Arborea, Concordant Domain of the Outlands, Sigil, Lady Game Content; (f) “Trademark” means the logos, names,
of Pain, Book of Exalted Deeds, Book of Vile Darkness, mark, sign, motto, designs that are used by a Contributor
Beholder, gauth, Carrion Crawler, tanar’ri, baatezu, to Identify itself or its products or the associated products
Displacer Beast, Githyanki, Githzerai, Mind Flayer, illithid, contributed to the Open Game License by the Contributor
Umber Hulk, Yuan-ti. (g) “Use”, “Used” or “Using” means to use, Distribute,
copy, edit, format, modify, translate and otherwise create
All of the rest of the SRD5 is Open Game Content as Derivative Material of Open Game Content. (h) “You” or
described in Section 1(d) of the License. The terms of the “Your” means the licensee in terms of this agreement.
Open Gaming License Version 1.0a are as follows:
2. The License: This License applies to any Open Game
OPEN GAME License Version 1.0a The following text Content that contains a notice indicating that the Open
is the property of Wizards of the Coast, LLC. and is Game Content may only be Used under and in terms of
Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All this License. You must affix such a notice to any Open
Rights Reserved. Game Content that you Use. No terms may be added to or
subtracted from this License except as described by the
1. Definitions: (a)”Contributors” means the copyright and/ License itself. No other terms or Conditions may be applied
or trademark owners who have contributed Open Game to any Open Game Content distributed using this License.
Content; (b)”Derivative Material” means copyrighted

Entromancy: A Cyberpunk Fantasy RPG 123


Mateus Salles (Order #36391282)
3. Offer and Acceptance: By Using the Open Game Content 10. Copy of this License: You MUST include a copy of
You indicate Your acceptance of the terms of this License. this License with every copy of the Open Game Content
You Distribute.
4. Grant and Consideration: In consideration for agreeing
to use this License, the Contributors grant You a perpetual, 11. Use of Contributor Credits: You may not market or
worldwide, royalty-free, nonexclusive License with the advertise the Open Game Content using the name of any
exact terms of this License to Use, the Open Game Content. Contributor unless You have written permission from the
Contributor to do so.
5. Representation of Authority to Contribute: If You are
contributing original material as Open Game Content, You 12. Inability to Comply: If it is impossible for You to comply
represent that Your Contributions are Your original Creation with any of the terms of this License with respect to some
and/or You have sufficient rights to grant the rights or all of the Open Game Content due to statute, judicial
conveyed by this License. order, or governmental regulation then You may not Use any
Open Game Material so affected.
6. Notice of License Copyright: You must update the
COPYRIGHT NOTICE portion of this License to include the 13. Termination: This License will terminate automatically if
exact text of the COPYRIGHT NOTICE of any Open Game You fail to comply with all terms herein and fail to cure such
Content You are copying, modifying or distributing, and You breach within 30 days of becoming aware of the breach. All
must add the title, the copyright date, and the copyright sublicenses shall survive the termination of this License.
holder’s name to the COPYRIGHT NOTICE of any original Open
Game Content you Distribute. 14. Reformation: If any provision of this License is held to
be unenforceable, such provision shall be reformed only to
7. Use of Product Identity: You agree not to Use any the extent necessary to make it enforceable.
Product Identity, including as an indication as to compat-
ibility, except as expressly licensed in another, indepen- 15. COPYRIGHT NOTICE: Open Game License v 1.0a
dent Agreement with the owner of each element of that Copyright 2000, Wizards of the Coast, LLC. System
Product Identity. You agree not to indicate compatibility Reference Document 5.1 Copyright 2016, Wizards of the
or co-adaptability with any Trademark or Registered Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris
Trademark in conjunction with a work containing Open Perkins, Rodney Thompson, Peter Lee, James Wyatt,
Game Content except as expressly licensed in another, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve
independent Agreement with the owner of such Trademark Townshend, based on original material by E. Gary Gygax and
or Registered Trademark. The use of any Product Identity Dave Arneson.
in Open Game Content does not constitute a Challenge to
the ownership of that Product Identity. The owner of any Entromancy: A Cyberpunk Fantasy RPG Copyright © 2019 by
Product Identity used in Open Game Content shall retain all M. S. Farzan and Nightpath Publishing, LLC.
rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You


must clearly indicate which portions of the work that you
are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents


may publish updated versions of this License. You may use
any authorized version of this License to copy, modify and
distribute any Open Game Content originally distributed
under any version of this License.

124Entromancy: A Cyberpunk Fantasy RPG


Mateus Salles (Order #36391282)
WELCOME TO SAN FRANCISCO, AGENT

ENTROMANCY: A CYBERPUNK FANTASY RPG is a tabletop roleplaying game set in San Francisco
in the late 21st century. In our world, a quarter of the earth's power now runs on ceridium, a
newly discovered element that has had the unintended consequence of spawning a new race
of people, and several forms of magic that were once thought to have been forgotten.

In ENTROMANCY, you’ll take the role of a character in a futuristic, technology-driven, magic-rich


world complete with espionage, spellcasting, hacking, and engaging action sequences.

CYBERPUNK FANTASY ROLEPLAYING – Enter a futuristic, ACTION GAMEPLAY – Get into the game quickly with
magic-rich world where technology is ever-present easy onboarding for new players and engage in
and several forms of forgotten magics have resurfaced action-packed gameplay with spellcasting, hacking,
— for better and worse. cybernetics, and much more.

UNIQUE CHARACTERS – Choose from five diverse races FACTION-BASED ESPIONAGE – Increase your standing
and five unique classes to create your character and with ENTROMANCY’s three competing factions, while
begin your story. Progress your character by taking on attempting to make your mark on a world that has
challenging missions and eventually embracing one of become fractured after years of population explosion,
five brutally powerful destinies. socio-economic tension, and magic-based warfare.

D20 MECHANICS – Experience a streamlined gameplay Looking for more Entromancy fiction? Check out
system based on the Fifth Edition of the world’s most ENTROMANCY: BOOK ONE OF THE NIGHTPATH TRILOGY,
popular roleplaying game, simultaneously allowing for available now on Amazon and DriveThruFiction!
exciting action and storytelling while providing for a
great deal of depth.

$29.99

Mateus Salles (Order #36391282)

You might also like