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M. S. FARZAN, PH.D.
Creative Director and Lead Game Designer
KATHERINE BARTLETT
Artist
NATHAN HASLÉ
Game Designer
ROBERT LASHLEY
Game Designer
ELENA MILLER
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Editor
OWEN ST.GELAIS
Layout Designer
CRAIG CAMPBELL
RPG Advisor
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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,
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IN T R ODUC T ION 6 C H A P T E R 3: S K IL L S 47
C H A P T E R 8: GMING E N T R OM A NC Y 76
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
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.
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?”
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.
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.
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.
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
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.
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.
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.
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.
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 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
TA L E N T S A ND S P E L L S
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
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.
HE A L ING T OUC H
Action: Combat action
Range: Self or Touch
Ceridium: 1
P RI S M AT IC A RR O W
Action: Combat action
Range: 60 feet
Ceridium: 1
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.
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.
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.
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”).
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.
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.
NE E D A RIDE
Action: Move action
Ceridium: 1
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.
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.
S UMMON B E A S T
Action: Combat action
Range: 30 feet
Duration: 1 encounter
Ceridium: 1
T E L L URIC C ONDUI T
Action: Combat action
Range: 10-foot circle
Ceridium: 2
F E AT S
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.
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.
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.
Mission 2 Pick an extra feat, talent, or spell from your class. Access to 1 Standard Cybernetic.
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.
8-9 -1
3. Assign remaining stats. Utilize your ability bonuses to
determine the following stats for your character:
10-11 0
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.
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.
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.
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.
T HIE V E R Y
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).
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.
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.
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.
15 – 19 You cannot cast Entromancy spells until the end of the encounter.
Requirement: None
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.
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
F IRE B A L L
Action: Combat action
Range: 60 feet
Ceridium: 2
RE A D T HOUGH T S
Action: Combat action
Range: 60 feet
Duration: 1 encounter
Ceridium: 2
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.
combat &
5
magic
I nodded absently, reaching for another ceridium capsule. Prying off a glove with my teeth,
I reached out towards the device.
“Probably!”
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
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.”
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.
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.
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
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.
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
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.
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.
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
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!
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.
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.
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.
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
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.)
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.
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.
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.
monsters
10
AND OTHER LESS MONSTROUS
BUT EQUALLY DANGEROUS ADVERSARIES
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
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.
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
C OMB AT A C T ION S
CLAW – Melee Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d6) damage.
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.
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
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.
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.
Skills: Stealth +5
Languages: English Threat Level: Medium
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
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.
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.
Armor Class: 13 Hit Points: 15Speed: 0 ft. Armor Class: 13 Hit Points: 15Speed: 0 ft.
fly 30 ft. (hover) fly 30 ft. (hover)
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)
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.
ENHANCED SENSORS – The drone has advantage on ENHANCED SENSORS – The drone has advantage on
Awareness checks. Awareness checks.
Armor Class: 12 Hit Points: 10Speed: 0 ft. Armor Class: 12 Hit Points: 5Speed: 0 ft.
fly 30 ft. (hover) fly 30 ft. (hover)
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
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.
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
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.
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)
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.
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
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.
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.
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.
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.
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
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.
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
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
Skills: Awareness +6, Hacking +10 ENHANCED SENSORS – The camera has advantage on
Languages: None Threat Level: High Awareness checks.
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.
STR AGI WILL PER Armor Class: 12 Hit Points: 12Speed: 30 ft.
+3 +3 +1 +0 (light armor)
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)
Armor Class: 14 Hit Points: 16Speed: 30 ft. Armor Class: 19 Hit Points: 50Speed: 30 ft.
(medium armor) (exo-suit)
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.
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.
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