It’s the year of 2126, and the world has collapsed. The US military was attacked by other countries, and World War 3 was started. The US fought with all its strength, but they were eventually taken down. The last few military people became as rabid as dogs, and attacked people randomly, looking for loot. A few split from their factions and became wanderers. And all the people of the US are suffering, looting random houses and supermarkets, and stores. The land has mutated into plants that can fight, plants that have special properties, and plants that are poisonous. Even the grass isn’t safe. A few gangs roam the streets, and people fight and scavenge for their lives.
Welcome to San Francisco, one of the few intact cities, swarming with scavengers and gangs. The Military comes to raid the city every few weeks, there’s a trade faction called the Traders, and the streets are ruled by a gang called the Hive Claws.
you start with a simple commoner stat block
Below are all the rules, charts, and stat blocks for this thread. This is very complex, so feel free to just choose a simple civilian stat block and ignore all the abilities and just roleplay, but if you want a strong experience, then try this!
Regular Find Chart:
1: 5 credits 2: A spellchip (roll a 1d4; if 3 or below, it’s a cantrip; if 4, then 1st level.) 3: A spend chip full of 10 credits 4: 5 Metal Scraps 5 25 Rusty Metal Scraps 6: A canister of some energy or fuel source 7: A pommel of a melee weapon (Roll 1d6 with advantage for type, choose the result you want) 8: A blade of a melee weapon (Roll 1d6 with advantage for type, choose the result you want) 9: A gun part (Roll 1d6 for the part and then roll 1d6 with advantage for type; choose the result you want.) 10: A broken robot 11: 3 parts of a structure 12: 1d20-5 (Minimum of 1) Broken cameras 13: 25 Computer chips 14: 5 Advanced computer chips 15: 5 Fans for creations (Like PC fans) 16: Choose any item on this list 17: A broken computer 18: A half-used First Aid Kit (Works like a potion of healing) 19: A fridge full of soda and bread 20: A 1st or 2nd level Spell Chip (Roll a 1d4, if 1 or 2, 1st level, if 3 or 4, 2nd level) 21: 25 Metal fibers 22: A part of a sword 23: A broken sheet of glass 24: A broken firework (Functions like a bomb but has a permanent -10 penalty to the damage) 25: Ten days of food 26: Twenty days of food 27: Nothing (Reroll twice (Cannot be chosen)) 28: An ammo box 29: A ruined flag 30: A sheet of high-quality metal 31: A pair of clothes 32: A childhood item 33: A cheap toy 34: 25 Candies 35: A bloodied and broken weapon 36: A broken TV 37: 5 litres of any acid 38: An old radio 39: A few candy bars 40: A notebook filled with drawings and stories (25% chance of containing important lore.), with a pencil sharpener and a pencil. 41: A can of melted ice cream 42: A screwdriver 43: A rusty knife covered in blood 44: 20 credits 45: 15 credits 46: 25 credits 47: A bottle of old wine 48: A bottle of fresh water and some sardines 49: A wooden door ripped off its hinges 50: A bag full of dog treats 51: A box filled with old nonfiction and fantasy books 52: A 2nd level Spellchip 53: A pair of binoculars 54: A rusty saw 55: A clean bottle of water 56: A pillow 57: A set of clean clothes, including a jacket 58: An axe 59: 5 pounds of rocks 60: Rusty Antique 61: A symbol of any religion 62: Basic military armor (functions like Metal Armor) 63: A Creature in a cage (must be CR 1 or less)(Size medium or smaller) 64: Roadkill 65: A dead town animal 66: A Dangerous Creature in a cage (CR ½-3)(Size medium or smaller) 67: A biker jacket (Functions like Studded Leather) 68: You trip whilst gathering. Take 1d6-1 bludgeoning damage and reroll (Cannot reroll into this result) 69: A Peaceful Creature in a cage (CR 2 or less, friendly to the player) 70: A smallbroken-downn car (Needs fixing, DC 15. Mechanics have advantage) 71: A motorcycle 72: 3 Broken motorcycles (All need fixing, their DC being 1d10+5. Mechanics have advantage.) 73: A Molotov 74: A flare gun 75: A pipe bomb (Roll a DC 10 sleight of hand. If you fail, it explodes as you pick it up.) 76: A dead person (Body containing 15 credits and a symbol of their religion, a weapon, and d relic that shows their family) 77: A broken old phone 78:A dog 79:A cat 80: 45 Credits 81: A garbage can full of scrap metal 82: A few chairs 83: A blanket 84: A first aid kit (works like a potion of healing.) 85: A few cans of soup 86: A basket of firewood 87: A bottle of an energy drink (Works like a potion of healing.) 88: 30 Metal Scraps 89: A bag full of 20 bullets 90: A Hunting Rifle 91: A 2nd level Spellchip 92: 9 Credits 93: 30 Credits 94: 15 Credits 95: A cantrip Spellchip 96: A 1st-level Spellchip 97: A 3rd level Spellchip 98: A spendchip with 50 credits inside it 99: A plank of wood 100: A matchbox, filled with twenty matches
Downtown Find Chart
1: A working computer 2: A communication chip 3: A Hunting Rifle 4: A knife 5: A 1st-level Spellchip 6: A cantrip Spellchip 7: 10 Credits 8 20 Credits 9: A working car 10: A 22nd-levelSpellchip 11: A 3rd level Spellchip 12: A cantrip Spellchip 13: 25 credits 14: Roll a 1d4. If 3 or lower, an automatic pistol. If 4, Military Body Armor (AC 18 and bullets do half damage.) 15: A level four Spellchip 16: A cantrip Spellchip 17 15 Credits 18: A 3rd Level Spellchip 19 30 Credits 20: A broken robot and a functioning robot
First Aid Kit (Works like a regular potion of healing, costs 20 credits.)
Heightening Chip (Increases a stat or your PB by +1, costs 20 credits.)
Broken Robot (Stat block in stat block area, costs 10 Credits.)
Hunting Rifle (40 credits)
Revolver (32 credits)
Bullets x10 (1 credit)
Pistol, Automatic (24 credits)
Shotgun (32 credits)
Rifle, Automatic (32 credits)
Knife (8 Credits)
Random Implant (50-20 Credits)
Teaching (50 Credits, gain proficiency with one thing or gain an occupation, takes 1 week.)
Implant Upgrade: (as shown in implant table)
Security Camera (10 Credits)
1 Metal Scrap (1 Credit)
Items
Spendchips: Basically a credit card, contains 1-50 credits
Spellchips: Contains a spell from cantrip level to level 8, can be inserted into skin by a doctor to give that person a certain use of the spell level per day. It takes an hour for a doctor to insert a spellchip. Cantrips are infinite. 1st level is 5 uses a day. 2nd level: 4. 3rd level: 3. 4th level: 3. 5th level: 2. 6th level: 2. 7th level: 1. 8th level: 1. Spells requiring material components instead require 10x the spell level credits. Your Spell modifier is your intelligence modifier, and your DC is 8+PB+Int
Credits: Each credit is equivalent to ten times a dollar. Most people wouldn’t take credit, but the traders do.
Communication Chips: Communication chips can be implanted into your body and allow you to speak to people with other Communication Chips in a range of 50 miles. The Hive Claws are the only people using Communication Chips.
Occupations, Stats, Levels, and Skills:
Skills Description: You start with 2 skills, and you gain one more every two character levels. That skill must be from one of the tiers that you have unlocked. When you reach the next skill tier, you can unlock one skill from that skill tier if you have the prerequisites to unlock that skill. Here is a chart for gaining levels:
Character level
Days till next level
1-5
1
6-15
2
16-20
3
21-25
4
26-39
5
40
Max
Character Level
Skill Level
1
1
2-4
2
5-9
3
10-19
4
20-34
5
35+
6
Your PB is equal to a quarter of your Character Level rounded down. From level 1-10, it is 2
Skills:
1 (5): Bioengineering (Can use chemicals to your advantage. You can not fail a bioengineer check whilst having tools); Violent (You can choose to give yourself disadvantage on an attack roll. If it rolls and still hits, it does +5 damage, however your opponent can make an opportunity attack against you); Skittish (You have advantage on initiative rolls and cannot be surprised. In the case that something should surprise you but doesn’t, you can use your reaction to move half your movement speed, fully load a firearm you have, or, while wielding a melee weapon, impose disadvantage on your opponent’s next attack roll at a range of 15 ft); Gatherer (If you roll a 1 whilst gathering you can choose the result); Calm (You have advantage on saves against being frightened, charmed, or losing wisdom);
2 (10):
Gatherer: Scavenger (if you roll a 100 whilst gathering, you can choose the result).
Crafty (If you take an item whilst gathering, you can apply it to another thing to make something)..
Calm: Knowledgeable (You can cast legend lore or identify as a free action up to 24 times per day); Unshakeable (You cannot be frightened by a humanoid);
Skittish: Runner (When you should be surprised, you can use a reaction to move your full movement); Stealth (You can enter spaces one size smaller than you);
Violent: Killer (Once per action when you crit, you can make another attack as an attack action); Fear (You have advantage on intimidation checks and checks made to frighten);
Bioengineering: Extracting (Whilst you have a tool, you can take the mutant gene and a gene related to the highest stat of any humanoid or beast.).
Microbot (Whilst you have a tool, you can heal someone's wounds by 1d12. It shuts the wounds and removes all the damage that you rolled on the 1d1; however, you use up to half of the damage rounded up in metal fiber, and you must roll a d10.On a day, you gain a disease. This takes 1 hour. On a disease, you take 1d4 damage per day for 5 days.
3 (10):
Microbot and Crafty: Fabrication (You can use materials to make armor and weapons with properties, and it costs an hour to makethemt);
Extracting and Knowledgeable: Gene Melder (You can create a vaccine to any disease once per long rest using extracted genes, or you can make a biochemical weapon (poison) that deals 3d12+2 poison, acid, or necrotic damage. If you do so, you must use five mutant genes. You must spend a long rest to do either.);
Runner and Scavenger: Survivor (You can reroll your scavenging.;
Unshakeable and Fear: Reckless (You crit on a 19 or a 20);
Killer and Stealth: Hunter (“When you attack a creature you are hidden from, you can choose to ignore the dice roll and automatically hit the creature. You do this after you see the number but before you know the result. You can use this ability twice, and regain all expended uses when you finish a long rest.”);
Extracting and Microbot: Steel Absorption (You can take a spellchip of 5th level or lower, communication chip, or spendchip from your opponent, dealing 1d6-1 damage. The opponent must succeed on a con save equal to 8+your prof bonus+your int modifier. If they fail, they lose the chip.
Fear and Killer: Murderer (Your weapon attacks deal one more dice of damage);
Unshakeable and Knowledgeable: Deadly Knowledge (You know the highest and weakest stat of all people or creatures you’ve seen, and have advantage on insight checks);
Scavenger and Crafty: Scrapper (You gain advantage on all checks made to build or fix, and you can make any basic item spending 15 credits);
Runner and Stealth: Quick (You gain +10 walking speed);
4 (15):
Fabrication and Gene Melder: Advanced Fabrication (With a tool in hand, you can create implants using materials dictated by the implants.);
Survivor and Scrapper: Scrapmade Structures (You can make a mech using 5 parts of a structure, a broken robot, 2 glass sheets, 50 scrap metal pieces, 25 metal fibers, 8 gun parts, and you can add additional materials to give it benefits) (You can also make 100 pieces of ammo for your mech using a molotov, a flare gun, and 5 sheets of rusty metal) (You can only have one mech at a time);
Gene Melder and Survivor: Broken Geneticist (You can, once per short rest, transform. When you enter this transformation, if your strength and constitution are, then your intelligence score becomes your intelligence score, giving you +30 HP. This effect lasts for one hour. During this hour, you gain a bite attack, with a to-hit bonus of your strength that deals 1d8 damage. This bite heals you by your con modifier if you are under two-thirds of your max hp.);
Quick and Murderer: Assassin (Whilst hidden, three times per long rest, your attacks have a +10 bonus to hit and a +5 bonus to damage);
Scrapper and Quick: Digger (You get to roll two times for Gathering).
Hunter and Steel Absorption: Raider (For every two items you have stolen with Steel Absorption, you gain a +1 bonus to hit and a +1 bonus to damage. This stacks up to 1.0);
Steel Absorption and Scrapper: Advanced Molder (You can create any moderate non-implant item (A spellchip of level 3 or lower, a communication chip, any rifle, pistol, or knife, or a first aid kit, spending 30 credits);
Reckless and Survivor: Deadeye (You have proficiency in all guns, and once per long rest, you can choose to lower to one health when you should be lowered to 0);
Deadly Knowledge and Hunter: Great Hunter (While hidden, you can choose to reroll every time you miss on a ranged attack roll. You can only do this once per roll, and the second roll has a -1 modifier to it.)
Quick and Deadly Knowledge: Quick Mind (You can make any wisdom or intelligence check without spending an action or bonus action);
Hunter and Quick: Fast (+10 more speed);
Scrapper and Reckless: Good Finds (During combat, you can gather three times instead of taking your turn.).
Fabrication and Quick: Quick Fabrication (It costs an action to fabricate if you have an advanced tool in hand.).
Quick and Gene Melder: Mutagens (You can make 5 vaccines during a long rest that you can store in pills. If you have Broken Geneticist and this at the same time, you can make a pill that you can hand to someone. That pill will transform them for an hour, their con and strength equal to your int.);
Survivor and Hunter: Fisherman (You can always gather rations whenever near water, have advantage on all sleight of hand checks, and all checks made to harm you have a -1 on to hit. You also roll a 1d4 whenever you fish. On a four choose whatever result you want.);
5 (10):
(Require Occupations)
Tech Worker and Advanced Molder: IT (Over the process of an hour, you can fix software without making any checks. You must be able to understand what the software is, and you can upgrade a spellchip by one level if you spend 50 credits.);
Student and Quick Mind: Sharp Brain (A student can apply advantage to an intelligence or wisdom check or save of their choosing 3 times per long rest.);
Food Worker and Fisherman: Master Food (For every hour you spend making food, your food heals 1d4 and adds 1 to all mental checks for the next hour. You can spend up to 6 hours.);
Military Worker and Deadeye: High Ranked (You can add one damage dice to your attacks /10 per long rest, but you must choose to use this ability before knowing if you hit. If you do not hit, that ability is wasted.);
Salesperson and Advanced Molder: Merchant (You can make any item that the merchant can sell at a 30% (Rounded up) discount. You can also choose a non-Merchant item to make for 25 chips, unless it’s a damaging item, in which case it costs 35.):
Manual Worker and Digger: Wonderful World (You can reroll on the table once per every two rolls, and choose which result you get.);
Mechanic and Scrapmade Structures: Advancing Mech (Your mech gains +1 to every stat and +2 to one stat of your choosing. It also heals 2d4-2 per hour. You can also give it any proficiency.);
Scientist and Broken Geneticist: Test the Beast (You deal extra damage during your transformation, the extra damage being 1d10 acid, poison, necrotic, cold, or fire, depending on where you got the genes. Your blood in the beast form has stray genes. Those genes fall whenever you take 10 damage in beast form, and you can use them to gain advantage on any check related to science.)
Doctor or Nurse and Mutagens: Trained in Diseases (“During downtime or throughout a long rest, you can make disease capsules, which are throwable devices with a range of 30ft. You can make several capsules equal to your proficiency bonus throughout a long rest, and they denature after 1d6 days. You can throw a disease capsule in place of a weapon attack. Each creature within 15ft of the targeted area must make a DC8+PB+INT mod constitution saving throw or have the poisoned condition until they receive healing. While poisoned, their hit point maximum is reduced by 2d8. This reduction doesn’t stack with other reductions to maximum health and can’t reduce a creature’s hit points below 1.”)
Businessperson and Assassin: Logistics (Can tell when an enemy is about to attack you, so therefore can add a +2 to AC as a reaction, unless surprised. You can use this ability to an amount equal to your proficiency bonus per long rest.)
6 (6):
(Requires Occupation and costs 200 credits to get. You can only have one at a time.
Tech Worker and Advancing Mech: Perfect Machine (Your mech now uses the perfect mech statblock, and you can heal it 5d4-3 using 5 sheets of metal, or 1d6-2 (Minimum of--1) using 5 sheets of rusty metal);
Mechanic and Merchant: God of Sales (Any item that you could not make before you now can make it for 75 credits.);
Military Worker and Test the Beast: Hellbeast (Your monster is resistant to all melee attacks, has +4 AC, and can make three attacks per turn);
Scientist and Trained in Diseases: Mutated Diseases (You can now infect other people with your disease, and your disease now does 2d10 damage. It takes a day for the disease to show itself, and during that time, anyone who touches someone infected gets infected.);
Food Worker and Logistics: Butcher (You have advantage on attacks made on animals and plants that are not humans, and instead of a +2 AC against attacks, you have a +3 AC..);
Student and Wonderful World: The Being of Scraps (You can, for an amount of time per long rest, equal to your PB, go into overdrive. Whilst in overdrive, you have +5 in all speeds and all attacks against you have disadvantage, and you attack at disadvantage. You cannot provoke opportunity attacks, and you ignore difficult terrain. When in overdrive you can search for scraps in overdrive you can do it four times the amount you normally could. After you finishOverdrivee you gain one level of exhaustion that stays in effect for 10 minutes. If you gain another level, it resets the timer. You can stay in overdrive for an amount of minutes equal to your PB.
You gain one occupation to start, but you can learn more by buying teaching from the traders or buying an implant.
Tech Worker:
(Fast Mind, +1 to Int and Proficiency to all tech-related items boons and bonuses. No negative effects whilst under pressure.
Student:
(Sharper mind, gains a +2 to Init and a +1 to Int.)
Food Worker:
(Knows how to prepare food, knows what plants are healthy or not.)
Military Worker:
(+2 dex, str, or con. Proficiency with firearms and simple weapons, and one martial weapon.)
Businessperson:
(Sharp mind, +2 to int.)
Manual Worker:
(+2 str, knows how to build shelters.)
Salesperson:
(+2 to cha, far spread knowledge of products.)
Doctor or Nurse:
(Can insert implants and chips into people, taking an hour, and heal people (can heal 1d6 hp once every day for a person of their choosing, including themself.) They cannot implant or chip themselves; another Doctor or Nurse has to do that.
Mechanic:
(Can reconstruct broken robots and vehicles. Can build small objects.)
Scientist:
(Advantage on either Animal Handling, Investigation, Nature, Survival, History, or Perception.)
Factions
The Traders: Can trade you items for credits, or items for items, or credits for items. The trader’s costs and what they sell will be listed in Abilities and Upgrades.
The Military: Some of the US military occasionally look over the area, looking for survivors to loot and kill or bring to their camps. They are vile and bloodthirsty, and always looking for people to loot. They will raid camps.
The Hive Claw: The Hive Claw, or the Hive for short, is the criminal gang infesting the streets, making everyone’s life miserable. They only take the best and the strongest, and raid and loot camps. Usually, they guard their territories like rabid dogs. They set up forts all over the city, and consider themselves like a hive.
Places:
Golden Gate Forest: The ruins of Golden Gate Parkrk, now filled with plants mutated by radiation. The plants, if provoked, may explode, spray acid, or even attack you.
Downtown: Downtown is the middle of the city, a large place with many skyscrapers. It is a main headquarters for the Hive Claws, but is filled with good loot, far better than the rest of the city. It’s a risk to go to, but the risk is usually worth it.
Golden Gate Bridge: The Golden Gate Bridge was hit by a bomb and collapsed to rubble, leaving a wrecked bridge. There are many cars in the water, which people can fish out and loot.
The Bay Bridge and the Bay: The Bay is a brackish water place, filled with freshwater and saltwater fish. It is a good place for fishing and swimming, but the water is quite polluted. The Bay Bridge is still intact, but is swarming with Hive Claws and the US Military. They are usually fighting over territory, so people can usually get in when they’re distracted.
The Mission: The Mission is one of the many streets in the city. It used to be filled with life and cheer, and there is still a bit of hope left in it, as it is a good place to find food. There were many restaurants in the Mission, and the food there is usually healthy and good.
The Presidio: The Presidio is a large section of the city, near the bay. It is filled with houses and natural areas, and is one of the few safe places in the city. The Traders operate in the Presidio and guard it with their lives. Military people and Hive Claws are not allowed there.
The Zoo: After a massive bomb hit the Zoo, the animals went loose and now roam the zoo. It is a place where you can tame animals and find good loot, but it is also a place where you can be attacked by wild animals.
inplants
(Choose one implant to start with, and you can obtain more from the Traders or, if you have the necessary materials, from a doctor.) Each implant costs a certain amount to upgrade.)
Herbalistic distiller: You have an implanted chemistry set, allowing you to create useful compounds from the plants of the Golden Gate Wood. You may use it to produce compounds, as detailed below, using mutant plants gathered over one day, as a result of a survival check.
Level
DC to find resources
Products
Time
Cost
Level 1
10
Acid, alchemist's fire, basic poison, a common potion, or 1 pound of food
1 hour
100 credits. To make it on your own, ten metal scraps and an Identify spell chip.
Level 2
13
1 dose of a poison of your choice, valued up to 200 gp, or an uncommon potion
2 hours
200 credits. 10 metal scraps, two energy sources.
Level 3
16
1 dose of a poison of your choice, valued up to 300 gp, or a rare potion
4 hours
300 credits, ten metal scraps, two 1st level spell chips.
Level 4
19
1 dose of a poison of your choice, valued up to 600 gp, or a very rare potion
8 hours
400 credits. Twenty metal scraps. 1 computer.
Level 5
21
1 dose of a poison of your choice, valued up to 1500 gp, or a legendary potion
16 hours
500 credits. Fifty metal scraps.
Armblade: You have lost or removed one of your arms in exchange for a robot arm that has retractable blades and a gun.
Level
Properties
Cost
Level 1
Armblade does 1d6 damage and can be used twice in one turn. Range of 5 ft gun does 1d10 damage and has a range of 60 ft, long range of 120. The gun has the loading property. You can either use the gun once and the blade twice, or you cannot use the gun, blade, and blade, or blade and gun.
50 credits. If you're making it yourself, a knife, a Hunting Rifle, 25 pieces of Scrap Metal.
Level 2
Armblade does 1d12 damage and can be used twice in one turn. Range of 5 ft gun does 2d10 damage and has a range of 80 ft, long range of 160 ft. Gun can only be used once per turn
100 credits. If you’re making it yourself, 5 pieces of scrap metal.
Level 3
Armblade does 2d10 damage, twice per turn. Range of 5 ft gun does 3d10 damage and has a range of 100 ft, 200 long range. Gun can only be used once per turn.
200 credits. 20 pieces of scrap metal.
Brain and the Internet:
Your head is connected to the internet, meaning you are extremely knowledgeable. This also means that you have a chance of your brain being attacked by malware and viruses.
Level
Properties
Cost
Level 1:
You can cast Identify at will, and you have advantage on nature and survival checks. Detriments: Roll a 1d10. If you roll a 1, your brain gets hacked and you fall unconscious for as long as it takes to fix you. A mechanic, Tech Worker, or trader can fix you. It costs 50 credits for a trader to fix you.
50 credits. To make one, a computer, an Identify spell chip, and 10 pieces of scrap metal.
Level 2:
You auto succeed in knowing whether a certain plant is healthy to eat, and you have an advantage in animal handling. Detriments: Roll a 1d10. If you roll a 1, your brain gets hacked and you fall unconscious for as long as it takes to fix you. A mechanic, Tech Worker, or trader can fix you. It costs 50 credits for a trader to fix you.
100 credits. 5 pieces of scrap metal.
Level 3:
You can connect your brain to security cameras, and you can connect your brain to computers to spy on people. You also have a +3 to Int. Detriments: Roll a 1d20. If you roll a 1, your brain gets hacked, and you fall unconscious for as long as it takes to fix you. A mechanic, Tech Worker, or trader can fix you. It costs 50 credits for a trader to fix you
200 credits. A security camera, a random 3rd-level spellchip.
Level 4:
You can communicate with other people with this trait within a 100-mile radius of you, and you can also track those people. You have a +2 to Wis.. You also no longer have any detriments from this, as your brain has become immune to hacks.
500 credits. A communication chip, 20 pieces of scrap metal.
Hover Boots:
You have two prosthetic feet, either removed at your choice or because you lost both of your legs. This is a weaker ability than most, but it allows you to fly at Level 3.
Level
Properties
Cost
Level 1:
You can cast the Jump spell on yourself at will.
50 credits. To make the boots, you must have a jump spell chip, a pair of metal boots (can be made using 10 pieces of scrap metal), and 20 pieces of scrap metal.
Level 2:
When you fall a distance that would cause you to take damage, you can use a reaction to reduce that damage to zero. Additionally, you gain a climb speed equal to your walk speed and can climb up smooth walls and on ceilings without needing to make an ability check. Once per long rest, you can cast the spell levitate, targeting yourself only. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you gain this ability).
100 credits. A Feather Fall spell chip, a Spider Climb spell chip, and a Levitate Spell Chip.
Level 3:
You can cast the Fly spell on yourself /3 times per day, and your levitate casting increases to /5 times a day.
200 credits. One Fly spell chip and 20 pieces of scrap metal.
True Eyes
For some reason, whether by choice or not, you have lost your eyes and they have been replaced by a piece of tech called True Eyes.
Level
Properties
Cost
Level 1:
While your eyes are replaced with True Eyes, you gain 60ft of darkvision, treating dim light as if it were bright light and darkness as if it were dim light. You can’t see in colour in dim light or darkness, only shades of fuzzy green. If you already had darkvision, change its colour and increase its range by 30ft. Additionally, in bright light, you can accurately perceive small details to a distance of up to one mile.
20 credits. To make it yourself, you need two security cameras, 25 metal scraps, and two metal spheres.
Level 2:
True eyes can see through walls not made out of metal. They can choose not to see through a certain wall or area. Their darkvision can become 60 ft
40 credits. This upgrade requires 20 metal scraps.
Level 3:
True eyes can connect to devices and security cameras to look through them.
80 credits. 5 security cameras, a computer, and 10 metal scraps.
Level:4
True Eyes have truesight for 50 ft and can detect metal within 30 ft of them.
160 credits. A metal detector (Can be made with 5 metal scraps.)
Hologram Bracelet
You have a bracelet attached to your hand that can create illusions and holograms that all can see, using spells.
Level
Properties
Cost
Level 1:
You can cast minor illusion at will to confuse people.
25 credits. A bracelet, a flashlight, and a Minor Illusion Spellchip.
Level 2:
You can cast Major Image 3/ per day to confuse people.
50 credits. A Major Image Spellchip.
Level 3:
You can cast Invisibility, Greater Invisibility, and Mirror Image on yourself. You can cast these 1/ per short rest each, and your Major Image increases to 5
100 credits. A Greater Invisibility, Mirror Image, and Invisibility Spellchip.
Upgrading Armor:
You have an attached set of armor
Level
Properties
Cost
Level 1:
Your AC equals 12+dex. Anyone who touches you takes 1d4 piercing damage
50 credits. To make it at home, this requires a set of metal armor (can be made with 30 metal scraps), 100 metal spikes (100 can be made with 10 metal scraps).
Level 2:
Your AC equals 15+dex to a maximum of 2. Anyone who touches you takes 1d6 piercing damage
100 credits. 25 metal scraps. 50 metal spikes.
Level 3:
Your AC equals 18. Anyone who touches you takes 1d6 piercing damage
200 credits. 30 metal scraps. 100 metal spikes.
Level 4:
“Your armour class becomes 20 and can’t be nonmagically increased. As a bonus action, you can set your speed to zero and gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn. While your speed is 0, any creature that hits you with a melee attack takes 1d6 piercing damage.
400 credits. 50 metal scraps. 200 metal spikes. A random 1st-level Spellchip.
Death Skull:
Your face has been shifted, parts of it injected and replaced. Any part that would break from this process has become robotic, sometimes entire heads becoming screens, sometimes wearing a mechanical mask on your mouth in hopes of survival, and sometimes just a band around the head. Whatever it is, you survived this, and you are powerful.
Level
Properties
Cost
Level 1:
“Your armour class increases by 1, and you can safely breathe in non-poisonous fluids and gases. You have advantage on saving throws against airborne diseases and poisons. Additionally, when you make an unarmed strike, you can bite instead. Your bite is a natural weapon with the finesse property and a reach of 5ft, and deals 1d4 piercing and 1d4 acid damage. You are proficient with it.”
50 Credits. To make it, you must have 5 sheets of high-quality metal, an energy source, 2 fans, and 1 litre of acid.
Level 2:
“Your bite damage increases to 1d6 piercing and 1d6 acid damage. Additionally, you can attempt to grapple creatures from up to 15ft away, though you can only hold one creature grappled at that range at a time. If you make a bite attack against a creature within 5ft of you, you can attempt to grapple them as part of that attack. While grappling in this way, you can’t bite another target.”
100 credits. Also costs 1 fan, 2 energy sources, and 5 sheets of scrap metal.
Level 3:
“The damage of your bite increases to 1d8 piercing damage and 1d6 acid damage, and it critically hits on a roll of 19 or 20. On a critical hit, the struck target must make a DC8+PB+CON saving throw or be poisoned until the end of your turn or until they are no longer grappled by you.”
400 credits. Also costs 25 sheets of rusty metal, 4 litres of acid, 20 sheets high-quality metal, and 1 energy source.
Level 4:
“Your armour class increases by an additional point, and your bite’s damage dice increases to 1d10 piercing and 1d8 acid damage. Additionally, you gain resistance to poison and acid damage and advantage on saving throws against the poisoned condition. Constructs and objects take an additional 1d10 acid damage from the bite, and 1d10 acid damage at the start of each of their turns they are grappled with it.”
800 credits. Also costs 90 sheets of rust metal, 5 litres of acid, 20 high-quality metal sheets, 2 energy sources, and 5 fans.
Spellchip user
You are very familiar with spellchips, and they have bonuses with you.
Level
Properties
Cost
Tier 1
You can insert a spellchip as an action to yourself, but after a day, it is removed. You can still reinsert it, but the second time, you must insert it the correct way.
50 credits. You can make it using a tiny metal box, small enough to fit up an ear.
Tier 2
When you use a spell chip, roll a d8 on an 8; the use for spell isn't used.
100 Credits. A larger metal box, still small enough to fit up the ear.
Tier 3
You can sense spellchips around you like a magnet, due to the metal inside of them.
200 Credits. A magnet. Can be made using one metal scrap. And a security camera.
Tier 4
When you use a spellchip roll a d4 on a 4, you do not expend a spell use.
400 Credits. An even larger metal box.
Weapon Tables
Firearm: (Parts can only go with up to one degree of variation.)
Types
Really Short Range
Short Range
Slightly Short Range
Slightly Long Range
Long Range
Really Long Range
1 Grip
Handgun (One-handed)
Bulky (+1 damage dice, heavy, two-handed)
Hunting Rifle (+2 damage dice against animals, heavy, two-handed)
Semi Auto (Heavy, Two-handed, +30 ft.)
Auto (Heavy, Two-handed, you can use your reaction to fire if you normally could not.)
Energy Pulse (Gun deals lightning damage, and then an extra 1d6 thunder damage.)
Hologram (You can use the gun to cast minor illusion or identify at will. If you already have either of those spells, then you can cast pregestation at will.)
Bayonet (Your gun has a side weapon on the front.)
Silencer (Does not blow cover when hiding, does not alert creatures unless they can see you)
Night vision scope (Dark Vision up to the weapon’s long range)
Scope (x2 range.)
3 Barrel
Handgun (60/90 ft.)
Short (90/120 ft.)
120/240 ft.
240/300 ft.
300/420 ft.
420/840 ft.
4 Magazine/Cylinder
Short Cylinder (2d6) 6 bullets
Long Cylinder (2d4, +20 range) 6 bullets
Blunt Bullets (1d10) 10 bullets
Semi-Auto (1d4-1, 2d6 on semi auto) 20 bullets
Auto (1d4+1) 40 bullets
Sniper (2d10) 5 bullets (Reload takes 1 minute.)
5 Trigger
Basic (+10 to range)
Powerful (-10 range, +1 damage dice)
Hunting (+2 to hit, +1 damage)
War (+2 to hit, +1 damage)
Auto (Ignores half two-thirds cover)
Sniper (+120 to range.)
6 Action
Revolving (Must be used with Cylinder, can be used within 5 ft.)
Pump (Deals 3x damage when Crit)
Lever (Ignore the reload property)
Semi-Auto (Shoots twice per attack, using two bullets)
Auto (Shoots five times per attack, using five bullets; however can only have an auto or semi-auto mag.)
Bolt (Does not get disadvantage when shooting from far range.)
1d6 damage dice, light, one-handed. If attached to a large stick, it does 1d12 damage and becomes two-handed. Dex based. If only a dagger, it has a +3 to hit due to being small and agile. +0 reach
5 ft of reach, 1d6 lightning damage, light, one-handed, dex-based.
10 ft of reach, 1d12 damage, heavy, 2-handed, str based.
Worth
20 credits.
25 credits.
10 credits
10 credits
10 credits
25 Credits
Hilt:
Name
Strong Hilt
Spear Hilt
Basic hilt
Short hilt
Functions
+ 1 damage dice. Can’t be parried. Bad edge alignment (If the total attack roll is the same as the opponent's AC, it misses.)
Can be attached to any blade, adds 15 reach and can be thrown to your STR modifier x 10, to a minimum of 10. Can be easily broken with a DC 1 Str check
Disadvantage on all str-based blades. +1 damage, +1 to hit.
Can be attached to any blade. Can’t be parried. -2 damage due to being so small.
Worth
5 credits
3 credits
5 credits
5 credits
Rules
Keep things appropriate, please. No gore, and no 18+ scenes. If you want to do that… do it in PMs.
Try to be respectful. Nobody likes a jerk.
Do not use swear words. If you need to curse, say (GP) instead.
Cut your quote chains! It’s a hard lesson to learn, but it must be learned.
Speak OOC like *this*
Listen to the rules on character creation
Listen to the mods!
Put the name of an American city in your first post.
Please play as only humans.
Mods: Scienceboy1 (Colton), Tarasque, Blackcat
Banned spells
All other spells from the core rules, Xanthar's, and Tasha's are allowed
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"Former_Queen_Yvonne See my homebrew spells, monsters, and this thread part of the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine Please help us!!! (Link) Nickname is Colton. PM ME THE WORD TOMATO. The best name for the mad gibber
whoa, this is Dence. I need time to reread and understand the rules. but this seems like a lot of fun! rochester
*you forgot the asterisks*
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"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"Former_Queen_Yvonne See my homebrew spells, monsters, and this thread part of the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine Please help us!!! (Link) Nickname is Colton. PM ME THE WORD TOMATO. The best name for the mad gibber
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"Former_Queen_Yvonne See my homebrew spells, monsters, and this thread part of the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine Please help us!!! (Link) Nickname is Colton. PM ME THE WORD TOMATO. The best name for the mad gibber
*You should add a summary of all the rules at the top to make it easier for more people to join. A lot of people have looked at this thread, but it is really intimidating. This might make it easier for more people to join*
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Owen is here. enjoy my favorite game. I like DND. PM ME THE WORD TOMATO.
*You should add a summary of all the rules at the top to make it easier for more people to join. A lot of people have looked at this thread, but it is really intimidating. This might make it easier for more people to join*
*urg I'll try*
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"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"Former_Queen_Yvonne See my homebrew spells, monsters, and this thread part of the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine Please help us!!! (Link) Nickname is Colton. PM ME THE WORD TOMATO. The best name for the mad gibber
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"Former_Queen_Yvonne See my homebrew spells, monsters, and this thread part of the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine Please help us!!! (Link) Nickname is Colton. PM ME THE WORD TOMATO. The best name for the mad gibber
A dude is walking through the streets of the city. He has bionic arms, sharp metal teeth, and his white-painted face bears an eyepatch
The boss of the hive claw is following him
*stealth check 13*
He doesn't notice
"Hey you better turn around."
Rollback Post to RevisionRollBack
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"Former_Queen_Yvonne See my homebrew spells, monsters, and this thread part of the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine Please help us!!! (Link) Nickname is Colton. PM ME THE WORD TOMATO. The best name for the mad gibber
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"Former_Queen_Yvonne See my homebrew spells, monsters, and this thread part of the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine Please help us!!! (Link) Nickname is Colton. PM ME THE WORD TOMATO. The best name for the mad gibber
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"Former_Queen_Yvonne See my homebrew spells, monsters, and this thread part of the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine Please help us!!! (Link) Nickname is Colton. PM ME THE WORD TOMATO. The best name for the mad gibber
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"Former_Queen_Yvonne See my homebrew spells, monsters, and this thread part of the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine Please help us!!! (Link) Nickname is Colton. PM ME THE WORD TOMATO. The best name for the mad gibber
The dude tries to see if the gangster is particularly strong, or just a low-ranking thug
*insight check *
*to beat 9*
Rollback Post to RevisionRollBack
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"Former_Queen_Yvonne See my homebrew spells, monsters, and this thread part of the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine Please help us!!! (Link) Nickname is Colton. PM ME THE WORD TOMATO. The best name for the mad gibber
It’s the year of 2126, and the world has collapsed. The US military was attacked by other countries, and World War 3 was started. The US fought with all its strength, but they were eventually taken down. The last few military people became as rabid as dogs, and attacked people randomly, looking for loot. A few split from their factions and became wanderers. And all the people of the US are suffering, looting random houses and supermarkets, and stores. The land has mutated into plants that can fight, plants that have special properties, and plants that are poisonous. Even the grass isn’t safe. A few gangs roam the streets, and people fight and scavenge for their lives.
Welcome to San Francisco, one of the few intact cities, swarming with scavengers and gangs. The Military comes to raid the city every few weeks, there’s a trade faction called the Traders, and the streets are ruled by a gang called the Hive Claws.
you start with a simple commoner stat block
Below are all the rules, charts, and stat blocks for this thread. This is very complex, so feel free to just choose a simple civilian stat block and ignore all the abilities and just roleplay, but if you want a strong experience, then try this!
Regular Find Chart:
1: 5 credits
2: A spellchip (roll a 1d4; if 3 or below, it’s a cantrip; if 4, then 1st level.)
3: A spend chip full of 10 credits
4: 5 Metal Scraps
5 25 Rusty Metal Scraps
6: A canister of some energy or fuel source
7: A pommel of a melee weapon (Roll 1d6 with advantage for type, choose the result you want)
8: A blade of a melee weapon (Roll 1d6 with advantage for type, choose the result you want)
9: A gun part (Roll 1d6 for the part and then roll 1d6 with advantage for type; choose the result you want.)
10: A broken robot
11: 3 parts of a structure
12: 1d20-5 (Minimum of 1) Broken cameras
13: 25 Computer chips
14: 5 Advanced computer chips
15: 5 Fans for creations (Like PC fans)
16: Choose any item on this list
17: A broken computer
18: A half-used First Aid Kit (Works like a potion of healing)
19: A fridge full of soda and bread
20: A 1st or 2nd level Spell Chip (Roll a 1d4, if 1 or 2, 1st level, if 3 or 4, 2nd level)
21: 25 Metal fibers
22: A part of a sword
23: A broken sheet of glass
24: A broken firework (Functions like a bomb but has a permanent -10 penalty to the damage)
25: Ten days of food
26: Twenty days of food
27: Nothing (Reroll twice (Cannot be chosen))
28: An ammo box
29: A ruined flag
30: A sheet of high-quality metal
31: A pair of clothes
32: A childhood item
33: A cheap toy
34: 25 Candies
35: A bloodied and broken weapon
36: A broken TV
37: 5 litres of any acid
38: An old radio
39: A few candy bars
40: A notebook filled with drawings and stories (25% chance of containing important lore.), with a pencil sharpener and a pencil.
41: A can of melted ice cream
42: A screwdriver
43: A rusty knife covered in blood
44: 20 credits
45: 15 credits
46: 25 credits
47: A bottle of old wine
48: A bottle of fresh water and some sardines
49: A wooden door ripped off its hinges
50: A bag full of dog treats
51: A box filled with old nonfiction and fantasy books
52: A 2nd level Spellchip
53: A pair of binoculars
54: A rusty saw
55: A clean bottle of water
56: A pillow
57: A set of clean clothes, including a jacket
58: An axe
59: 5 pounds of rocks
60: Rusty Antique
61: A symbol of any religion
62: Basic military armor (functions like Metal Armor)
63: A Creature in a cage (must be CR 1 or less)(Size medium or smaller)
64: Roadkill
65: A dead town animal
66: A Dangerous Creature in a cage (CR ½-3)(Size medium or smaller)
67: A biker jacket (Functions like Studded Leather)
68: You trip whilst gathering. Take 1d6-1 bludgeoning damage and reroll (Cannot reroll into this result)
69: A Peaceful Creature in a cage (CR 2 or less, friendly to the player)
70: A smallbroken-downn car (Needs fixing, DC 15. Mechanics have advantage)
71: A motorcycle
72: 3 Broken motorcycles (All need fixing, their DC being 1d10+5. Mechanics have advantage.)
73: A Molotov
74: A flare gun
75: A pipe bomb (Roll a DC 10 sleight of hand. If you fail, it explodes as you pick it up.)
76: A dead person (Body containing 15 credits and a symbol of their religion, a weapon, and d relic that shows their family)
77: A broken old phone
78:A dog
79:A cat
80: 45 Credits
81: A garbage can full of scrap metal
82: A few chairs
83: A blanket
84: A first aid kit (works like a potion of healing.)
85: A few cans of soup
86: A basket of firewood
87: A bottle of an energy drink (Works like a potion of healing.)
88: 30 Metal Scraps
89: A bag full of 20 bullets
90: A Hunting Rifle
91: A 2nd level Spellchip
92: 9 Credits
93: 30 Credits
94: 15 Credits
95: A cantrip Spellchip
96: A 1st-level Spellchip
97: A 3rd level Spellchip
98: A spendchip with 50 credits inside it
99: A plank of wood
100: A matchbox, filled with twenty matches
Downtown Find Chart
1: A working computer
2: A communication chip
3: A Hunting Rifle
4: A knife
5: A 1st-level Spellchip
6: A cantrip Spellchip
7: 10 Credits
8 20 Credits
9: A working car
10: A 22nd-levelSpellchip
11: A 3rd level Spellchip
12: A cantrip Spellchip
13: 25 credits
14: Roll a 1d4. If 3 or lower, an automatic pistol. If 4, Military Body Armor (AC 18 and bullets do half damage.)
15: A level four Spellchip
16: A cantrip Spellchip
17 15 Credits
18: A 3rd Level Spellchip
19 30 Credits
20: A broken robot and a functioning robot
Trader wares
HP Boost (+10 HP, costs 20 credits.)
Spellchip (Cantrips cost 5 credits, first levels cost 10, 2nd level 15, 3rd level 30, 4th level 50, 5th level 100, 6th level 200, 7th level 400, 8th level 800.)
First Aid Kit (Works like a regular potion of healing, costs 20 credits.)
Heightening Chip (Increases a stat or your PB by +1, costs 20 credits.)
Broken Robot (Stat block in stat block area, costs 10 Credits.)
Hunting Rifle (40 credits)
Revolver (32 credits)
Bullets x10 (1 credit)
Pistol, Automatic (24 credits)
Shotgun (32 credits)
Rifle, Automatic (32 credits)
Knife (8 Credits)
Random Implant (50-20 Credits)
Teaching (50 Credits, gain proficiency with one thing or gain an occupation, takes 1 week.)
Implant Upgrade: (as shown in implant table)
Security Camera (10 Credits)
1 Metal Scrap (1 Credit)
Items
Spendchips: Basically a credit card, contains 1-50 credits
Spellchips: Contains a spell from cantrip level to level 8, can be inserted into skin by a doctor to give that person a certain use of the spell level per day. It takes an hour for a doctor to insert a spellchip. Cantrips are infinite. 1st level is 5 uses a day. 2nd level: 4. 3rd level: 3. 4th level: 3. 5th level: 2. 6th level: 2. 7th level: 1. 8th level: 1. Spells requiring material components instead require 10x the spell level credits. Your Spell modifier is your intelligence modifier, and your DC is 8+PB+Int
Credits: Each credit is equivalent to ten times a dollar. Most people wouldn’t take credit, but the traders do.
Communication Chips: Communication chips can be implanted into your body and allow you to speak to people with other Communication Chips in a range of 50 miles. The Hive Claws are the only people using Communication Chips.
Occupations, Stats, Levels, and Skills:
Skills Description: You start with 2 skills, and you gain one more every two character levels. That skill must be from one of the tiers that you have unlocked. When you reach the next skill tier, you can unlock one skill from that skill tier if you have the prerequisites to unlock that skill. Here is a chart for gaining levels:
Character level
Days till next level
1-5
1
6-15
2
16-20
3
21-25
4
26-39
5
40
Max
Character Level
Skill Level
1
1
2-4
2
5-9
3
10-19
4
20-34
5
35+
6
Your PB is equal to a quarter of your Character Level rounded down. From level 1-10, it is 2
Skills:
1 (5): Bioengineering (Can use chemicals to your advantage. You can not fail a bioengineer check whilst having tools); Violent (You can choose to give yourself disadvantage on an attack roll. If it rolls and still hits, it does +5 damage, however your opponent can make an opportunity attack against you); Skittish (You have advantage on initiative rolls and cannot be surprised. In the case that something should surprise you but doesn’t, you can use your reaction to move half your movement speed, fully load a firearm you have, or, while wielding a melee weapon, impose disadvantage on your opponent’s next attack roll at a range of 15 ft); Gatherer (If you roll a 1 whilst gathering you can choose the result); Calm (You have advantage on saves against being frightened, charmed, or losing wisdom);
2 (10):
Gatherer: Scavenger (if you roll a 100 whilst gathering, you can choose the result).
Crafty (If you take an item whilst gathering, you can apply it to another thing to make something)..
Calm: Knowledgeable (You can cast legend lore or identify as a free action up to 24 times per day); Unshakeable (You cannot be frightened by a humanoid);
Skittish: Runner (When you should be surprised, you can use a reaction to move your full movement); Stealth (You can enter spaces one size smaller than you);
Violent: Killer (Once per action when you crit, you can make another attack as an attack action); Fear (You have advantage on intimidation checks and checks made to frighten);
Bioengineering: Extracting (Whilst you have a tool, you can take the mutant gene and a gene related to the highest stat of any humanoid or beast.).
Microbot (Whilst you have a tool, you can heal someone's wounds by 1d12. It shuts the wounds and removes all the damage that you rolled on the 1d1; however, you use up to half of the damage rounded up in metal fiber, and you must roll a d10.On a day, you gain a disease. This takes 1 hour. On a disease, you take 1d4 damage per day for 5 days.
3 (10):
Microbot and Crafty: Fabrication (You can use materials to make armor and weapons with properties, and it costs an hour to makethemt);
Extracting and Knowledgeable: Gene Melder (You can create a vaccine to any disease once per long rest using extracted genes, or you can make a biochemical weapon (poison) that deals 3d12+2 poison, acid, or necrotic damage. If you do so, you must use five mutant genes. You must spend a long rest to do either.);
Runner and Scavenger: Survivor (You can reroll your scavenging.;
Unshakeable and Fear: Reckless (You crit on a 19 or a 20);
Killer and Stealth: Hunter (“When you attack a creature you are hidden from, you can choose to ignore the dice roll and automatically hit the creature. You do this after you see the number but before you know the result. You can use this ability twice, and regain all expended uses when you finish a long rest.”);
Extracting and Microbot: Steel Absorption (You can take a spellchip of 5th level or lower, communication chip, or spendchip from your opponent, dealing 1d6-1 damage. The opponent must succeed on a con save equal to 8+your prof bonus+your int modifier. If they fail, they lose the chip.
Fear and Killer: Murderer (Your weapon attacks deal one more dice of damage);
Unshakeable and Knowledgeable: Deadly Knowledge (You know the highest and weakest stat of all people or creatures you’ve seen, and have advantage on insight checks);
Scavenger and Crafty: Scrapper (You gain advantage on all checks made to build or fix, and you can make any basic item spending 15 credits);
Runner and Stealth: Quick (You gain +10 walking speed);
4 (15):
Fabrication and Gene Melder: Advanced Fabrication (With a tool in hand, you can create implants using materials dictated by the implants.);
Survivor and Scrapper: Scrapmade Structures (You can make a mech using 5 parts of a structure, a broken robot, 2 glass sheets, 50 scrap metal pieces, 25 metal fibers, 8 gun parts, and you can add additional materials to give it benefits) (You can also make 100 pieces of ammo for your mech using a molotov, a flare gun, and 5 sheets of rusty metal) (You can only have one mech at a time);
Gene Melder and Survivor: Broken Geneticist (You can, once per short rest, transform. When you enter this transformation, if your strength and constitution are, then your intelligence score becomes your intelligence score, giving you +30 HP. This effect lasts for one hour. During this hour, you gain a bite attack, with a to-hit bonus of your strength that deals 1d8 damage. This bite heals you by your con modifier if you are under two-thirds of your max hp.);
Quick and Murderer: Assassin (Whilst hidden, three times per long rest, your attacks have a +10 bonus to hit and a +5 bonus to damage);
Scrapper and Quick: Digger (You get to roll two times for Gathering).
Hunter and Steel Absorption: Raider (For every two items you have stolen with Steel Absorption, you gain a +1 bonus to hit and a +1 bonus to damage. This stacks up to 1.0);
Steel Absorption and Scrapper: Advanced Molder (You can create any moderate non-implant item (A spellchip of level 3 or lower, a communication chip, any rifle, pistol, or knife, or a first aid kit, spending 30 credits);
Reckless and Survivor: Deadeye (You have proficiency in all guns, and once per long rest, you can choose to lower to one health when you should be lowered to 0);
Deadly Knowledge and Hunter: Great Hunter (While hidden, you can choose to reroll every time you miss on a ranged attack roll. You can only do this once per roll, and the second roll has a -1 modifier to it.)
Quick and Deadly Knowledge: Quick Mind (You can make any wisdom or intelligence check without spending an action or bonus action);
Hunter and Quick: Fast (+10 more speed);
Scrapper and Reckless: Good Finds (During combat, you can gather three times instead of taking your turn.).
Fabrication and Quick: Quick Fabrication (It costs an action to fabricate if you have an advanced tool in hand.).
Quick and Gene Melder: Mutagens (You can make 5 vaccines during a long rest that you can store in pills. If you have Broken Geneticist and this at the same time, you can make a pill that you can hand to someone. That pill will transform them for an hour, their con and strength equal to your int.);
Survivor and Hunter: Fisherman (You can always gather rations whenever near water, have advantage on all sleight of hand checks, and all checks made to harm you have a -1 on to hit. You also roll a 1d4 whenever you fish. On a four choose whatever result you want.);
5 (10):
(Require Occupations)
Tech Worker and Advanced Molder: IT (Over the process of an hour, you can fix software without making any checks. You must be able to understand what the software is, and you can upgrade a spellchip by one level if you spend 50 credits.);
Student and Quick Mind: Sharp Brain (A student can apply advantage to an intelligence or wisdom check or save of their choosing 3 times per long rest.);
Food Worker and Fisherman: Master Food (For every hour you spend making food, your food heals 1d4 and adds 1 to all mental checks for the next hour. You can spend up to 6 hours.);
Military Worker and Deadeye: High Ranked (You can add one damage dice to your attacks /10 per long rest, but you must choose to use this ability before knowing if you hit. If you do not hit, that ability is wasted.);
Salesperson and Advanced Molder: Merchant (You can make any item that the merchant can sell at a 30% (Rounded up) discount. You can also choose a non-Merchant item to make for 25 chips, unless it’s a damaging item, in which case it costs 35.):
Manual Worker and Digger: Wonderful World (You can reroll on the table once per every two rolls, and choose which result you get.);
Mechanic and Scrapmade Structures: Advancing Mech (Your mech gains +1 to every stat and +2 to one stat of your choosing. It also heals 2d4-2 per hour. You can also give it any proficiency.);
Scientist and Broken Geneticist: Test the Beast (You deal extra damage during your transformation, the extra damage being 1d10 acid, poison, necrotic, cold, or fire, depending on where you got the genes. Your blood in the beast form has stray genes. Those genes fall whenever you take 10 damage in beast form, and you can use them to gain advantage on any check related to science.)
Doctor or Nurse and Mutagens: Trained in Diseases (“During downtime or throughout a long rest, you can make disease capsules, which are throwable devices with a range of 30ft. You can make several capsules equal to your proficiency bonus throughout a long rest, and they denature after 1d6 days. You can throw a disease capsule in place of a weapon attack. Each creature within 15ft of the targeted area must make a DC8+PB+INT mod constitution saving throw or have the poisoned condition until they receive healing. While poisoned, their hit point maximum is reduced by 2d8. This reduction doesn’t stack with other reductions to maximum health and can’t reduce a creature’s hit points below 1.”)
Businessperson and Assassin: Logistics (Can tell when an enemy is about to attack you, so therefore can add a +2 to AC as a reaction, unless surprised. You can use this ability to an amount equal to your proficiency bonus per long rest.)
6 (6):
(Requires Occupation and costs 200 credits to get. You can only have one at a time.
Tech Worker and Advancing Mech: Perfect Machine (Your mech now uses the perfect mech statblock, and you can heal it 5d4-3 using 5 sheets of metal, or 1d6-2 (Minimum of--1) using 5 sheets of rusty metal);
Mechanic and Merchant: God of Sales (Any item that you could not make before you now can make it for 75 credits.);
Military Worker and Test the Beast: Hellbeast (Your monster is resistant to all melee attacks, has +4 AC, and can make three attacks per turn);
Scientist and Trained in Diseases: Mutated Diseases (You can now infect other people with your disease, and your disease now does 2d10 damage. It takes a day for the disease to show itself, and during that time, anyone who touches someone infected gets infected.);
Food Worker and Logistics: Butcher (You have advantage on attacks made on animals and plants that are not humans, and instead of a +2 AC against attacks, you have a +3 AC..);
Student and Wonderful World: The Being of Scraps (You can, for an amount of time per long rest, equal to your PB, go into overdrive. Whilst in overdrive, you have +5 in all speeds and all attacks against you have disadvantage, and you attack at disadvantage. You cannot provoke opportunity attacks, and you ignore difficult terrain. When in overdrive you can search for scraps in overdrive you can do it four times the amount you normally could. After you finishOverdrivee you gain one level of exhaustion that stays in effect for 10 minutes. If you gain another level, it resets the timer. You can stay in overdrive for an amount of minutes equal to your PB.
You gain one occupation to start, but you can learn more by buying teaching from the traders or buying an implant.
Tech Worker:
(Fast Mind, +1 to Int and Proficiency to all tech-related items boons and bonuses. No negative effects whilst under pressure.
Student:
(Sharper mind, gains a +2 to Init and a +1 to Int.)
Food Worker:
(Knows how to prepare food, knows what plants are healthy or not.)
Military Worker:
(+2 dex, str, or con. Proficiency with firearms and simple weapons, and one martial weapon.)
Businessperson:
(Sharp mind, +2 to int.)
Manual Worker:
(+2 str, knows how to build shelters.)
Salesperson:
(+2 to cha, far spread knowledge of products.)
Doctor or Nurse:
(Can insert implants and chips into people, taking an hour, and heal people (can heal 1d6 hp once every day for a person of their choosing, including themself.) They cannot implant or chip themselves; another Doctor or Nurse has to do that.
Mechanic:
(Can reconstruct broken robots and vehicles. Can build small objects.)
Scientist:
(Advantage on either Animal Handling, Investigation, Nature, Survival, History, or Perception.)
Factions
The Traders: Can trade you items for credits, or items for items, or credits for items. The trader’s costs and what they sell will be listed in Abilities and Upgrades.
The Military: Some of the US military occasionally look over the area, looking for survivors to loot and kill or bring to their camps. They are vile and bloodthirsty, and always looking for people to loot. They will raid camps.
The Hive Claw: The Hive Claw, or the Hive for short, is the criminal gang infesting the streets, making everyone’s life miserable. They only take the best and the strongest, and raid and loot camps. Usually, they guard their territories like rabid dogs. They set up forts all over the city, and consider themselves like a hive.
Places:
Golden Gate Forest: The ruins of Golden Gate Parkrk, now filled with plants mutated by radiation. The plants, if provoked, may explode, spray acid, or even attack you.
Downtown: Downtown is the middle of the city, a large place with many skyscrapers. It is a main headquarters for the Hive Claws, but is filled with good loot, far better than the rest of the city. It’s a risk to go to, but the risk is usually worth it.
Golden Gate Bridge: The Golden Gate Bridge was hit by a bomb and collapsed to rubble, leaving a wrecked bridge. There are many cars in the water, which people can fish out and loot.
The Bay Bridge and the Bay: The Bay is a brackish water place, filled with freshwater and saltwater fish. It is a good place for fishing and swimming, but the water is quite polluted. The Bay Bridge is still intact, but is swarming with Hive Claws and the US Military. They are usually fighting over territory, so people can usually get in when they’re distracted.
The Mission: The Mission is one of the many streets in the city. It used to be filled with life and cheer, and there is still a bit of hope left in it, as it is a good place to find food. There were many restaurants in the Mission, and the food there is usually healthy and good.
The Presidio: The Presidio is a large section of the city, near the bay. It is filled with houses and natural areas, and is one of the few safe places in the city. The Traders operate in the Presidio and guard it with their lives. Military people and Hive Claws are not allowed there.
The Zoo: After a massive bomb hit the Zoo, the animals went loose and now roam the zoo. It is a place where you can tame animals and find good loot, but it is also a place where you can be attacked by wild animals.
inplants
(Choose one implant to start with, and you can obtain more from the Traders or, if you have the necessary materials, from a doctor.) Each implant costs a certain amount to upgrade.)
Herbalistic distiller: You have an implanted chemistry set, allowing you to create useful compounds from the plants of the Golden Gate Wood. You may use it to produce compounds, as detailed below, using mutant plants gathered over one day, as a result of a survival check.
Level
DC to find resources
Products
Time
Cost
Level 1
10
Acid, alchemist's fire, basic poison, a common potion, or 1 pound of food
1 hour
100 credits. To make it on your own, ten metal scraps and an Identify spell chip.
Level 2
13
1 dose of a poison of your choice, valued up to 200 gp, or an uncommon potion
2 hours
200 credits. 10 metal scraps, two energy sources.
Level 3
16
1 dose of a poison of your choice, valued up to 300 gp, or a rare potion
4 hours
300 credits, ten metal scraps, two 1st level spell chips.
Level 4
19
1 dose of a poison of your choice, valued up to 600 gp, or a very rare potion
8 hours
400 credits. Twenty metal scraps. 1 computer.
Level 5
21
1 dose of a poison of your choice, valued up to 1500 gp, or a legendary potion
16 hours
500 credits. Fifty metal scraps.
Armblade: You have lost or removed one of your arms in exchange for a robot arm that has retractable blades and a gun.
Level
Properties
Cost
Level 1
Armblade does 1d6 damage and can be used twice in one turn. Range of 5 ft gun does 1d10 damage and has a range of 60 ft, long range of 120. The gun has the loading property. You can either use the gun once and the blade twice, or you cannot use the gun, blade, and blade, or blade and gun.
50 credits. If you're making it yourself, a knife, a Hunting Rifle, 25 pieces of Scrap Metal.
Level 2
Armblade does 1d12 damage and can be used twice in one turn. Range of 5 ft gun does 2d10 damage and has a range of 80 ft, long range of 160 ft. Gun can only be used once per turn
100 credits. If you’re making it yourself, 5 pieces of scrap metal.
Level 3
Armblade does 2d10 damage, twice per turn. Range of 5 ft gun does 3d10 damage and has a range of 100 ft, 200 long range. Gun can only be used once per turn.
200 credits. 20 pieces of scrap metal.
Brain and the Internet:
Your head is connected to the internet, meaning you are extremely knowledgeable. This also means that you have a chance of your brain being attacked by malware and viruses.
Level
Properties
Cost
Level 1:
You can cast Identify at will, and you have advantage on nature and survival checks. Detriments: Roll a 1d10. If you roll a 1, your brain gets hacked and you fall unconscious for as long as it takes to fix you. A mechanic, Tech Worker, or trader can fix you. It costs 50 credits for a trader to fix you.
50 credits. To make one, a computer, an Identify spell chip, and 10 pieces of scrap metal.
Level 2:
You auto succeed in knowing whether a certain plant is healthy to eat, and you have an advantage in animal handling. Detriments: Roll a 1d10. If you roll a 1, your brain gets hacked and you fall unconscious for as long as it takes to fix you. A mechanic, Tech Worker, or trader can fix you. It costs 50 credits for a trader to fix you.
100 credits. 5 pieces of scrap metal.
Level 3:
You can connect your brain to security cameras, and you can connect your brain to computers to spy on people. You also have a +3 to Int. Detriments: Roll a 1d20. If you roll a 1, your brain gets hacked, and you fall unconscious for as long as it takes to fix you. A mechanic, Tech Worker, or trader can fix you. It costs 50 credits for a trader to fix you
200 credits. A security camera, a random 3rd-level spellchip.
Level 4:
You can communicate with other people with this trait within a 100-mile radius of you, and you can also track those people. You have a +2 to Wis.. You also no longer have any detriments from this, as your brain has become immune to hacks.
500 credits. A communication chip, 20 pieces of scrap metal.
Hover Boots:
You have two prosthetic feet, either removed at your choice or because you lost both of your legs. This is a weaker ability than most, but it allows you to fly at Level 3.
Level
Properties
Cost
Level 1:
You can cast the Jump spell on yourself at will.
50 credits. To make the boots, you must have a jump spell chip, a pair of metal boots (can be made using 10 pieces of scrap metal), and 20 pieces of scrap metal.
Level 2:
When you fall a distance that would cause you to take damage, you can use a reaction to reduce that damage to zero. Additionally, you gain a climb speed equal to your walk speed and can climb up smooth walls and on ceilings without needing to make an ability check. Once per long rest, you can cast the spell levitate, targeting yourself only. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you gain this ability).
100 credits. A Feather Fall spell chip, a Spider Climb spell chip, and a Levitate Spell Chip.
Level 3:
You can cast the Fly spell on yourself /3 times per day, and your levitate casting increases to /5 times a day.
200 credits. One Fly spell chip and 20 pieces of scrap metal.
True Eyes
For some reason, whether by choice or not, you have lost your eyes and they have been replaced by a piece of tech called True Eyes.
Level
Properties
Cost
Level 1:
While your eyes are replaced with True Eyes, you gain 60ft of darkvision, treating dim light as if it were bright light and darkness as if it were dim light. You can’t see in colour in dim light or darkness, only shades of fuzzy green. If you already had darkvision, change its colour and increase its range by 30ft. Additionally, in bright light, you can accurately perceive small details to a distance of up to one mile.
20 credits. To make it yourself, you need two security cameras, 25 metal scraps, and two metal spheres.
Level 2:
True eyes can see through walls not made out of metal. They can choose not to see through a certain wall or area. Their darkvision can become 60 ft
40 credits. This upgrade requires 20 metal scraps.
Level 3:
True eyes can connect to devices and security cameras to look through them.
80 credits. 5 security cameras, a computer, and 10 metal scraps.
Level:4
True Eyes have truesight for 50 ft and can detect metal within 30 ft of them.
160 credits. A metal detector (Can be made with 5 metal scraps.)
Hologram Bracelet
You have a bracelet attached to your hand that can create illusions and holograms that all can see, using spells.
Level
Properties
Cost
Level 1:
You can cast minor illusion at will to confuse people.
25 credits. A bracelet, a flashlight, and a Minor Illusion Spellchip.
Level 2:
You can cast Major Image 3/ per day to confuse people.
50 credits. A Major Image Spellchip.
Level 3:
You can cast Invisibility, Greater Invisibility, and Mirror Image on yourself. You can cast these 1/ per short rest each, and your Major Image increases to 5
100 credits. A Greater Invisibility, Mirror Image, and Invisibility Spellchip.
Upgrading Armor:
You have an attached set of armor
Level
Properties
Cost
Level 1:
Your AC equals 12+dex. Anyone who touches you takes 1d4 piercing damage
50 credits. To make it at home, this requires a set of metal armor (can be made with 30 metal scraps), 100 metal spikes (100 can be made with 10 metal scraps).
Level 2:
Your AC equals 15+dex to a maximum of 2. Anyone who touches you takes 1d6 piercing damage
100 credits. 25 metal scraps. 50 metal spikes.
Level 3:
Your AC equals 18. Anyone who touches you takes 1d6 piercing damage
200 credits. 30 metal scraps. 100 metal spikes.
Level 4:
“Your armour class becomes 20 and can’t be nonmagically increased. As a bonus action, you can set your speed to zero and gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn. While your speed is 0, any creature that hits you with a melee attack takes 1d6 piercing damage.
400 credits. 50 metal scraps. 200 metal spikes. A random 1st-level Spellchip.
Death Skull:
Your face has been shifted, parts of it injected and replaced. Any part that would break from this process has become robotic, sometimes entire heads becoming screens, sometimes wearing a mechanical mask on your mouth in hopes of survival, and sometimes just a band around the head. Whatever it is, you survived this, and you are powerful.
Level
Properties
Cost
Level 1:
“Your armour class increases by 1, and you can safely breathe in non-poisonous fluids and gases. You have advantage on saving throws against airborne diseases and poisons. Additionally, when you make an unarmed strike, you can bite instead. Your bite is a natural weapon with the finesse property and a reach of 5ft, and deals 1d4 piercing and 1d4 acid damage. You are proficient with it.”
50 Credits. To make it, you must have 5 sheets of high-quality metal, an energy source, 2 fans, and 1 litre of acid.
Level 2:
“Your bite damage increases to 1d6 piercing and 1d6 acid damage. Additionally, you can attempt to grapple creatures from up to 15ft away, though you can only hold one creature grappled at that range at a time. If you make a bite attack against a creature within 5ft of you, you can attempt to grapple them as part of that attack. While grappling in this way, you can’t bite another target.”
100 credits. Also costs 1 fan, 2 energy sources, and 5 sheets of scrap metal.
Level 3:
“The damage of your bite increases to 1d8 piercing damage and 1d6 acid damage, and it critically hits on a roll of 19 or 20. On a critical hit, the struck target must make a DC8+PB+CON saving throw or be poisoned until the end of your turn or until they are no longer grappled by you.”
400 credits. Also costs 25 sheets of rusty metal, 4 litres of acid, 20 sheets high-quality metal, and 1 energy source.
Level 4:
“Your armour class increases by an additional point, and your bite’s damage dice increases to 1d10 piercing and 1d8 acid damage. Additionally, you gain resistance to poison and acid damage and advantage on saving throws against the poisoned condition. Constructs and objects take an additional 1d10 acid damage from the bite, and 1d10 acid damage at the start of each of their turns they are grappled with it.”
800 credits. Also costs 90 sheets of rust metal, 5 litres of acid, 20 high-quality metal sheets, 2 energy sources, and 5 fans.
Spellchip user
You are very familiar with spellchips, and they have bonuses with you.
Level
Properties
Cost
Tier 1
You can insert a spellchip as an action to yourself, but after a day, it is removed. You can still reinsert it, but the second time, you must insert it the correct way.
50 credits. You can make it using a tiny metal box, small enough to fit up an ear.
Tier 2
When you use a spell chip, roll a d8 on an 8; the use for spell isn't used.
100 Credits. A larger metal box, still small enough to fit up the ear.
Tier 3
You can sense spellchips around you like a magnet, due to the metal inside of them.
200 Credits. A magnet. Can be made using one metal scrap. And a security camera.
Tier 4
When you use a spellchip roll a d4 on a 4, you do not expend a spell use.
400 Credits. An even larger metal box.
Weapon Tables
Firearm: (Parts can only go with up to one degree of variation.)
Types
Really Short Range
Short Range
Slightly Short Range
Slightly Long Range
Long Range
Really Long Range
1 Grip
Handgun (One-handed)
Bulky (+1 damage dice, heavy, two-handed)
Hunting Rifle (+2 damage dice against animals, heavy, two-handed)
Semi Auto (Heavy, Two-handed, +30 ft.)
Auto (Heavy, Two-handed, you can use your reaction to fire if you normally could not.)
Mounted (+120 range, heavy, two-handed. Takes 1 minute to pickup, -5 speed whilst carrying)
2 Mount
Energy Pulse (Gun deals lightning damage, and then an extra 1d6 thunder damage.)
Hologram (You can use the gun to cast minor illusion or identify at will. If you already have either of those spells, then you can cast pregestation at will.)
Bayonet (Your gun has a side weapon on the front.)
Silencer (Does not blow cover when hiding, does not alert creatures unless they can see you)
Night vision scope (Dark Vision up to the weapon’s long range)
Scope (x2 range.)
3 Barrel
Handgun (60/90 ft.)
Short (90/120 ft.)
120/240 ft.
240/300 ft.
300/420 ft.
420/840 ft.
4 Magazine/Cylinder
Short Cylinder (2d6) 6 bullets
Long Cylinder (2d4, +20 range) 6 bullets
Blunt Bullets (1d10) 10 bullets
Semi-Auto (1d4-1, 2d6 on semi auto) 20 bullets
Auto (1d4+1) 40 bullets
Sniper (2d10) 5 bullets (Reload takes 1 minute.)
5 Trigger
Basic (+10 to range)
Powerful (-10 range, +1 damage dice)
Hunting (+2 to hit, +1 damage)
War (+2 to hit, +1 damage)
Auto (Ignores half two-thirds cover)
Sniper (+120 to range.)
6 Action
Revolving (Must be used with Cylinder, can be used within 5 ft.)
Pump (Deals 3x damage when Crit)
Lever (Ignore the reload property)
Semi-Auto (Shoots twice per attack, using two bullets)
Auto (Shoots five times per attack, using five bullets; however can only have an auto or semi-auto mag.)
Bolt (Does not get disadvantage when shooting from far range.)
Sword:
Blade:
Name
Thick Blade
Thin Blade
Spear/Dagger blade
Side Weapon
Zapping Blade
Long Blade
Properties
2d6 damage dice, heavy, two-handed, Strength based.
1d10 damage dice, light, one-handed, dexterity based.
1d6 damage dice, light, one-handed. If attached to a large stick, it does 1d12 damage and becomes two-handed. Dex based. If only a dagger, it has a +3 to hit due to being small and agile. +0 reach
2d4-1 damage dice, light, one-handed, finesse, dex based. 5 ft reach.
5 ft of reach, 1d6 lightning damage, light, one-handed, dex-based.
10 ft of reach, 1d12 damage, heavy, 2-handed, str based.
Worth
20 credits.
25 credits.
10 credits
10 credits
10 credits
25 Credits
Hilt:
Name
Strong Hilt
Spear Hilt
Basic hilt
Short hilt
Functions
+ 1 damage dice. Can’t be parried. Bad edge alignment (If the total attack roll is the same as the opponent's AC, it misses.)
Can be attached to any blade, adds 15 reach and can be thrown to your STR modifier x 10, to a minimum of 10. Can be easily broken with a DC 1 Str check
Disadvantage on all str-based blades. +1 damage, +1 to hit.
Can be attached to any blade. Can’t be parried. -2 damage due to being so small.
Worth
5 credits
3 credits
5 credits
5 credits
Rules
Keep things appropriate, please. No gore, and no 18+ scenes. If you want to do that… do it in PMs.
Try to be respectful. Nobody likes a jerk.
Do not use swear words. If you need to curse, say (GP) instead.
Cut your quote chains! It’s a hard lesson to learn, but it must be learned.
Speak OOC like *this*
Listen to the rules on character creation
Listen to the mods!
Put the name of an American city in your first post.
Please play as only humans.
Mods: Scienceboy1 (Colton), Tarasque, Blackcat
Banned spells
All other spells from the core rules, Xanthar's, and Tasha's are allowed
Cantrips, mold earth
1st-level: Silvery Barbs, Shield, Goodberry
2nd-level: heat metal
3rd-level Animate Dead, Counterspell, Tidal Wave, Gaseous Form
4th-level Banishment, Polymorph
5th level Banishing Smite, Conjure Volley, Planar Binding, Dominate Person, Raise Dead, Wall of Force, Wall of Light
6th-level Planar Ally, Chain Lightning
7th level Plane Shift, teleport
8th-level Feeblemind,
The two stat blocks you guys need are Commoner for Days of the Fallen and the Mech
I'll update this as we go
This was made in loving memory of bananer28046, for it was their idea
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"Former_Queen_Yvonne
See my homebrew spells, monsters, and this thread
part of the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine
Please help us!!! (Link) Nickname is Colton. PM ME THE WORD TOMATO.
The best name for the mad gibber
whoa, this is Dence. I need time to reread and understand the rules. but this seems like a lot of fun! rochester
Owen is here. enjoy my favorite game. I like DND. PM ME THE WORD TOMATO.
*you forgot the asterisks*
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"Former_Queen_Yvonne
See my homebrew spells, monsters, and this thread
part of the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine
Please help us!!! (Link) Nickname is Colton. PM ME THE WORD TOMATO.
The best name for the mad gibber
*sorry*
Owen is here. enjoy my favorite game. I like DND. PM ME THE WORD TOMATO.
*your good*
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"Former_Queen_Yvonne
See my homebrew spells, monsters, and this thread
part of the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine
Please help us!!! (Link) Nickname is Colton. PM ME THE WORD TOMATO.
The best name for the mad gibber
*You should add a summary of all the rules at the top to make it easier for more people to join. A lot of people have looked at this thread, but it is really intimidating. This might make it easier for more people to join*
Owen is here. enjoy my favorite game. I like DND. PM ME THE WORD TOMATO.
*urg I'll try*
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"Former_Queen_Yvonne
See my homebrew spells, monsters, and this thread
part of the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine
Please help us!!! (Link) Nickname is Colton. PM ME THE WORD TOMATO.
The best name for the mad gibber
A dude is walking through the streets of the city. He has bionic arms, sharp metal teeth, and his white-painted face bears an eyepatch
🍅 PM me the word 'tomato' 🍅 Extended Signature Musk Sucks, Quit X!
The boss of the hive claw is following him
*stealth check 13*
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"Former_Queen_Yvonne
See my homebrew spells, monsters, and this thread
part of the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine
Please help us!!! (Link) Nickname is Colton. PM ME THE WORD TOMATO.
The best name for the mad gibber
He doesn't notice
🍅 PM me the word 'tomato' 🍅 Extended Signature Musk Sucks, Quit X!
"Hey you better turn around."
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"Former_Queen_Yvonne
See my homebrew spells, monsters, and this thread
part of the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine
Please help us!!! (Link) Nickname is Colton. PM ME THE WORD TOMATO.
The best name for the mad gibber
'What ya want?'
🍅 PM me the word 'tomato' 🍅 Extended Signature Musk Sucks, Quit X!
"You to give me all you have and leave."
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"Former_Queen_Yvonne
See my homebrew spells, monsters, and this thread
part of the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine
Please help us!!! (Link) Nickname is Colton. PM ME THE WORD TOMATO.
The best name for the mad gibber
'Not got nothing'
🍅 PM me the word 'tomato' 🍅 Extended Signature Musk Sucks, Quit X!
"You got your life."
*actually roll on the downtown find chart*
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"Former_Queen_Yvonne
See my homebrew spells, monsters, and this thread
part of the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine
Please help us!!! (Link) Nickname is Colton. PM ME THE WORD TOMATO.
The best name for the mad gibber
6
🍅 PM me the word 'tomato' 🍅 Extended Signature Musk Sucks, Quit X!
*you have a cantrip spell chip of eldritch blast*
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"Former_Queen_Yvonne
See my homebrew spells, monsters, and this thread
part of the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine
Please help us!!! (Link) Nickname is Colton. PM ME THE WORD TOMATO.
The best name for the mad gibber
The dude tries to see if the gangster is particularly strong, or just a low-ranking thug
🍅 PM me the word 'tomato' 🍅 Extended Signature Musk Sucks, Quit X!
*insight check *
*to beat 9*
"The Biggest problem D&D player face is their own bad decisions." "What doesn't kill you makes you more likely to die."- Thauraeln_The_Bol "Well, hey, if it ain't broke, then break it!"Former_Queen_Yvonne
See my homebrew spells, monsters, and this thread
part of the cult of science, and the Cult of the Nothic, and plays on Tenbrae Sine Fine
Please help us!!! (Link) Nickname is Colton. PM ME THE WORD TOMATO.
The best name for the mad gibber
18
🍅 PM me the word 'tomato' 🍅 Extended Signature Musk Sucks, Quit X!